看到的都进来. 呼唤。
我感觉自己不适合翻译种族描述,一直都没有做完。。。这个文件是最新的。
如果谁翻译完了,请sylecn上传。
同时,下面这些就是从此文件中提取的。
#. [race]
#: data/core/units.cfg:76
msgid "race^Dwarves"
msgstr "矮人"
#. [race]
#: data/core/units.cfg:81
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the continent’s history since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves started allowing some humans, mostly dissidents and outlaws from the Crown of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas. Later, when threatened by the Orcs, the dwarves and their human allies formed The Alliance of Knalga to defend their common realm.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor. These accouterments are unrivaled in quality, possibly only matched by those produced by drake armourers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of their natures."
msgstr ""
"矮人是一个以矿工、铁匠、商人和战士闻名于世的种族。作为仅次于精灵和巨魔,大陆上第三古老的种族,他们的早期历史神秘莫测,一直被笼罩在各种谜团之中。传说记述了那个被人遗忘已久的远古年代,他们的族人穿过洞穴,从地下世界来到大陆,而有关他们在那之前的生活,一切都并不为人所知,其中也包括他们 之所以会进入地表世界的原因,不过至此之后,矮人便成为了整个大陆历史不可或缺的一部分。矮人们从地底世界来到地表后不久,便和大陆上的原住民—精灵发生了冲突。这起纷争的真正原因早已流失与历史的长河之中,但可以肯定的是,此后两个种族之间爆发了三场旷日持久的战争,其间短暂的和平仅仅维系了数十年。 漫长的战争期间,矮人始终无法将精灵从南方的密林之中驱离出去,但却成功地巩固了他们在大陆北方的山岳地区—也就是现如今的“北国”的势力范围。此后, 他们在领地内的山峦崖壁深处构筑起了许多梦幻般的防御工事和居所。\n"
"\n"
"可能是由于与世隔绝的原因,矮人普遍对别的种族,尤其是精灵感到不堪信任甚至是怀有敌意,这一种族思维定势的唯一例外是人类。这可以追溯到Hardic I时 代,当人类和兽人同时来到大陆的时候。当时矮人便开始允许一些人类,主要是来自韦诺皇权下的政治避难者和罪犯在“北地”的某些特定区域内安顿下来。矮人之所以如此,动机并不让人感到意外,因为这些人类当时所处的窘境不禁使矮人们回忆起他们在早期历史时期所受到的压迫,这使得他们悻悻相惜。矮人们亦从他们和流亡者们之间的纽带关系中获益匪浅。他们会在矮人们不喜居住的地区定居下来,例如平原、树林以及沼泽,这让矮人们从防御这些地区的苦差事中解脱了出来。 不久以后,当受到兽人的威胁时,矮人和他们的人类盟友结成了Knalga联盟以保卫他们共同的家园。\n"
"\n"
"以人类的标准来衡量,矮人的身材都很短小,但他们一点儿都不脆弱,他们中的战士坚韧强悍,整个大陆的人们都对他们在战斗中表现出高超技艺敬畏有加。除此之外,矮人的计算能力和卓越的工匠技术也为人所熟知。矮人铁匠们则因他们打造的致命武器和坚厚铠甲而闻名遐迩,这些军械在质量上无与伦比,可能只有龙族军械 师的作品才能与之比肩。杰出的智慧和天生巨细靡遗一问到底的性格亦使矮人成为大陆上科技最为进步的种族。其中最有名也是最为骇人的矮人发明之一便是那一遇 上火焰或是电花就能产生剧烈爆炸的神秘药粉。某些矮人战士使用这种药粉将小型物体以极高的速度推射出去。由于这种对于科技的倾向,许多矮人趋于不信任那些 魔法使用者。但是有一些矮人练习一种以雕刻符文为基础的魔法形式,称之为符文术,他们使用这些融入他们的生活的某些方面,例如锻造。"
#. [race]
#: data/core/units.cfg:89
msgid "race^Elf"
msgstr "精灵"
#. [race]
#: data/core/units.cfg:90
msgid "race+female^Elf"
msgstr "精灵"
#. [race]
#: data/core/units.cfg:91
msgid "race^Elves"
msgstr "精灵"
#. [race]
#: data/core/units.cfg:94
#, fuzzy
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the latter’s unusually long life - most, unless claimed by illness, accident or war, live a full two centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades after. Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.\n"
"\n"
"Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an unexplained affection for unspoiled nature. They often feel uncomfortable in open unvegetated spaces, which leads them to make their homes in the forests of the Great Continent, such as Aethenwood in the southwest and Wesmere in the northwest. Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium."
msgstr "和人类相比,精灵身材稍高,愈加灵敏而略微乏力。耳朵有点尖,皮肤苍白,通常是金色头发。Few differences between humans and elves are more pronounced than the latter’s unusually long life - most, unless claimed by illness, accident or war, live a full two centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades after. Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.\n"
"\n"
"精灵用很多时间磨练天性和技巧。那些不具魔法的锻炼身体。所以,精灵精通箭术,这算是他们最为重要的战场法宝。大多精灵部队携带弓箭,而其他种族的弓箭手没有可能与精灵的精度和速度抗衡。所有精灵共有一种对自然不可解释的亲近。他们在空旷的地方感到不适,导致他们把家安置在大陆的森林里。比如西南的Aethenwood,西北的Wesmere。精灵可能是大陆上最古老的种族,即使相对于巨魔。他们居住的森林很多有着上千年历史。"
#. [race]: description=
#: data/core/units.cfg:103
msgid "race^Goblin"
msgstr "地精"
#. [race]: description=
#: data/core/units.cfg:104
msgid "race+female^Goblin"
msgstr "地精"
#. [race]: description=
#: data/core/units.cfg:105
msgid "race^Goblins"
msgstr "地精"
#. [race]: description=
#: data/core/units.cfg:113
msgid "race^Gryphon"
msgstr "狮鹫"
#. [race]: description=
#: data/core/units.cfg:114
msgid "race+female^Gryphon"
msgstr "狮鹫"
#. [race]: description=
#: data/core/units.cfg:115
msgid "race^Gryphons"
msgstr "狮鹫"
#. [race]
#: data/core/units.cfg:123
msgid "race^Human"
msgstr "人类"
#. [race]
#: data/core/units.cfg:124
msgid "race+female^Human"
msgstr "人类"
#. [race]
#: data/core/units.cfg:125
msgid "race^Humans"
msgstr "人类"
#. [race]
#: data/core/units.cfg:132
msgid ""
"The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other."
msgstr ""
"人类变化多端,虽是从古老的大陆前来的外人,但是各种民族风俗的人类却已遍布这个世界。他们不似其他生灵般天赋魔力,却依靠学习掌握了最为全面的魔法。他们同样没有身体上的特殊天赋。有时,他们和不具过分侵略性的精灵,矮人结盟。因为大家都不能独自面对庞大的兽人军团。当然,人类也和其他生命一样憎恶不死。人类高度略不及精灵,但是比矮人高。皮肤颜色不一,从白到棕色。\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"人类分为许多不同的群体,在这片大陆上,大多数人生活在韦诺皇权之下。人类首先从西方的绿岛而来,不久再内陆的“韦岭” 建都,接下来的几个世纪,他们又在各地建设了城市,由韦诺军队保卫,这是大陆上制度最为完善的军队,由来自其主要的省区年轻人组成。\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"韦诺东部省份,被称为部族之国,地理上以连绵平原和丘陵为主,不同于更加文明的韦诺。这里是骑士一族的家园,他们自行耕耘但和韦诺结盟。有人认为这是个从属国,他们向韦诺派遣士兵,供给食物,以取得保护。有人认为他们和西部是平等的。不论如何,东部省份没有西部那样的常备军。战斗训练是部族生活的一个重要部分,从较小的年龄起,父母就教给孩子骑马战斗,张弓射箭。通常,部族的部队组织纪律性不及韦诺,但双方的长处和弱点却相互弥补。"
#. [race]: description=
#: data/core/units.cfg:139
msgid "race^Saurian"
msgstr "蜥蜴人"
#. [race]: description=
#: data/core/units.cfg:140
msgid "race+female^Saurian"
msgstr "蜥蜴人"
#. [race]: description=
#: data/core/units.cfg:141
msgid "race^Saurians"
msgstr "蜥蜴人"
#. [race]: description=
#: data/core/units.cfg:150
msgid "race^Mechanical"
msgstr "机械"
#. [race]: description=
#: data/core/units.cfg:151
msgid "race+plural^Mechanical"
msgstr "机械"
#. [race]: description=
#: data/core/units.cfg:161
msgid "race^Merman"
msgstr "人鱼"
#. [race]: description=
#: data/core/units.cfg:162
msgid "race^Mermaid"
msgstr "人鱼"
#. [race]: description=
#: data/core/units.cfg:163
msgid "race^Mermen"
msgstr "人鱼"
#. [race]: description=
#: data/core/units.cfg:171
msgid "race^Monster"
msgstr "怪物"
#. [race]: description=
#: data/core/units.cfg:172
msgid "race^Monsters"
msgstr "怪物"
#. [race]: description=
#: data/core/units.cfg:179
msgid "race^Naga"
msgstr "娜迦"
#. [race]: description=
#: data/core/units.cfg:180
msgid "race^Nagani"
msgstr "娜迦"
#. [race]: description=
#: data/core/units.cfg:181
msgid "race^Nagas"
msgstr "娜迦"
#. [race]: description=
#: data/core/units.cfg:189
msgid "race^Ogre"
msgstr "食人魔"
#. [race]: description=
#: data/core/units.cfg:190
msgid "race+female^Ogre"
msgstr "食人魔"
#. [race]: description=
#: data/core/units.cfg:191
msgid "race^Ogres"
msgstr "食人魔"
#. [race]
#: data/core/units.cfg:199
msgid "race^Orc"
msgstr "半兽人"
#. [race]
#: data/core/units.cfg:200
msgid "race+female^Orc"
msgstr "半兽人"
#. [race]
#: data/core/units.cfg:201
msgid "race^Orcs"
msgstr "半兽人"
#. [race]
#: data/core/units.cfg:211
#, fuzzy
msgid ""
"In appearance, orcs are half men and half beasts. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc are a member of a tribe or a clan. Relations between neighbouring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing - usually in blood - although it's most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position - although history knows some notable exceptions. Orcs hold no particular honour code and while undisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one's own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors - not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination."
msgstr ""
"外形上说,兽人一半像人,一半像野兽。他们比人类高大,坚韧且更有力气。他们好战,野蛮,天生如此creul。而且血液也比人类更红更加黏稠,他们不太关心个人练习和展示(hygiene and appearance)。 虽然兽人好战但是却过着群居生活,一个兽人永远不可能单独出现,而一群绝对不会少于6个。\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc are a member of a tribe or a clan. Relations between neighbouring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing - usually in blood - although it's most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position - although history knows some notable exceptions. Orcs hold no particular honour code and while undisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one's own goals.\n"
"\n"
"大多住在乡间野地,在丘陵或山下,有时在洞窟内。他们往往 They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"年纪大的兽人大约有五六十岁,可是大多数都过不了二三十年,再看到他们 before meeting their end either in war or by the hand of one of their kin. 最年长的兽人很可能是萨满,他们可能是族内唯一被广泛承认的中立者。这种习俗 as the shamans do not directly contribute much to orcish societies but only act as advisors - not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. 很多兽人天生脆弱, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination."
#. [race]
#: data/core/units.cfg:218
msgid "race^Troll"
msgstr "巨魔"
#. [race]
#: data/core/units.cfg:219
msgid "race+female^Troll"
msgstr "巨魔"
#. [race]
#: data/core/units.cfg:220
msgid "race^Trolls"
msgstr "巨魔"
#. [race]
#: data/core/units.cfg:226
#, fuzzy
msgid ""
"Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than a yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.\n"
"\n"
"<header>text='Geography'</header>\n"
"Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel."
msgstr ""
"巨魔是远古的种族,历史悠久。它们大而缓慢,思维单纯,久居地下深洞或高山,生命极其漫长。最特殊之处在于巨魔内在的生命力,这足以治疗自身创伤的能力让它们与其他种族迥然不同。不过它们需求很低,少量食物和水they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature.它们不像精灵那样亲近自然,取而代之的是土地和石头。They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than a yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.\n"
"\n"
"<header>text='Geography'</header>\n"
"早在矮人介入之前,巨魔就在大陆的山脉定居。它们在韦诺东部和北部的山脉或兽人部落中很常见。"
#. [race]
#: data/core/units.cfg:238
msgid "race^Undead"
msgstr "不死族"
#. [race]
#: data/core/units.cfg:239
msgid "race+female^Undead"
msgstr "不死族"
#. [race]
#: data/core/units.cfg:240
msgid "race+plural^Undead"
msgstr "不死族"
#. [race]
#: data/core/units.cfg:246
#, fuzzy
msgid ""
"Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and mermen tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans.The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.\n"
"\n"
"<header>text='Geography'</header>\n"
"While undead lords arrived on the Great Continent in considerable numbers only in the wake of Haldric I, they were not completely unheard of by elves and dwarves before that."
msgstr ""
"不死族并非单一种族,尽管被普遍当成那样。大多不死是被足够强大的巫师从死亡世界召回。它们无意识,是反抗大自然的存在。它们-已经没有性别,只知道听从召唤者的命令。 A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. 一个不死族不需要死灵法师持续关注,它会自行执行主人的命令。 也许它们的主人需要几个月一次,很少见的情况,去整治这些“作品”。\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and mermen tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans.The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.\n"
"\n"
"<header>text='Geography'</header>\n"
"尽管死灵法师在Haldric I的时候较伴随而来,但矮人和精灵并不是从那时才知道其存在的。"
[ 本帖最后由 luojie-dune 于 2008-4-18 21:58 编辑 ]
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