1 # #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
2 # Japanese translations for Battle for Wesnoth package.
3 # Copyright (C) 2005-2006 Wesnoth development team
4 # This file is distributed under the same license as the Battle for Wesnoth package.
5 # Automatically generated, 2005.
6 # Nobuhito Okada <okyada@gmail.com>, 2005-2006.
7 # MATSUMOTO Yuji <matumoto@marron.cias.osakafu-u.ac.jp>, 2005.
8 # naoki iimura <amatubu@gmail.com>, 2005-2008.
9 # IWAI, Masaharu <iwaim.sub@gmail.com>, 2010.
13 "Project-Id-Version: Battle for Wesnoth svn-trunk\n"
14 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
15 "POT-Creation-Date: 2011-02-12 13:10+0100\n"
16 "PO-Revision-Date: 2010-12-27 19:35+0900\n"
17 "Last-Translator: IWAI, Masaharu <iwaim.sub@gmail.com>\n"
18 "Language-Team: <wesnoth-ja-translate@lists.sourceforge.jp>\n"
19 "Language: Japanese\n"
21 "Content-Type: text/plain; charset=UTF-8\n"
22 "Content-Transfer-Encoding: 8bit\n"
23 "Plural-Forms: nplurals=1; plural=0;\n"
24 "X-Generator: KBabel 1.11.2\n"
26 #. [time]: id=underground
27 #. [illuminated_time]: id=underground_illum
28 #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:523
29 #: data/core/macros/schedules.cfg:85 data/core/macros/schedules.cfg:94
33 #. [berserk]: id=berserk
34 #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:819
35 #: data/core/macros/abilities.cfg:581
39 #. [berserk]: id=berserk
40 #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:822
41 #: data/core/macros/abilities.cfg:583
44 "Whether used offensively or defensively, this attack presses the engagement "
45 "until one of the combatants is slain, or 30 rounds of attacks have occurred."
48 "攻撃においても防御においても、この攻撃が戦いで使われた場合、いずれかの戦闘ユ"
49 "ニットが倒されるまで交戦をやめません。もしくは 30 回の攻撃が行われるまで。"
51 #. [chance_to_hit]: id=magical
52 #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:835
53 #: data/core/macros/abilities.cfg:667
57 #. [chance_to_hit]: id=magical
58 #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:838
59 #: data/core/macros/abilities.cfg:669
62 "This attack always has a 70% chance to hit regardless of the defensive "
63 "ability of the unit being attacked."
66 "この攻撃は攻撃されるユニットが持っているどんな防御能力も関係なく常に命中率が "
69 #. [firststrike]: id=firststrike
70 #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:850
71 #: data/core/macros/abilities.cfg:716
75 #. [firststrike]: id=firststrike
76 #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:853
77 #: data/core/macros/abilities.cfg:718
80 "This unit always strikes first with this attack, even if they are defending."
83 "このユニットは、たとえ防御時であっても常にこの攻撃で先に攻撃します。"
85 #. [heals]: id=healing
86 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
87 #: data/core/macros/abilities.cfg:10
91 #. [heals]: id=healing
92 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
93 #: data/core/macros/abilities.cfg:11
94 msgid "female^heals +4"
97 #. [heals]: id=healing
98 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22
99 #: data/core/macros/abilities.cfg:16
102 "Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
104 "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
105 "from taking effect for that turn.\n"
106 "A poisoned unit cannot be cured of its poison by a healer, and must seek the "
107 "care of a village or a unit that can cure."
110 "このユニットは隣接した友好的なユニットをターン開始時に回復させます。\n"
112 "このユニットに治療されるユニットは 1 ターンに最大でHPが 4 回復します。もしく"
113 "は、そのターンに毒の効果が発動しないようにします。\n"
114 "毒を受けているユニットの解毒を行うことはできません。村で回復させるか、治療ユ"
117 #. [heals]: id=healing
118 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45
119 #: data/core/macros/abilities.cfg:30
123 #. [heals]: id=healing
124 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46
125 #: data/core/macros/abilities.cfg:31
126 msgid "female^heals +8"
129 #. [heals]: id=healing
130 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:51
131 #: data/core/macros/abilities.cfg:36
134 "This unit combines herbal remedies with magic to heal units more quickly "
135 "than is normally possible on the battlefield.\n"
137 "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
138 "from taking effect for that turn.\n"
139 "A poisoned unit cannot be cured of its poison by a healer, and must seek the "
140 "care of a village or a unit that can cure."
143 "このユニットは薬草と魔法を組み合わせて、戦場で通常可能であったよりも素早くユ"
146 "このユニットに治癒されるユニットは 1 ターンに最大でHPが 8 回復します。もしく"
147 "は、そのターンに毒の効果が発動しないようにします。\n"
148 "毒を受けているユニットの解毒を行うことはできません。村で回復させるか、治療ユ"
151 #. [section]: id=encyclopedia
152 #. [topic]: id=..encyclopedia
153 #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
157 #. [topic]: id=..encyclopedia
158 #: data/core/encyclopedia/_main.cfg:14
159 msgid "<ref>dst='..geography' text='Geography'</ref>"
160 msgstr "<ref>dst='..geography' text='地理'</ref>"
163 #: data/core/encyclopedia/drakes.cfg:7
169 #: data/core/encyclopedia/drakes.cfg:8
171 "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
172 "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
177 #: data/core/encyclopedia/drakes.cfg:13
182 #: data/core/encyclopedia/drakes.cfg:14
184 "A very large castle-like structure that is home to a <ref>dst='flight' "
185 "text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
189 #. [topic]: id=breeding_pen
190 #: data/core/encyclopedia/drakes.cfg:19
195 #. [topic]: id=breeding_pen
196 #: data/core/encyclopedia/drakes.cfg:20
198 "The portion of an <ref>dst='aerie' text='aerie'</ref> where the nonsentient "
199 "<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
200 "text='Dominant'</ref>' s eye."
203 #. [topic]: id=breeding_cycle
204 #: data/core/encyclopedia/drakes.cfg:25
205 msgid "Breeding Cycle"
208 #. [topic]: id=breeding_cycle
209 #: data/core/encyclopedia/drakes.cfg:26
211 "The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
215 #. [topic]: id=world-ocean
216 #. [topic]: id=new continent
217 #: data/core/encyclopedia/drakes.cfg:31 data/core/encyclopedia/drakes.cfg:37
221 #. [topic]: id=world-ocean
222 #: data/core/encyclopedia/drakes.cfg:32
224 "The Great Ocean is the name of the open seas that surround the archipelago "
225 "of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
226 "the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
229 #. [topic]: id=new continent
230 #: data/core/encyclopedia/drakes.cfg:38
232 "Great Continent -- The great continent to the east of <ref>dst='morogor' "
233 "text='Morogor'</ref>. Its existence is unknown to the @drakes until the "
238 #: data/core/encyclopedia/drakes.cfg:44
243 #: data/core/encyclopedia/drakes.cfg:45
245 "In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
246 "falls off the world-disc."
249 #. [topic]: id=spiral_path
250 #: data/core/encyclopedia/drakes.cfg:50
254 #. [topic]: id=spiral_path
255 #: data/core/encyclopedia/drakes.cfg:51
257 "A quasi-secret organization among the drakes devoted to avoiding a "
258 "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
262 #. [topic]: id=straight_path
263 #: data/core/encyclopedia/drakes.cfg:56
264 msgid "Straight Path"
267 #. [topic]: id=straight_path
268 #: data/core/encyclopedia/drakes.cfg:57
270 "'The drakish tradition of perpetual expansion and conquest. This term is "
271 "mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
275 #. [topic]: id=dominant
276 #: data/core/encyclopedia/drakes.cfg:62
280 #. [topic]: id=dominant
281 #: data/core/encyclopedia/drakes.cfg:63
283 "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
284 "leader, the only drake in the tribe that is allowed to reproduce with the "
285 "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
286 "privileges on others."
289 #. [topic]: id=vulcaniad
290 #: data/core/encyclopedia/drakes.cfg:68
294 #. [topic]: id=vulcaniad
295 #: data/core/encyclopedia/drakes.cfg:69
297 "The (irregular) period between consecutive eruptions of "
298 "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
299 "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
302 #. [topic]: id=recorder
303 #: data/core/encyclopedia/drakes.cfg:74
307 #. [topic]: id=recorder
308 #: data/core/encyclopedia/drakes.cfg:75
310 "A Redorder is a Drakish scrollkeeper whose has mastered the drakish "
311 "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
312 "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
313 "recruit their members from all of the other castes."
316 #. [topic]: id=laying
317 #: data/core/encyclopedia/drakes.cfg:80
321 #. [topic]: id=laying
322 #. [topic]: id=hatching
323 #: data/core/encyclopedia/drakes.cfg:81 data/core/encyclopedia/drakes.cfg:87
324 msgid "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
327 #. [topic]: id=hatching
328 #: data/core/encyclopedia/drakes.cfg:86
332 #. [topic]: id=hatchling
333 #: data/core/encyclopedia/drakes.cfg:92
338 #. [topic]: id=hatchling
339 #: data/core/encyclopedia/drakes.cfg:93
341 "A young drake that has not yet seen another generation hatch. The younger of "
342 "the current generation of hatchlings are the most aggressive is the behavior "
343 "of the <ref>dst='flight' text='flight'</ref>."
346 #. [topic]: id=fledgling
347 #: data/core/encyclopedia/drakes.cfg:98
352 #. [topic]: id=fledgling
353 #: data/core/encyclopedia/drakes.cfg:99
355 "A young drake that has seen another generation hatch. If the "
356 "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
357 "they start the <ref>dst='swarming' text='Swarming'</ref>."
360 #. [topic]: id=breeder
361 #: data/core/encyclopedia/drakes.cfg:104
365 #. [topic]: id=breeder
366 #: data/core/encyclopedia/drakes.cfg:105
368 "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> that "
369 "become breeders have to be handled with extra care. The number of breeders "
370 "is also limited by the amounts of non-breeders around, since breeders can't "
371 "take care of their food for themselves when laying. Drake breeders become "
372 "fertile after the next <ref>dst='hatching' text='hatching'</ref>."
376 #: data/core/encyclopedia/drakes.cfg:110
381 #: data/core/encyclopedia/drakes.cfg:111
383 "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
384 "text='Hatchling'</ref> will belongs to is determined by the time it is laid "
385 "and to some extent the ambient temperature."
388 #. [topic]: id=flight
389 #: data/core/encyclopedia/drakes.cfg:116
393 #. [topic]: id=flight
394 #: data/core/encyclopedia/drakes.cfg:117
396 "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
397 "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
398 "text='Dominant'</ref>, who confers mating privileges."
401 #. [topic]: id=aspirant
402 #: data/core/encyclopedia/drakes.cfg:122
406 #. [topic]: id=aspirant
407 #: data/core/encyclopedia/drakes.cfg:123
409 "Male drake that has passed through a hormonal metamorphosis that makes him "
410 "able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
411 "secretion of the hormone is caused by hunt and combat actions in which the "
415 #. [topic]: id=ascendant
416 #: data/core/encyclopedia/drakes.cfg:128
420 #. [topic]: id=ascendant
421 #: data/core/encyclopedia/drakes.cfg:129
423 "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
426 #. [topic]: id=intendant
427 #: data/core/encyclopedia/drakes.cfg:134
432 #. [topic]: id=intendant
433 #: data/core/encyclopedia/drakes.cfg:135
435 "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
436 "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
437 "<ref>dst=caste text='caste'</ref> other than his own. Additional "
438 "'Intendants' are sometimes designated for special duties. Intendants are "
439 "likeliest to be granted mating privileges, especially after a notable "
444 #: data/core/encyclopedia/drakes.cfg:140
450 #: data/core/encyclopedia/drakes.cfg:141
452 "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
453 "<ref>dst='aerie' text='aerie'</ref> to found a new one."
456 #. [topic]: id=swarming
457 #: data/core/encyclopedia/drakes.cfg:146
462 #. [topic]: id=swarming
463 #: data/core/encyclopedia/drakes.cfg:147
465 " The <ref>dst='flight' text='flight'</ref> for a new drake <ref>dst='aerie' "
466 "text='aerie'</ref> that recurs every <ref>dst='breeding_cycle' "
467 "text='breeding cycle</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
470 #. [topic]: id=runners
471 #: data/core/encyclopedia/drakes.cfg:152
475 #. [topic]: id=runners
476 #: data/core/encyclopedia/drakes.cfg:153
477 msgid "Drakish term for escaped slaves hunted as game."
480 #. [topic]: id=mount_morogor
481 #: data/core/encyclopedia/drakes.cfg:158
482 msgid "Mount Morogor"
485 #. [topic]: id=mount_morogor
486 #: data/core/encyclopedia/drakes.cfg:159
488 "Volcanic mountain on the central island of the archipelago "
489 "<ref>dst='morogor' text='Morogor'</ref>."
492 #. [topic]: id=long_count
493 #: data/core/encyclopedia/drakes.cfg:164
497 #. [topic]: id=long_count
498 #: data/core/encyclopedia/drakes.cfg:165
500 "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> and "
501 "<ref>dst=breeding_cycle text='Breeding cycles'</ref>."
504 #. [topic]: id=long_pig
505 #: data/core/encyclopedia/drakes.cfg:170
509 #. [topic]: id=long_pig
510 #: data/core/encyclopedia/drakes.cfg:171
512 "South Seas pidgin for human meat, used to translate a Drakish word with the "
516 #. [topic]: id=ceramic
517 #: data/core/encyclopedia/drakes.cfg:176
521 #. [topic]: id=ceramic
522 #: data/core/encyclopedia/drakes.cfg:177
524 "The drakes work metal, but are are masters in the craftsmanship of making "
525 "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
526 "generate the amount of heat to cure the pieces to full strength."
529 #. [topic]: id=drakish_script
530 #: data/core/encyclopedia/drakes.cfg:182
531 msgid "Drakish, script"
534 #. [topic]: id=drakish_script
535 #: data/core/encyclopedia/drakes.cfg:183
537 "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
538 "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
539 "text='Recorder'</ref> vocation."
542 #. [topic]: id=drakish_language
543 #: data/core/encyclopedia/drakes.cfg:188
544 msgid "Drakish, language"
547 #. [topic]: id=drakish_language
548 #: data/core/encyclopedia/drakes.cfg:189
549 msgid "The language spoken by the drakes."
552 #. [section]: id=geography
553 #. [topic]: id=..geography
554 #: data/core/encyclopedia/geography.cfg:11
555 #: data/core/encyclopedia/geography.cfg:18
559 #. [topic]: id=arkan_thoria
560 #: data/core/encyclopedia/geography.cfg:25
564 #. [topic]: id=arkan_thoria
565 #: data/core/encyclopedia/geography.cfg:26
567 "A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
568 "ref> and running east to the Listra."
571 #. [topic]: id=great_ocean
572 #: data/core/encyclopedia/geography.cfg:31
576 #. [topic]: id=great_ocean
577 #: data/core/encyclopedia/geography.cfg:32
579 "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
580 "and all rivers eventually flow to it. Far to the west in the the Great Ocean "
581 "is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
584 #. [topic]: id=morogor
585 #: data/core/encyclopedia/geography.cfg:37
589 #. [topic]: id=morogor
590 #: data/core/encyclopedia/geography.cfg:40
592 "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
593 "ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and "
594 "east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
595 "It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
596 "The central island of the archipelago is also called 'Morogor'."
599 #. [topic]: id=green_isle
600 #: data/core/encyclopedia/geography.cfg:45
605 #. [topic]: id=green_isle
606 #: data/core/encyclopedia/geography.cfg:46
608 "A bigger island lying in the <ref>dst='great_ocean' text='great ocean'</ref>."
611 #. [topic]: id=old_continent
612 #: data/core/encyclopedia/geography.cfg:51
613 msgid "Old Continent"
616 #. [topic]: id=old_continent
617 #: data/core/encyclopedia/geography.cfg:52
619 "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
620 "<ref>dst='Great Ocean' text='Great Ocean'</ref>."
623 #. [topic]: id=great_continent
624 #: data/core/encyclopedia/geography.cfg:57
625 msgid "Great Continent"
628 #. [topic]: id=great_continent
629 #: data/core/encyclopedia/geography.cfg:58
631 "The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
632 "Wesnoth'</ref> lies. Its west coast is surrounded by the "
633 "<ref>dst='great_ocean' text='Great Ocean'</ref>."
637 #: data/core/encyclopedia/geography.cfg:63
642 #: data/core/encyclopedia/geography.cfg:64
644 "The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
645 "text='Wesnoth'</ref> is situated is 'Irdya'. This term is , however, only "
646 "rarely used in the era depicted by the main map. People normally just say "
647 "'the world' or, poetically, 'the wide green world'."
650 #. [topic]: id=kingdom_wesnoth
651 #: data/core/encyclopedia/geography.cfg:69
652 msgid "Kingdom of Wesnoth"
655 #. [topic]: id=kingdom_wesnoth
656 #: data/core/encyclopedia/geography.cfg:95
658 "The Kingdom of Wesnoth is located in the north-central portion of the "
659 "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
660 "mainline campaigns revolve around it. It is bounded on the map by the Great "
661 "River to the north, the shore of the Great Ocean to the west, the Aethenwood "
662 "to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
663 "Bitter Swamp to the southeast (lower right corner of the main map).\n"
665 "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
666 "It is bounded to the south (off-map) by dense woods of which the Aethenwood "
667 "may be considered a northernmost extension.\n"
669 " • Notable cities:\n"
670 " ◦ Weldyn: The capital of Wesnoth.\n"
671 " ◦ Aldril: City lying on the Bay of Pearls.\n"
672 " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
673 " ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
674 " ◦ Dan'Tonk: Wesnoth's largest city, located in the center of the "
675 "country, just west and north of Weldyn.\n"
676 " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
677 "the confluence of the Weldyn River and the Great River.\n"
678 " ◦ Fort Tahn: The southernmost border outpost, controls the north/"
679 "south road crossing the River Aethen.\n"
680 " ◦ Tath: Important fort city north of Dan'Tonk, exerts control over "
681 "the wilderness country around the east of the Brown Hills and north to the "
684 " • Notable land features:\n"
685 " ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
686 " ◦ Ford of Abez: Shallow part of the Great River, it is usually "
687 "controlled by Wesnothian forces\n"
688 " ◦ Weldyn River: It branches from the Great River and goes south\n"
689 " ◦ Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort "
690 "Tahn, this plain is Wesnoth's bread basket and home to most of its "
692 " ◦ Dulatus Hills: These rolling hills bordering the Great Central "
693 "Plain provide much of Wesnoth's livestock and agriculture\n"
694 " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
695 "well-populated and occasionally very dangerous.\n"
696 " ◦ Horse Plains: Region of rolling plains just south of the Great "
697 "River, bounded by Glyn's Forest to the west and the River Weldyn to the "
698 "east; the southern reach merges into the Central Plain. Home of the powerful "
699 "Clans; the best horses in Wesnoth are bred here.\n"
700 " ◦ Estmark Hills: Largish range rising south of the Great River and "
701 "east of the Weldyn River. The northernmost portion, nearest the River "
702 "Weldyn, has at various times been settled by Wesnothians, but the Kingdom's "
703 "control is tenuous at best and banditry is common.\n"
704 " ◦ Glyn's Forest: Sometimes known as the Royal Forest, named for "
705 "one of Haldric II's sons\n"
706 " ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
707 "located between Carcyn and Aldril and generally considered to be haunted\n"
708 " ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
709 "south of Aldril. It receives drainage from the Brown Hills and feeds into "
710 "the Great River. (Not shown on the main map.)"
713 #. [topic]: id=elensefar
714 #: data/core/encyclopedia/geography.cfg:100
718 #. [topic]: id=elensefar
719 #: data/core/encyclopedia/geography.cfg:107
721 "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
722 "text='Wesnoth'</ref>, at times an independent country, and at times in a "
723 "treaty federation with Wesnoth. Its borders are the Great River to the "
724 "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
725 "the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
726 "More information is found in the historical narrative of Wesnoth.\n"
728 " • Notable cities:\n"
729 " ◦ Elensefar: The capital, located on an island in the "
730 "<ref>dst='great_river' text='Great River'</ref> delta\n"
731 " ◦ Carcyn: City on the Wesnoth-Elensefar border, disputed with "
733 " • Notable land features:\n"
734 " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide "
735 "at this point, and only ships can cross it."
738 #. [topic]: id=northlands
739 #: data/core/encyclopedia/geography.cfg:112
743 #. [topic]: id=northlands
744 #: data/core/encyclopedia/geography.cfg:130
746 "There is no government of the Northlands. Various groups of orcs, dwarves, "
747 "barbarian men and even elves populate the region. The northern and eastern "
748 "borders are not defined, the southern border is the <ref>dst='great_river' "
749 "text='Great River'</ref>, and the western border is the "
750 "<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
752 " • Notable cities:\n"
753 " ◦ Glamdrol: An Orcish tribal capital\n"
754 " ◦ Romyr: Another Orcish tribal capital\n"
755 " ◦ Wesmere: The location of the Ka'lian - the Elvish Council\n"
756 " ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
757 "Knalga in the southern Heart Mountains. A major trade center.\n"
758 " ◦ Dallben and Delwyn: Human villages originally built by settlers "
759 "who crossed the Great River during Wesnoth's Golden Age expansion. Now "
760 "abandoned. The forested area northeast of Elensefar, where these villages "
761 "were located, was named the Annuvin province by men but was known by the "
762 "elves as Wesmere. \n"
764 " • Notable land features:\n"
765 " ◦ Heart Mountains: A virtually impassable barrier between the "
766 "river country and the Northern Plains.\n"
767 " ◦ Heartfangs: the particularly forbidding stretch of high peaks "
768 "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
769 "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
770 "madmen, and mages live there.\n"
771 " ◦ Swamp of Dread: a very large bog located between the Heart "
772 "Mountains and the Great River. A notoriously dangerous place.\n"
773 " ◦ Lake Vrug: A large mountain lake whose river carves the only "
774 "pathway through the Northern Mountains\n"
775 " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the "
776 "elvish name; among humans it is called Longlier.\n"
777 " ◦ River Listra: The south-running tributary of the Great River "
778 "into which the Arkan-thoria empties.\n"
779 " ◦ Lintanir Forest: The southernmost portion of the Great Northern "
780 "Forest, a gigantic wood whose eastern and northern boundaries are known only "
781 "the elves. Their capitol, Elensiria, has only seldom been visited by "
783 " ◦ Great River: The origin of this river is somewhere in the east "
784 "of the northern lands"
787 #. [topic]: id=southwest_elven_lands
788 #: data/core/encyclopedia/geography.cfg:135
789 msgid "Southwest Elven Lands"
792 #. [topic]: id=southwest_elven_lands
793 #: data/core/encyclopedia/geography.cfg:141
795 "The Wood Elves are separate from those of the north, and have only "
796 "intermittent relations with them and most other countries. Its borders are "
797 "the Green Swamp to the northeast, the desert (not shown) to the south, and "
798 "the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
800 " • Notable cities\n"
802 " • Notable land features:\n"
803 " ◦ Aethen Forest: The largest southern forest, it extends far to "
804 "the southwest - much farther than is charted - and is home to <ref>dst='.."
805 "race_elf' text='elves'</ref>."
808 #. [topic]: id=heart_mountains
809 #: data/core/encyclopedia/geography.cfg:146
811 msgid "Heart Mountains"
814 #. [topic]: id=heart_mountains
815 #: data/core/encyclopedia/geography.cfg:147
817 "A virtually impassable barrier between the <ref>dst='arkan_thoria' "
818 "text='river'</ref> country and the <ref>dst='far_north' text='Northern "
822 #. [topic]: id=far_north
823 #: data/core/encyclopedia/geography.cfg:152
827 #. [topic]: id=far_north
828 #: data/core/encyclopedia/geography.cfg:176
830 "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
831 "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
832 "Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
833 "merit) as their own. To the east lie the Unaligned Tribes of the Wild "
834 "Steppe, who fell out of the control of the Clannate, instead roaming with "
835 "wild human barbarians and clashing with the High Elves of the North Plains "
836 "(known as North Elves in human lands). The High Elves themselves reside "
837 "further east, where it is rumored they rule a vast kingdom.\n"
839 " • Notable cities:\n"
840 " ◦ Barag Gor, a city home to the Orcish Council\n"
851 " • Notable land features:\n"
852 " ◦ Swamp of Desolation\n"
853 " ◦ Mountains of Dorth\n"
854 " ◦ Mountains of Haag\n"
857 " ◦ Forest of Thelien\n"
863 #. [section]: id=introduction
864 #. [topic]: id=..introduction
865 #: data/core/help.cfg:21 data/core/help.cfg:89
869 #. [section]: id=gameplay
870 #. [topic]: id=..gameplay
871 #: data/core/help.cfg:27 data/core/help.cfg:137
875 #. [section]: id=traits_section
876 #. [topic]: id=..traits_section
877 #: data/core/help.cfg:33 data/core/help.cfg:360
881 #. [section]: id=units
882 #. [topic]: id=..units
883 #: data/core/help.cfg:42 data/core/help.cfg:95
887 #. [section]: id=abilities_section
888 #. [topic]: id=..abilities_section
889 #: data/core/help.cfg:51 data/core/help.cfg:101
893 #. [section]: id=weapon_specials
894 #. [topic]: id=..weapon_specials
895 #: data/core/help.cfg:59 data/core/help.cfg:110
896 msgid "Weapon Specials"
899 #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
900 #. [section]: id=factions_section
901 #: data/core/help.cfg:67 src/help.cpp:1298 src/help.cpp:1300
905 #. [section]: id=terrains
906 #. [topic]: id=..terrains
907 #: data/core/help.cfg:74 data/core/help.cfg:480
911 #. [section]: id=commands
912 #. [topic]: id=..commands
913 #: data/core/help.cfg:81 data/core/help.cfg:782
917 #. [topic]: id=..abilities_section
918 #: data/core/help.cfg:104
920 "Certain units have abilities that either directly affect other units, or "
921 "have an impact on how the unit interacts with other units. These abilities "
922 "will be listed under this topic as you encounter them.\n"
925 "ある種のユニットは他のユニットに直接影響を与える能力があるか、あるいはそのユ"
926 "ニットが他のユニットにどのように作用するかにおいてインパクトをもちます。これ"
927 "らの能力は遭遇した時にこのトピックの下に一覧表示されます。\n"
930 #. [topic]: id=..weapon_specials
931 #: data/core/help.cfg:113
933 "Some weapons have special features that increase the effectiveness of "
934 "attacking with them.\n"
937 "いくつかの武器には独特な特徴があり、その武器による攻撃の効果を高めます。\n"
940 #. [topic]: id=.unknown_unit
941 #: data/core/help.cfg:120
945 #. [topic]: id=.unknown_unit
946 #: data/core/help.cfg:123
950 "This unit is unknown for the moment. You must discover it in the game to be "
951 "allowed to see its description."
955 "このユニットは現在のところ不明です。このユニットの詳細を見るためには、ゲーム"
958 #. [topic]: id=introduction_topic
959 #: data/core/help.cfg:128
963 #. [topic]: id=introduction_topic
964 #: data/core/help.cfg:131
969 "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
970 "game somewhat unusual among modern strategy games. While other games strive "
971 "for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
972 "simplicity of both rules and gameplay. This does not make the game simple, "
973 "however — from these simple rules arise a wealth of strategy, making the "
974 "game easy to learn but a challenge to master."
978 "<italic>text='Battle for Wesnoth'</italic> は、現代風ストラテジーゲームとは一"
979 "風異なる、ターンベースのファンタジーストラテジーゲームです。 他のゲームがルー"
980 "ルとゲームプレイの複雑さを目指しているのに対して、Battle for Wesnoth はルール"
981 "とゲームプレイの両方がシンプルであるように心懸けています。しかしながら —この"
982 "ためにゲームがつまらなくなるということではありません。これらの単純なルールか"
983 "ら、学ぶのは簡単でもマスターするのが困難な豊富な戦術が生じるのです。"
985 #. [topic]: id=fundamentals
986 #: data/core/help.cfg:143
987 msgid "Fundamentals of Gameplay"
990 #. [topic]: id=fundamentals
991 #: data/core/help.cfg:144
993 "These pages outline all you need to know to play <italic>text='Battle for "
994 "Wesnoth'</italic>. They cover how to play and the basic mechanics behind the "
995 "game. As you play the game, new information is added to these pages as you "
996 "come across new aspects of the game. For more detailed information on "
997 "special situations and exceptions, please follow the links included."
999 "このページでは、あなたが <italic>text='Battle for Wesnoth'</italic> をプレイ"
1000 "するために知っておく必要のある全てについて、簡単に説明します。これには、遊び"
1001 "方からゲームの背後にある基本的なメカニズムまで含みます。ゲームをプレイしてい"
1002 "き、新しい局面を迎える度に新しい情報がこれらのページに追加されます。特殊な例"
1003 "外や状況におけるより詳細な情報については、そこからのリンクを辿って下さい。"
1005 #. [topic]: id=fundamentals
1006 #: data/core/help.cfg:146
1011 "To begin with, it’s best to click the <bold>text='Tutorial'</bold> button at "
1012 "the main menu. This will take you to the interactive tutorial, which will "
1013 "teach you the basics of Wesnoth. After this, it is recommended that you play "
1014 "the Heir to the Throne campaign first — click <bold>text='Campaign'</bold> "
1015 "then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for "
1016 "Wesnoth'</italic> can be quite challenging, you may wish to start on easy."
1020 "始めるにあたり、メインメニューの<bold>text='チュートリアル'</bold>のボタンを"
1021 "クリックするとよいでしょう。これは、あなたを Wesnoth の基本を教える対話的な"
1022 "チュートリアルに連れ出します。これが終わったら、「王位継承者」キャンペーンを"
1023 "最初にプレイすることをお勧めします。<bold>text='キャンペーン'</bold>、そして"
1024 "<italic>text='「王位継承者」'</italic>をクリックして下さい。"
1025 "<italic>text='Battle for Wesnoth'</italic> はとても難しいため、"
1026 "<italic>text='易しい'</italic>レベルから始めたいと思うかもしれません。"
1028 #. [topic]: id=fundamentals
1029 #: data/core/help.cfg:149
1031 "While playing, keep in mind that if you mouse-over many items in the game, "
1032 "such as the information displayed in the status pane, a brief description "
1033 "will be shown explaining each item. This is especially useful when you "
1034 "encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the "
1037 "プレイ中にゲーム上の多くの項目の上にマウスを乗せると、ステータスペインに表示"
1038 "される情報のような、それぞれの項目についての簡単な説明が表示されることを覚え"
1039 "ておきましょう。これは、あなたが新しい<ref>dst='..abilities_section' text='能"
1040 "力'</ref>を初めて発見した時には特に便利です。"
1042 #. [topic]: id=about_game
1043 #: data/core/help.cfg:154
1044 msgid "About the Game"
1047 #. [topic]: id=about_game
1048 #: data/core/help.cfg:155
1051 "The game takes place over a series of battles, called "
1052 "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
1053 "the troops of one or more adversaries. You can play against the computer, or "
1054 "with friends who each take turns sitting at the computer (hotseat play). If "
1055 "your computer is connected to a computer network, you can also play against "
1056 "other people connected to that network. If your computer has a connection to "
1057 "the Internet, you can play against other people across the Internet."
1059 "ゲームは、シナリオと呼ばれる一連の戦闘の上で行われます。各シナリオは、あなた"
1060 "の軍隊を一つまたはそれ以上の敵の軍隊と戦わせます。コンピュータ相手や、交互に"
1061 "コンピュータ操作を入れかわる友達と一緒にプレイ(ホットシートプレイ)すること"
1062 "ができます。もしコンピュータがネットワークにつながっているなら、そのネット"
1063 "ワークに接続された他の人達と対戦することも可能です。インターネット接続があれ"
1064 "ば、インターネットを越えて他の人達と戦うことができます。"
1066 #. [topic]: id=about_game
1067 #: data/core/help.cfg:157
1072 "<italic>text='Campaigns'</italic> consist of multiple scenarios that follow "
1073 "on from each other, telling a story. In a campaign, you often need to play "
1074 "more carefully, preserving your best troops so that they can be used again "
1075 "in later scenarios in the campaign."
1079 "キャンペーンは、物語を伝えながら、話の続きとなる複数のシナリオからなっていま"
1080 "す。キャンペーンでは多くの場合、後のシナリオで再び使えるように最高の軍隊達を"
1081 "生き残らせるよう、より注意してプレイする必要があります。"
1083 #. [topic]: id=victory_and_defeat
1084 #: data/core/help.cfg:163
1085 msgid "Victory and Defeat"
1088 #. [topic]: id=victory_and_defeat
1089 #: data/core/help.cfg:164
1092 "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
1093 "the beginning of each scenario. Usually you will achieve victory by killing "
1094 "all enemy leaders, and only be defeated by having your leader killed. But "
1095 "scenarios may have other victory objectives — getting your leader to a "
1096 "designated point, say, or rescuing someone, or solving a puzzle, or holding "
1097 "out against a siege until a certain number of turns have elapsed."
1099 "それぞれのシナリオの開始時に表示される目標のポップアップボックスに注意してく"
1100 "ださい。通常は敵のリーダーすべてを倒せば勝利し、あなたのリーダーが殺されるこ"
1101 "とだけが敗北となるでしょう。しかしシナリオによってはほかの勝利目標があるかも"
1102 "しれません。例えば、リーダーを指定された場所に移動させるとか、誰かを助けると"
1103 "か、パズルを解くとか、あるターン数が過ぎるまで包囲攻撃に対抗するとか。"
1105 #. [topic]: id=victory_and_defeat
1106 #: data/core/help.cfg:166
1111 "When you win a scenario, the map grays over and the <bold>text='End Turn'</"
1112 "bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
1113 "things like changing your save options or (if you are in a multiplayer game) "
1114 "chatting with other players before pressing that button to advance."
1118 "シナリオに勝利したとき、マップは灰色に覆われ、「<bold>text='ターン終了'</"
1119 "bold>」ボタンが「<bold>text='シナリオ終了'</bold>」に変わるでしょう。このボタ"
1120 "ンを押して先に進む前に、保存オプションを変更したり、(マルチプレイヤーゲーム"
1121 "の場合には)ほかのプレイヤーとチャットしたりといったことができます。"
1123 #. [topic]: id=recruit_and_recall
1124 #: data/core/help.cfg:174
1125 msgid "Recruiting and Recalling"
1128 #. [topic]: id=recruit_and_recall
1129 #: data/core/help.cfg:175
1132 "Each side begins with one leader in their keep. At the start of any battle, "
1133 "and at times during it, you will need to recruit <ref>dst='..units' "
1134 "text='units'</ref> into your army. To recruit, you must have your leader "
1135 "(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
1136 "campaign) on the keep square of a <ref>dst='terrain_castle' text='castle'</"
1137 "ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
1138 "from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
1139 "bold>. This brings up the recruit menu, which lists units available for "
1140 "recruitment, along with their gold cost. Click on a unit to see its "
1141 "statistics, then press the recruit button to recruit it."
1143 "各陣営は主塔に一人のリーダーがいる状態で開始します。戦闘の開始時点やその途中"
1144 "では何度か、自軍に<ref>dst='..units' text='ユニット'</ref>を雇用する必要があ"
1145 "るでしょう。雇用するためにはリーダー(例えば「王位継承者」では Konrad )を"
1146 "<ref>dst='terrain_castle' text='城'</ref>の主搭の位置に置く必要があります。そ"
1147 "こで、メニューから「雇用する」を選択するか、ヘクスを右クリックして"
1148 "<bold>text='雇用する'</bold>を選択することで雇用することができます。ここで、"
1149 "雇用することが可能なユニットと必要金額の一覧を示す雇用メニューが表示されま"
1150 "す。その数値を見るにはユニットをクリックして、雇用するにはそれから「雇用す"
1153 #. [topic]: id=recruit_and_recall
1154 #: data/core/help.cfg:177
1158 "If you right-clicked on a castle hex and selected recruit, the new unit will "
1159 "appear in that square. Otherwise, it will appear in a free square near the "
1160 "keep. You may only recruit as many units as you have free hexes in your "
1161 "castle, and you cannot spend more gold than you actually have on recruiting."
1165 "城ヘクスで右クリックをして「雇用する」を選択すると、新しいユニットがそのヘク"
1166 "スに出現します。主搭の周りの空いたヘクスに出現する場合もあります。城の空いて"
1167 "いるヘクスだけユニットを雇用することができます。雇用するときには所持金より多"
1168 "くのゴールドを消費することはできません。"
1170 #. [topic]: id=recruit_and_recall
1171 #: data/core/help.cfg:179
1176 "Recruited units come with two random <ref>dst='..traits_section' "
1177 "text='traits'</ref> which modify their statistics."
1181 "雇用されたユニットはその数値を変化させる二つのランダムな<ref>dst='.."
1182 "traits_section' text='特性'</ref>を持ちます。"
1184 #. [topic]: id=recruit_and_recall
1185 #: data/core/help.cfg:181
1189 "In later scenarios, you may also Recall survivors from earlier battles. "
1190 "Recalling costs a standard 20 gold and presents you with a list of all "
1191 "surviving units from previous scenarios."
1195 "後のシナリオでは、前の戦闘の生存者を召還することもできます。召還には通常 20 "
1196 "ゴールドかかり、前のシナリオからの全生存ユニットの一覧を示します。"
1198 #. [topic]: id=recruit_and_recall
1199 #: data/core/help.cfg:183
1204 "Units not only cost gold to Recruit or Recall, they also require money to "
1205 "support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
1210 "ユニットは雇用と召還にゴールドが必要なだけでなく、維持にも金がかかります。よ"
1211 "り詳細な情報は、<ref>dst='income_and_upkeep' text='収入と維持'</ref>を参照し"
1215 #: data/core/help.cfg:190
1220 #: data/core/help.cfg:191
1222 "On top of the energy bar shown next to each unit of yours is an orb. For "
1223 "units you control, this orb is:"
1225 "各ユニットの隣に示される体力バーの上にあるのは宝珠です。あなたが動かすユニッ"
1229 #: data/core/help.cfg:192
1231 msgid " green if it hasn’t moved this turn,"
1232 msgstr "このターンにまだ動いていないなら緑色、"
1235 #: data/core/help.cfg:193
1237 msgid " yellow if it has moved, but could still move further or attack, or"
1238 msgstr "移動したがまだ動いたり攻撃したりできるなら黄色、"
1241 #: data/core/help.cfg:194
1243 " red if it can no longer move or attack, or the user ended the unit's turn."
1247 #: data/core/help.cfg:195
1249 msgid " blue if the unit is an ally you do not control."
1250 msgstr "あなたが動かしていない同盟のユニットなら、宝珠は青色です。"
1253 #: data/core/help.cfg:196
1255 msgid " Enemy units have no orb on top of their energy bar."
1256 msgstr "敵ユニットには、体力バーの上に宝珠がありません。"
1258 #. [topic]: id=hitpoints
1259 #: data/core/help.cfg:203
1260 msgid "Hitpoints and Experience"
1263 #. [topic]: id=hitpoints
1264 #: data/core/help.cfg:204
1267 "Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
1268 "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
1269 "certain number of <italic>text='experience points'</italic> (XP). A freshly "
1270 "recruited unit starts with no experience points, and gains experience by "
1273 "各ユニットは何ポイントかのヒットポイント(HP)をもっています。ユニットのヒッ"
1274 "トポイントが 1 より小さくなると、ユニットは死んでしまいます。また各ユニットは"
1275 "何ポイントかの経験値(XP)も持っています。新しく雇用されたユニットは経験なし"
1276 "から始まって、敵と戦うことで経験を得ます。"
1278 #. [topic]: id=hitpoints
1279 #: data/core/help.cfg:208
1281 "The hitpoints and experience points are both indicated in the status pane "
1282 "using two numbers (the current value and the maximum value the unit can "
1285 "ヒットポイントと経験値は共にステータスペインに二つの数字(現在の値と、ユニッ"
1286 "トがもつ最大値)を使って表示されます。"
1288 #. [topic]: id=hitpoints
1289 #: data/core/help.cfg:209
1291 "The hitpoints are also indicated by an energy bar next to each unit, which "
1292 "is green, yellow or red. A unit with at least 1 experience point has a blue "
1293 "experience bar, which turns white as the unit is about to "
1294 "<ref>dst='experience_and_advancement' text='advance'</ref>."
1296 "ヒットポイントは各ユニットの隣にある体力バーでも示され、緑や黄色や赤となりま"
1297 "す。1 ポイントでも経験値をもったユニットは、青色の経験バーが表示され、そのユ"
1298 "ニットが<ref>dst='experience_and_advancement' text='昇進'</ref>する頃には白に"
1301 #. [topic]: id=movement
1302 #: data/core/help.cfg:216
1306 #. [topic]: id=movement
1307 #: data/core/help.cfg:217
1309 "Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
1310 "the unit you wish to move to select it, then click on the hex you wish to "
1311 "move it to. When a unit is selected, everywhere it can move this turn will "
1312 "be highlighted, and all other hexes on the map are made dull. Mousing over a "
1313 "highlighted hex shows the defense rating the unit would have if you moved it "
1314 "to that hex. Mousing over a dull hex will also show the number of turns "
1315 "required to reach it, and clicking will cause the unit to move towards it by "
1316 "the fastest route over this and subsequent turns. If you don’t use up all of "
1317 "a unit’s movement when you first move a unit, you may move it again. This is "
1318 "useful when having two units switch places. Attacking with a unit will use "
1319 "up its movement. Ending a move in a village you don’t already own will also "
1320 "use up a unit’s movement, but will still allow it to attack."
1322 "<italic>text='Battle for Wesnoth'</italic> での移動は単純です。単に動かしたい"
1323 "ユニットをクリックして、向かわせたい場所のヘクスをクリックするだけです。ユ"
1324 "ニットが選択されると、そのターンで移動可能な全てのヘクスがハイライトされ、そ"
1325 "の他全てのヘクスは薄暗くなります。ハイライトされたヘクスの上にマウスを乗せる"
1326 "と、そのヘクスに移動した時にそのユニットが持つことになる防御率が表示されま"
1327 "す。暗いヘクスの上にマウスカーソルをあわせると、そこに到り着くのに何ターン必"
1328 "要かが表示されて、クリックすると、そのユニットはそこに向かう最速の通り道で、"
1329 "今回および以降のターンに渡って移動します。最初にユニットを動かす時にもしユ"
1330 "ニットの移動を使い切らなければ、再度それを動かすことができます。これは二つの"
1331 "ユニットの位置を交換する時に使えます。ユニットを使って攻撃すると、その移動は"
1332 "使い切ってしまいます。あなたがまだ所有していない村で移動を終えることもまたユ"
1333 "ニットの移動を使い切ることになりますが、さらにそれに攻撃させることは可能で"
1336 #. [topic]: id=movement
1337 #: data/core/help.cfg:219
1342 "Each unit has a certain number of movement points which are used up when "
1343 "moving into a new hex, depending on the Terrain of that particular hex. For "
1344 "instance, grassland nearly always costs 1 movement point to enter. Exactly "
1345 "how many movement points are spent entering a hex depends on the unit type — "
1346 "in forest, elvish units only spend 1 movement point, most human and orc "
1347 "units spend 2, while horsemen spend 3. You can learn how many movement "
1348 "points a unit requires to enter a certain terrain type by right-clicking on "
1349 "it, selecting <bold>text='Unit Description'</bold>, and then looking at "
1350 "<bold>text='Terrain Modifiers'</bold>."
1354 "各ユニットは一定の移動力を持ち、新しいヘクスに入るときに、そのヘクスの地形に"
1355 "依存して消費されます。例えば、草原はほとんど常に必要な移動力は 1 です。正確に"
1356 "どれだけの移動力がヘクスに入るときに消費されるのかは、ユニットの種類に依存し"
1357 "ます。森ではエルフユニットの移動力の消費は 1 ですが、ほとんどの人間とオーク"
1358 "は 2 を消費し、乗馬ユニットでは 3 となります。ユニットが地形ごとでどれだけの"
1359 "移動力が必要かを知るには、ユニットをクリックして「ユニットの解説」を選択して"
1360 "<italic>text='地形修正'</italic>を見てください。"
1362 #. [topic]: id=movement
1363 #: data/core/help.cfg:221
1368 "Another thing to keep in mind while moving is <italic>text='zones of "
1369 "control'</italic>. Each unit generates a zone of control in the hexes "
1370 "immediately surrounding it, and any enemy unit entering those hexes "
1371 "immediately ends its movement. Learning how to use zones of control to your "
1372 "advantage is an important part of Wesnoth, as only "
1373 "<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
1378 "移動中に気をつけなければならないもう一点は、「支配ゾーン]です。各ユニットは隣"
1379 "接する周囲に支配ゾーンを生成しており、これらのヘクスに侵入してきた敵対ユニッ"
1380 "トは直ちに移動を終了します。支配ゾーンの活用方法を学ぶことは Wesnoth の重要な"
1381 "一部分であり、<ref>dst='ability_skirmisher' text='散兵'</ref>のみが支配ゾーン"
1384 #. [topic]: id=movement
1385 #: data/core/help.cfg:223
1389 "To see where the enemy can move to during their next turn, press Ctrl-v or "
1390 "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
1391 "not on the map to block their progress."
1395 "次のターンの間に敵がどこまで動けるかを見るには、Ctrl-v か Cmd-v を押して下さ"
1396 "い。Ctrl-b か Cmd-b では、その敵が、進行をブロックするあなたのユニットがいな"
1397 "いとしたら、どこまで動けるかを示します。"
1399 #. [topic]: id=shroud_and_fog
1400 #: data/core/help.cfg:230
1401 msgid "Shroud and Fog of War"
1404 #. [topic]: id=shroud_and_fog
1405 #: data/core/help.cfg:233
1408 "In some scenarios, parts of the map will be hidden from you. There are two "
1409 "mechanisms that can be used separately or together. The "
1410 "<italic>text='shroud'</italic> hides both the terrain and any units at a "
1411 "location. However, once it is cleared, you can always see that location. The "
1412 "<italic>text='fog of war'</italic> only hides units and ownership of "
1413 "villages (other than by you or your allies). The fog of war is cleared "
1414 "temporarily when you have units nearby, but returns when they leave. Both "
1415 "the shroud and the fog of war are cleared by units. Each unit clears "
1416 "locations adjacent to those within one turn’s move (ignoring zones of "
1417 "control and enemy units).\n"
1419 "Normally you can undo a unit’s movement, as long as an event with a "
1420 "randomized result has not occurred, such as combat or recruitment (as most "
1421 "units receive random traits when recruited). Exploring hidden terrain by "
1422 "clearing shroud or fog will also prevent undos to a previous state. You may "
1423 "wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
1424 "menu. This will prevent units from clearing shroud or fog until the next "
1425 "randomized event or a manual update via <bold>text='Update Shroud Now'</"
1426 "bold> (or the end of your turn) and thereby preserve your ability to undo "
1429 "いくつかのシナリオでは、マップの一部が隠されています。これには二つの仕組みが"
1430 "あり、それぞれ別々に使うことも、一緒に使うこともできます。幕は地形もそこにい"
1431 "るどんなユニットも隠してしまいます。しかしながら、それが一度取り除かれれば、"
1432 "常にその位置を見ることができます。戦雲(霧)はユニットと村の所有者(あなたか"
1433 "あなたの同盟軍のもの以外の)だけを隠します。霧はあなたのユニットが近くにいる"
1434 "ときには一時的に晴れますが、離れれば元に戻ります。幕も霧もユニットによって取"
1435 "り除かれます。それぞれのユニットは 1 ターンで移動できる範囲を取り除きます(支"
1436 "配ゾーンや敵ユニットは無視して)。\n"
1438 "通常はユニットの移動を取り消すことができます。ランダムな結果が起こる、戦闘や"
1439 "雇用(ほとんどのユニットは雇用されるときにランダムな特性を得るため)といった"
1440 "イベント以外は。幕や霧を取り除いて隠されていた地形を探検することも元の状態に"
1441 "取り消すことができません。アクションメニューの「幕の更新を遅らせる」を有効に"
1442 "したいと思うかもしれません。この機能は次のランダムな結果が起こるイベントか、"
1443 "「幕を更新する」をクリックして手動で更新する(あるいはターンを終了する)まで"
1444 "の間、ユニットを動かしても幕や霧を取り除きません。これによって移動の取り消し"
1447 #. [topic]: id=combat
1448 #: data/core/help.cfg:240
1452 #. [topic]: id=combat
1453 #: data/core/help.cfg:241
1456 "Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
1457 "between units in adjacent hexes. Click on your unit, and click on the enemy "
1458 "you want to attack: your unit will move towards the enemy unit, and when "
1459 "they are next to each other, combat will begin. The attacker and defender "
1460 "alternate strikes until each has used their allotted number of strikes. The "
1461 "attacker chooses one of its weapons to attack with, and the defender "
1462 "retaliates with one of its attacks of the same type. There are two types of "
1463 "attacks: <italic>text='melee'</italic>, which usually involves weapons such "
1464 "as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
1465 "involves weapons such as bows, spears and fireballs."
1467 "<italic>text='Battle for Wesnoth'</italic> における戦闘は、必ず、隣接するヘク"
1468 "スにいるユニットの間で行われます。自分のユニットをクリックして、攻撃したい敵"
1469 "ユニットをクリックすると、あなたのユニットは敵ユニットに向かって移動し、隣接"
1470 "した時に戦闘が始まります。攻撃側と防御側は それぞれ割り当てられた攻撃回数を"
1471 "使って交互に攻撃します。攻撃側は使用する武器の一つを選んで、防御側は同じタイ"
1472 "プの攻撃の一つを使って反撃します。攻撃には二つのタイプ、剣や斧や刀などを使う"
1473 "格闘と、弓や槍や火炎を使う投射があります。"
1475 #. [topic]: id=combat
1476 #: data/core/help.cfg:243
1481 "<header>text='Order and Number of Strikes'</header>"
1485 "<header>text='順序と攻撃回数'</header>"
1487 #. [topic]: id=combat
1488 #: data/core/help.cfg:245
1493 "The attacker gets the first strike, then the defender retaliates. Each "
1494 "strike either hits, doing a given amount of damage, or misses, doing no "
1495 "damage at all. Strikes alternate until each unit has used up all of its "
1496 "strikes. The number of strikes a unit has varies; for instance, an elvish "
1497 "fighter with a 5–4 attack may strike 4 times, each successful strike dealing "
1498 "5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but "
1499 "at 9 damage for each hit)."
1503 "攻撃側が先制攻撃を行い、次に防御側が反撃します。各攻撃は、命中してある量のダ"
1504 "メージを与えるか、外して全くダメージが与えられないかのどちらかとなります。こ"
1505 "れはどちらかのユニットが攻撃回数分を使い切るまで交互に行われます。攻撃回数は"
1506 "ユニットによって異なり、例えば 5-4 の剣での攻撃をもつエルフの戦士は 5 ダメー"
1507 "ジを与える攻撃を 4 回行いますが、一方で 9-2 をもつオークの兵卒は 2 回しか攻撃"
1508 "できません(一振り 9 ダメージですが)。"
1510 #. [topic]: id=combat
1511 #: data/core/help.cfg:247
1516 "<header>text='Chance to Hit'</header>"
1520 "<header>text='命中率'</header>"
1522 #. [topic]: id=combat
1523 #: data/core/help.cfg:249
1528 "Every unit has a chance of being hit, based on the <italic>text='terrain'</"
1529 "italic> it is in. This is shown in the status pane, and may also be found by "
1530 "right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
1531 "then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
1532 "elves have a defense rating of 70% in forest, so a unit attacking them has "
1533 "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
1534 "attacker in return depends on what terrain the attacker is in."
1538 "各ユニットは立っている地形に基づいて命中される確率が決まります。これはステー"
1539 "タスペインに表示されますし、そのユニットを右クリックし、「ユニットの解説」を"
1540 "選択して、<italic>text='地形修正'</italic>を見ることでもわかります。例えば、"
1541 "エルフの多くは森において 70% の防御率があり、彼らに命中させる確率は 30% しか"
1542 "ありません。反対に、エルフが攻撃側に反撃するときの命中率は、攻撃ユニットのい"
1545 #. [topic]: id=combat
1546 #: data/core/help.cfg:251
1551 "There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
1552 "text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
1553 "text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
1554 "regardless of terrain, and, when used offensively, marksmen always have at "
1555 "least a 60% chance to hit, regardless of terrain."
1559 "このルールには二つの例外があります。<ref>dst='weaponspecial_magical' text='魔"
1560 "法攻撃'</ref>と<ref>dst='weaponspecial_marksman' text='射撃'</ref>です。魔法"
1561 "攻撃は地形に関係なく常に命中率は 70% になり、射撃は攻撃時に限り、地形に関わら"
1562 "ず常に最低でも 60% の命中率になります。"
1564 #. [topic]: id=combat
1565 #: data/core/help.cfg:253
1569 "<header>text=Damage</header>"
1573 "<header>text='ダメージ'</header>"
1575 #. [topic]: id=combat
1576 #: data/core/help.cfg:255
1581 "Each strike which hits causes a base amount of damage depending on the "
1582 "attack type. For instance, an elvish fighter with a 5–4 attack does 5 base "
1583 "damage. This is usually modified by two things: "
1584 "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
1585 "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
1586 "modified by the circumstances, select <bold>text='Damage Calculations'</"
1587 "bold> in the attack selection menu."
1591 "各攻撃が命中することによる基本のダメージ量は、攻撃型に依存します。例えば、"
1592 "5-4 の剣を持つエルフの戦士は基本ダメージ 5 で攻撃します。通常、この値は二つの"
1593 "事柄、<ref>dst='damage_types_and_resistance' text='抵抗値'</ref>と"
1594 "<ref>dst='time_of_day' text='時刻'</ref>によって修正されます。基本ダメージが"
1595 "これらの状況によってどう修正されるかを見るには、攻撃選択メニューの"
1596 "<italic>text='ダメージ計算'</italic>を選択して下さい。"
1598 #. [topic]: id=combat
1599 #: data/core/help.cfg:257
1604 "A few units have special <ref>dst='..abilities_section' text='abilities'</"
1605 "ref> which affect damage dealt in combat. The most common of these is "
1606 "<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
1607 "damage dealt by both attacker and defender when the unit with charge attacks."
1611 "いくつかのユニットは、戦闘時のダメージに影響を与える特殊な<ref>dst='.."
1612 "abilities_section' text='能力'</ref>を持ちます。そのような特殊能力で最も一般"
1613 "的なものは<ref>dst='weaponspecial_charge' text='突撃'</ref>です。 突撃を持つ"
1614 "ユニットが攻撃すると、攻撃側と防御側の両方のダメージ量が倍となります。"
1616 #. [topic]: id=damage_types_and_resistance
1617 #: data/core/help.cfg:263
1618 msgid "Damage Types and Resistance"
1621 #. [topic]: id=damage_types_and_resistance
1622 #: data/core/help.cfg:264
1625 "In Wesnoth, there are three types of damage usually associated with physical "
1626 "attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
1627 "Additionally, there are three further types of damage usually associated "
1628 "with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
1629 "italic>. Different units may have resistances which alter the damage which "
1630 "they take from certain damage types."
1632 "Wesnoth には物理的攻撃に関連する斬撃、貫通、打撃の三つのダメージ型がありま"
1633 "す。さらに、魔法的攻撃に関連する火炎、冷気、秘術の三つのダメージ型がありま"
1634 "す。ユニットごとにダメージ型によって、異なる抵抗力を持ちます。"
1636 #. [topic]: id=damage_types_and_resistance
1637 #: data/core/help.cfg:266
1642 "Resistances work very simply: if a unit has 40% resistance against a damage "
1643 "type, then it will suffer 40% less damage when hit with that damage type. It "
1644 "is also possible for a unit to be vulnerable against some damage types. If a "
1645 "unit has −100% resistance against a damage type, it will suffer 100% more "
1646 "damage when hit by that type."
1650 "抵抗力は非常に単純に働きます。もしユニットがある攻撃型で 40% の抵抗力を持って"
1651 "いるなら、その攻撃を受けたときにはダメージを 40% 軽減します。ユニットがある攻"
1652 "撃型に弱点を持つこともあります。もしユニットがある攻撃型で −100% の抵抗力を"
1653 "持っているなら、その攻撃を受けたときにはダメージが 100% 増加します。"
1655 #. [topic]: id=damage_types_and_resistance
1656 #: data/core/help.cfg:268
1661 "For example, skeletons are highly resistant to blade and pierce damage, but "
1662 "are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
1667 "例えば、スケルトンは斬撃と貫通に対しては高い抵抗力を持ちます。しかし、打撃と"
1668 "火炎には弱く、さらに秘術に対しては非常に脆弱です。"
1670 #. [topic]: id=damage_types_and_resistance
1671 #: data/core/help.cfg:270
1675 "If a strike is determined to hit, it will always do at least 1 point of "
1676 "damage. This applies even if the defender has 100% resistance to the damage "
1681 "もし攻撃が命中すれば、少なくとも 1 ポイントのダメージは必ず与えられます。これ"
1682 "は、たとえ防御側がそのダメージの種類に 100% の耐性を持っていても、ということ"
1685 #. [topic]: id=time_of_day
1686 #: data/core/help.cfg:276
1690 #. [topic]: id=time_of_day
1691 #: data/core/help.cfg:281
1693 "The time of day affects the damage of certain units as follows:\n"
1694 " Lawful units get +25% damage in daytime, and −25% damage at night.\n"
1695 " Chaotic units get +25% damage at night, and −25% in daytime.\n"
1696 " Liminal units get +25% damage during twilight.\n"
1697 " Neutral units are unaffected by the time of day."
1699 "時刻は、次のように特定のユニットのダメージに影響します:\n"
1700 " 秩序ユニットは昼間は +25% のダメージ修正、夜間は −25% のダメージ修正を得ま"
1702 " 混沌ユニットは夜間は +25% のダメージ修正、昼間は −25% のダメージ修正を得ま"
1704 " 黄昏ユニットは夕方は +25% のダメージ修正を得ます。\n"
1705 " 中立ユニットは時間の影響を受けません。"
1707 #. [topic]: id=time_of_day
1708 #: data/core/help.cfg:284
1713 "The current time of day can be observed under the minimap in the status "
1714 "pane. For the usual day/night cycle, morning and afternoon count as day, "
1715 "first and second watch count as night:\n"
1719 "現在時刻はステータスペインの小マップの下で観察できます。通常の昼と夜のサイク"
1720 "ルに対して、朝と午後は昼間と数え、夜と深夜は夜間と数えます。\n"
1723 #. [topic]: id=time_of_day
1724 #: data/core/help.cfg:284 data/core/macros/schedules.cfg:6
1728 #. [time]: id=morning
1729 #. [topic]: id=time_of_day
1730 #: data/core/help.cfg:285 data/core/macros/schedules.cfg:17
1734 #. [time]: id=afternoon
1735 #. [topic]: id=time_of_day
1736 #: data/core/help.cfg:286 data/core/macros/schedules.cfg:26
1741 #. [topic]: id=time_of_day
1742 #: data/core/help.cfg:287 data/core/macros/schedules.cfg:35
1746 #. [time]: id=first_watch
1747 #. [topic]: id=time_of_day
1748 #: data/core/help.cfg:288 data/core/macros/schedules.cfg:46
1752 #. [time]: id=second_watch
1753 #. [topic]: id=time_of_day
1754 #: data/core/help.cfg:289 data/core/macros/schedules.cfg:58
1755 msgid "Second Watch"
1758 #. [topic]: id=time_of_day
1759 #: data/core/help.cfg:291
1761 "Keep in mind that some scenarios take place underground, where it is "
1762 "perpetually night!"
1764 "地下で行われるシナリオがあることに気をつけましょう。ここでは常に夜となりま"
1767 #. [topic]: id=experience_and_advancement
1768 #: data/core/help.cfg:298
1769 msgid "Experience and Advancement"
1772 #. [topic]: id=experience_and_advancement
1773 #: data/core/help.cfg:299
1775 "If both units survive a combat, they gain a number of experience points "
1776 "equal to the level of the unit they’re fighting. If a unit kills another in "
1777 "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
1778 "level 1, 16 for level 2, 24 for level 3, and so forth."
1780 "もし両方のユニットが戦闘に生き残ったのなら、そのユニットは戦闘相手のレベルに"
1781 "応じた経験値を得ます。もし相手ユニットを倒したのなら、そのユニットはより多く"
1782 "の経験値を得ます。レベル 0 なら 4、レベル 1 なら 8、レベル 2 なら 16、レベル "
1783 "3 なら 24 となります。以降も同様です。"
1785 #. [topic]: id=experience_and_advancement
1786 #: data/core/help.cfg:301
1790 "Units have a certain amount of experience required to advance (this is 20% "
1791 "less for units with the Intelligent trait). Once they achieve this amount, "
1792 "they immediately advance to the next level, healing fully in the process. In "
1793 "some cases, you will be given a choice of advancement options."
1797 "ユニットは昇進に必要な経験値が決まっています(「知的」な特性を持つユニットな"
1798 "ら通常より 20% 少なくて済みます)。ユニットがこの値に達すると、そのユニットは"
1799 "直ちに次のレベルに上がり、HP が最大まで回復します。場合によっては、クラスチェ"
1802 #. [topic]: id=experience_and_advancement
1803 #: data/core/help.cfg:303
1808 "While most units have three levels, not all do. Occasional units (such as "
1809 "<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
1810 "reached its maximum level, it may have an <italic>text='After Maximum Level "
1811 "Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
1812 "each time the unit reaches the experience goal, but the unit will remain the "
1813 "same level. The typical AMLA effect is for the unit to raise the maximum HP "
1814 "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
1815 "gained (120 XP for intelligent units). However, gaining an AMLA becomes "
1816 "progressively harder for each AMLA the unit receives, and so it is usually "
1817 "more useful to try to advance your lower level units."
1821 "ほとんどのユニットはレベル 3 までありますが、全てではありません。いくつかの"
1822 "(<ref>dst='unit_Mage' text='魔術師'</ref>のような)ユニットはレベル 4 まであ"
1823 "ります。一度ユニットが最高レベルに達すると、最高位後昇進 After Maximum Level "
1824 "Advancement (AMLA)が有効になります。ユニットが経験の目標値に到達する度に "
1825 "AMLA はユニットを修正しますが、そのユニットは同じレベルに留まり続けます。典型"
1826 "的な AMLA の効果は、最大 HP を 3 増加させるとともに完全に回復させることです。"
1827 "最初の AMLA は通常 150 XP (知的ユニットは 120 XP )得ることで到達します。し"
1828 "かしながら AMLA の獲得は、ユニットが AMLA を受ける度に徐々に困難になっていく"
1829 "ので、より低レベルのユニットを昇進させるよう試みる方がもっと有効である場合が"
1832 #. [topic]: id=healing
1833 #: data/core/help.cfg:310
1837 #. [topic]: id=healing
1838 #: data/core/help.cfg:311
1840 "In combat, your units will inevitably take damage. When a unit "
1841 "<ref>dst='experience_and_advancement' text='advances'</ref>, it will heal "
1842 "fully. This can happen as you finish fighting an enemy, whether it is your "
1843 "turn or not. Wesnoth offers several other ways for your units to heal, all "
1844 "of which take place at the beginning of your turn, before you take action."
1846 "戦闘において、ユニットがダメージを受けることは避けられないでしょう。ユニット"
1847 "は<ref>dst='experience_and_advancement' text='昇進'</ref>する時に、完全回復し"
1848 "ます。これは、あなたのターンであろうとなかろうと、敵との戦いが終了した時点で"
1849 "起こります。その他にも Wesnoth ではあなたのユニットを回復させるいくつかの方法"
1850 "があります。これらは全て、あなたのターン開始時に行動を起こす前に起こります。"
1852 #. [topic]: id=healing
1853 #: data/core/help.cfg:313
1858 "<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is "
1859 "attacked will heal 2 HP in its next turn."
1863 "休息: 移動、攻撃をせず、攻撃もされなかったユニットは、次のターンに HP が 2 回"
1866 #. [topic]: id=healing
1867 #: data/core/help.cfg:314
1871 "<italic>text='Villages'</italic>: A unit which starts a turn in a village "
1876 "村: ターン開始時に村にいるユニットは HP が 8 回復します。"
1878 #. [topic]: id=healing
1879 #: data/core/help.cfg:315
1882 "<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
1883 "(such as trolls) will automatically heal 8HP every turn."
1886 "<ref>dst='ability_regenerates' text='再生'</ref>: (トロルのような)ある種の"
1887 "ユニットは自動的に毎ターン HP が 8 回復します。"
1889 #. [topic]: id=healing
1890 #: data/core/help.cfg:316
1894 "<italic>text='Healing units'</italic>: Units with the "
1895 "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied "
1896 "adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or "
1897 "<ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison "
1898 "from causing that unit damage."
1901 "回復ユニット: <ref>dst='ability_heals +4' text='回復'</ref>能力を持つユニット"
1902 "は、隣接している友軍の各ユニットをターンごとに通常 <ref>dst='ability_heals "
1903 "+4' text='4 HP'</ref> か <ref>dst='ability_heals +8' text='8 HP'</ref> 回復さ"
1904 "せ、あるいは毒を受けたユニットがダメージを受けるのを防ぎます。"
1906 #. [topic]: id=healing
1907 #: data/core/help.cfg:317
1911 "<italic>text='Curing units'</italic>: Units with the "
1912 "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in all "
1913 "allied adjacent units (in preference to healing, if it has that ability as "
1917 "治療ユニット: <ref>dst='ability_cures' text='治療'</ref>能力を持つユニット"
1918 "は、隣接する全ての友軍ユニットの毒を(もし回復の能力があったとしても、それを"
1921 #. [topic]: id=healing
1922 #: data/core/help.cfg:319
1926 "Resting can be combined with other forms of healing, but villages, "
1927 "regeneration, healing and curing cannot combine with each other: the best "
1928 "option will be used. Finally, units heal fully between scenarios."
1932 "休息は他の回復と組み合わせることができますが、村、再生、回復、治療は互いに組"
1933 "み合わせることはできません。最良のものが選択されます。最後に、シナリオの間で"
1936 #. [topic]: id=income_and_upkeep
1937 #: data/core/help.cfg:326
1938 msgid "Income and Upkeep"
1941 #. [topic]: id=income_and_upkeep
1942 #: data/core/help.cfg:327
1945 "In Wesnoth, it is not enough simply to recruit units and fight. You must "
1946 "watch your gold as well, especially in campaigns, where you can carry extra "
1947 "gold over from one scenario to the next. There are two aspects to this; "
1948 "<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
1950 "Wesnoth において、ユニットの雇用と戦闘はそれほど単純ではありません。特にキャ"
1951 "ンペーンでは余分のゴールドを次に持ち越せるため、所持金に注意するべきです。こ"
1952 "れには収入と維持費という二つの側面があります。"
1954 #. [topic]: id=income_and_upkeep
1955 #: data/core/help.cfg:329
1960 "Income is simple. You have a base income of 2 gold per turn. For every "
1961 "village you control, you gain one additional gold each turn. (In general "
1962 "this is configurable but in campaigns it is almost always one gold per "
1963 "village.) Thus, if you have ten villages, you would normally gain 12 gold "
1964 "each turn. Your upkeep costs are subtracted from this income, as detailed "
1969 "収入は単純です。ターンあたり 2 ゴールドの基本収入があります。支配している各村"
1970 "について、さらに毎ターン 1 ゴールドずつ得ることができます。従って、村を 10 個"
1971 "持っているなら、普通は毎ターン 12 ゴールド得ることになります。この収入から、"
1974 #. [topic]: id=income_and_upkeep
1975 #: data/core/help.cfg:331
1980 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
1981 "to its level. You can support as many levels worth of units as you have "
1982 "villages, without paying any upkeep. However, for each level of unit beyond "
1983 "the number of villages you have, you must pay one gold per turn. For "
1984 "example, if you have twelve level one units and ten villages, you would have "
1985 "to pay two gold each turn in upkeep."
1989 "維持費も割合単純です。各ユニットは、そのレベルに等しい維持費が必要となりま"
1990 "す。維持費を払うことなく、占有している村の数と同じだけのレベル<italic>text=価"
1991 "値</italic>のユニットを維持することができます。ユニットレベルの合計が所有して"
1992 "いる村の数を超えた場合は、毎ターンその超過分のゴールドを払う必要があります。"
1993 "例えば、12 のレベル 1 ユニットと 10 の村がある場合には、維持費としてターン毎"
1994 "に 2 ゴールド払うことになります。"
1996 #. [topic]: id=income_and_upkeep
1997 #: data/core/help.cfg:333
2002 "Upkeep costs are subtracted from your income, so in the case of twelve "
2003 "levels of units and ten villages, your resultant Income would be 10 gold per "
2008 "維持費は収入から差し引かれるため、ユニットレベルの合計が 12 で 10 個の村の場"
2009 "合には、差し引き合計の収入は毎ターン 10 ゴールドとなります。"
2011 #. [topic]: id=income_and_upkeep
2012 #: data/core/help.cfg:335
2017 "There are two important exceptions to upkeep: units with the loyal trait and "
2018 "leaders never incur upkeep. Units you begin the scenario with (such as "
2019 "Delfador), or units who join you during a scenario (such as the horseman in "
2020 "the second scenario of <italic>text='Heir to the Throne'</italic>) will "
2021 "usually have the <italic>text='loyal'</italic> trait. The unit you are "
2022 "playing (such as Konrad) will almost always be a leader."
2025 "維持費には重要な例外が二つあります。「忠義」特性を持つユニットとリーダーには"
2026 "維持費が全くかかりません。シナリオの最初からいるユニット( Delfador など)"
2027 "や、シナリオの途中で加わるユニット(「王位継承者」の二番目のシナリオでの騎兵"
2028 "など)は、通常この忠義特性を持っています。あなたがプレイしているユニット"
2029 "( Konrad など)はほとんどの場合リーダーでしょう。"
2031 #. [topic]: id=wrap_up
2032 #: data/core/help.cfg:341
2036 #. [topic]: id=wrap_up
2037 #: data/core/help.cfg:342
2040 "This concludes the fundamentals of Wesnoth. You might want to read up on "
2041 "basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
2042 "text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
2043 "ref>, but you now know everything you need to know to play the "
2044 "<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
2046 "これで Wesnoth の基礎は終わりです。 あなたは基本戦術を研究したり、"
2047 "<ref>dst='..traits_section' text='特性'</ref>と<ref>dst='.."
2048 "abilities_section' text='能力'</ref>に詳しくなりたいと思っているかもしれませ"
2049 "ん。しかし、この時点であなたはキャンペーン「王位継承者」を遊ぶために必要な知"
2050 "識をすべて得ました。楽しんで下さい、そして幸運を!"
2052 #. [topic]: id=about
2053 #: data/core/help.cfg:347
2054 msgid "ingame_help_item^Contributors"
2057 #. [topic]: id=license
2058 #: data/core/help.cfg:353
2062 #. [topic]: id=..traits_section
2063 #: data/core/help.cfg:362
2066 "Most units have two traits. However, undead units are assigned the single "
2067 "trait <italic>text='undead'</italic>, and woses do not receive any traits. "
2068 "Traits are modifications that change a unit’s attributes slightly. They are "
2069 "usually randomly assigned to a unit when it is recruited."
2071 "ほとんどのユニットは二つの特性を持っていますが、アンデッドは"
2072 "「<italic>text='アンデッド'</italic>」の特性のみが割り当てられ、ウーズはどの"
2073 "ような特性も得ません。特性とは、少しばかりユニットの能力を変化させる修正で"
2074 "す。それらは通常はユニットが雇用された時にランダムに割り振られます。"
2076 #. [topic]: id=..traits_section
2077 #: data/core/help.cfg:364
2082 "The traits that are available to all non-undead units are "
2083 "<ref>dst='traits_intelligent' text='intelligent'</ref>, "
2084 "<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
2085 "text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
2089 "全てのアンデッドではないユニットに有効な特性は、"
2090 "<ref>dst='traits_intelligent' text='知的'</ref>、<ref>dst='traits_quick' "
2091 "text='敏捷'</ref>、<ref>dst='traits_resilient' text='頑強'</ref>、"
2092 "<ref>dst='traits_strong' text='強力'</ref>です。"
2094 #. [topic]: id=..traits_section
2095 #: data/core/help.cfg:368
2100 "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
2101 "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
2102 "<ref>dst='traits_undead' text='undead'</ref>.\n"
2107 "ユニットに割り当てられる他の特性には、<ref>dst='traits_dextrous' text='器"
2108 "用'</ref>、<ref>dst='traits_loyal' text='忠義'</ref>、"
2109 "<ref>dst='traits_undead' text='アンデッド'</ref>があります。\n"
2112 #. [topic]: id=traits_intelligent
2113 #: data/core/help.cfg:374
2117 #. [topic]: id=traits_intelligent
2118 #: data/core/help.cfg:375
2119 msgid "Intelligent units require 20% less experience than usual to advance."
2121 "知的なユニットは通常よりもレベルアップに必要な経験が 20% 少なく済みます。"
2123 #. [topic]: id=traits_intelligent
2124 #: data/core/help.cfg:377
2129 "<italic>text='Intelligent'</italic> units are very useful at the beginning "
2130 "of a campaign as they can advance to higher levels more quickly. Later in "
2131 "campaigns Intelligent is not quite as useful because the <italic>text='After "
2132 "Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
2133 "advancing a level. If you have many ‘maximum level’ units you may wish to "
2134 "recall units with more desirable traits."
2138 "知的なユニットは次のレベルへと早く進むため、キャンペーンの開始時には大変便利"
2139 "です。最高位後昇進(AMLA)はレベルアップほど重要な変化ではないため、キャン"
2140 "ペーンの後半では知的はそれほど有用ではなくなります。もし多くの最高レベルユ"
2141 "ニットがいるなら、より望ましい特性をもつユニットを召還したほうがよいかもしれ"
2144 #. [topic]: id=traits_quick
2145 #: data/core/help.cfg:382
2149 #. [topic]: id=traits_quick
2150 #: data/core/help.cfg:383
2153 "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
2156 "敏捷なユニットは移動力が 1 多くなりますが、HP が通常より 5% 少なくなります。"
2158 #. [topic]: id=traits_quick
2159 #: data/core/help.cfg:385
2164 "Quick is the most noticeable trait, particularly in slower moving units such "
2165 "as trolls or heavy infantry. Units with the quick trait often have greatly "
2166 "increased mobility in rough terrain, which can be important to consider when "
2167 "deploying your forces. Also, quick units aren’t quite as tough as units "
2168 "without this trait and are subsequently less good at holding contested "
2173 "敏捷は、特にトロルや重歩兵のような動きの遅いユニットで、最も注目に値する特性"
2174 "です。「敏捷」特性をもつユニットはしばしば荒い地形において素晴らしく増加した"
2175 "機動力があるため、あなたの軍隊を配備する時に考慮すべきです。また敏捷なユニッ"
2176 "トは、この特性を持たないユニットよりも頑丈ではないため、戦闘の激しい場所を保"
2179 #. [topic]: id=traits_resilient
2180 #: data/core/help.cfg:390
2184 #. [topic]: id=traits_resilient
2185 #: data/core/help.cfg:391
2188 "<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more "
2191 "頑強なユニットは通常より 4 に加えレベルごとに 1 だけ HP が多くなります。"
2193 #. [topic]: id=traits_resilient
2194 #: data/core/help.cfg:393
2198 "Resilient units can be useful at all stages of a campaign, and this is a "
2199 "useful trait for all units. Resilient is often most helpful as a trait when "
2200 "it occurs in a unit that has some combination of low hitpoints, good "
2201 "defense, or high resistances. Resilient units are especially useful for "
2202 "holding strategic positions against opponents."
2206 "頑強なユニットはキャンペーンの全ての段階において便利であり、全てのユニットに"
2207 "とって便利な特性です。少ないヒットポイントで良い防御力や高い耐性の組み合わせ"
2208 "をもつようなユニットには、回復力は特性としてしばしば非常に助けとなります。頑"
2209 "強なユニットは、敵に対して戦略的な拠点を保持する上で、特に便利となります。"
2211 #. [topic]: id=traits_strong
2212 #: data/core/help.cfg:398
2216 #. [topic]: id=traits_strong
2217 #: data/core/help.cfg:399
2220 "<italic>text='Strong'</italic> units do 1 more damage for every successful "
2221 "strike in melee combat, and have 1 more HP."
2223 "強力なユニットは格闘時に各命中毎に 1 多いダメージを与え、1 多い HP を持ちま"
2226 #. [topic]: id=traits_strong
2227 #: data/core/help.cfg:401
2232 "While useful for any close-combat unit, strong is most effective for units "
2233 "who have a high number of swings such as the elvish fighter. Strong units "
2234 "can be very useful when a tiny bit of extra damage is all that is needed to "
2235 "turn a damaging stroke into a killing blow."
2239 "全ての接近戦ユニットに便利な一方で、「強力」は、エルフの戦士のような高い攻撃"
2240 "回数をもつユニットにとって、最も効果があります。わずかな追加ダメージによっ"
2241 "て、傷つけるだけの攻撃をとどめの一撃へと変えるような場合、強力なユニットは大"
2244 #. [topic]: id=traits_fearless
2245 #: data/core/help.cfg:406
2249 #. [topic]: id=traits_fearless
2250 #: data/core/help.cfg:407
2251 msgid "Aversion to light and dark holds no sway over these brave individuals."
2252 msgstr "勇敢な者にとっては、光や闇が嫌いであってもそれに怯むことはありません。"
2254 #. [topic]: id=traits_feral
2255 #: data/core/help.cfg:412
2259 #. [topic]: id=traits_feral
2260 #: data/core/help.cfg:413
2262 "Dwellings of sentient beings are not easily used for cover by feral "
2263 "creatures of low intelligence. As a result, <italic>text='feral'</italic> "
2264 "units receive a maximum of 40% defense in any land-based village regardless "
2268 #. [topic]: id=traits_loyal
2269 #: data/core/help.cfg:418
2273 #. [topic]: id=traits_loyal
2274 #: data/core/help.cfg:419
2277 "<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
2278 "upkeep cost at the end of every turn, which is equal to their level. Loyal "
2279 "units do not incur this cost."
2281 "忠義ユニットには維持費がかかりません。ほとんどのユニットは、各ターンの終了時"
2282 "に、そのレベルに等しい維持費がかかりますが、忠義ユニットにはこの費用がかかり"
2285 #. [topic]: id=traits_loyal
2286 #: data/core/help.cfg:421
2291 "During campaigns, certain units may opt to join the player’s forces of their "
2292 "own volition. These units are marked with the loyal trait. Although they may "
2293 "require payment to be recalled, they never incur any upkeep costs. This can "
2294 "make them invaluable during a long campaign, when gold is in short supply. "
2295 "This trait is never given to recruited units, so it may be unwise to dismiss "
2296 "such units or to send them to a foolish death."
2300 "キャンペーンの間、ある種のユニットは自分自身の意思でプレイヤーの戦力に加わる"
2301 "ことを選択します。これらのユニットは忠義特性を持つとされます。彼等は召還され"
2302 "る際には支払いが必要ですが、維持費は全くかかりません。これは長いキャンペーン"
2303 "の間に金の貯えが不足した時などには、貴重なものとなります。この特性は雇用され"
2304 "たユニットには決して与えられないため、このようなユニットを解雇したり、愚かな"
2305 "死に追いやることは、とても知恵が無いといえます。"
2307 #. [topic]: id=traits_undead
2308 #: data/core/help.cfg:426
2309 msgid "trait^Undead"
2312 #. [topic]: id=traits_undead
2313 #: data/core/help.cfg:427
2316 "<italic>text='Undead'</italic> units are immune to poison, also drain and "
2317 "plague doesn’t work on them."
2319 "アンデッドユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効き"
2322 #. [topic]: id=traits_undead
2323 #: data/core/help.cfg:429
2328 "Undead units generally have undead as their only trait. Since undead units "
2329 "are the bodies of the dead, risen to fight again, poison has no effect upon "
2330 "them. This can make them invaluable in dealing with foes who use poison in "
2331 "conjunction with their attacks."
2335 "アンデッドのユニットは基本的に唯一の特性として「<italic>text='アンデッド'</"
2336 "italic>」を持っています。アンデッドのユニットは再び戦うために甦った死んだ肉体"
2337 "であるため、毒は全く効きません。このため、攻撃において毒を使う敵を相手にする"
2340 #. [topic]: id=traits_mechanical
2341 #: data/core/help.cfg:434
2342 msgid "trait^Mechanical"
2345 #. [topic]: id=traits_mechanical
2346 #: data/core/help.cfg:435
2349 "<italic>text='Mechanical'</italic> units are immune to poison, also drain "
2350 "and plague doesn’t work on them."
2352 "機械ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ"
2355 #. [topic]: id=traits_mechanical
2356 #: data/core/help.cfg:437
2361 "Mechanical units generally have mechanical as their only trait. Since "
2362 "mechanical units don’t really have life, drain, poison and plague has no "
2367 "機械ユニットは基本的に唯一の特性として「<italic>text='機械'</italic>」を持っ"
2368 "ています。機械ユニットは本当に生きているわけではないため、吸収、毒、疫病は全"
2371 #. [topic]: id=traits_dextrous
2372 #: data/core/help.cfg:442
2376 #. [topic]: id=traits_dextrous
2377 #: data/core/help.cfg:443
2380 "<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
2381 "strike in ranged combat."
2382 msgstr "器用なユニットは投射戦での各命中毎に 1 多いダメージを与えます。"
2384 #. [topic]: id=traits_dextrous
2385 #: data/core/help.cfg:445
2390 "Dextrous is a trait possessed only by elves. The elven people are known for "
2391 "their uncanny grace, and their great facility with the bow. Some, however, "
2392 "are gifted with natural talent that exceeds their brethren. These elves "
2393 "inflict an additional point of damage with each arrow."
2397 "器用はエルフにのみ備わっている特性です。エルフの者達は不思議な優雅さをもち、"
2398 "弓を扱うことに非常に才能があることで知られています。しかしながら、ある者は同"
2399 "胞を上回る天性の才能を与えられています。これらのエルフは一矢毎に追加のダメー"
2402 #. [topic]: id=traits_healthy
2403 #: data/core/help.cfg:450
2407 #. [topic]: id=traits_healthy
2408 #: data/core/help.cfg:451
2410 "Renowned for their vitality, some dwarves are sturdier than others and can "
2411 "rest even when travelling."
2413 "ドワーフの中には体力があることで有名なものがおり、他のドワーフよりもたくまし"
2414 "く、移動している間でも休むことができます。"
2416 #. [topic]: id=traits_healthy
2417 #: data/core/help.cfg:453
2422 "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
2423 "than usual and rest heal the usual 2 HP after each turn they did not fight. "
2424 "They also suffer a quarter less damage from poison."
2428 "壮健なユニットは HP が通常よりも 1 に加えレベルごとに 1 多く、戦闘をしなかっ"
2429 "たターンの後に通常 HP が 2 回復します。さらに彼らは毒のダメージを 4 分の 1 減"
2432 #. [topic]: id=traits_dim
2433 #: data/core/help.cfg:458
2437 #. [topic]: id=traits_dim
2438 #: data/core/help.cfg:459
2441 "Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
2442 "experience required to advance."
2444 "凡愚の特性を持ったユニットは、レベルアップに必要な経験値が 20% 増加します。"
2446 #. [topic]: id=traits_dim
2447 #: data/core/help.cfg:461
2451 "Dim is a trait all too common in goblins and other lesser species. There are "
2452 "reasons these species are lesser, and this is one of them."
2456 "凡愚は、ゴブリンやその他の劣った種族には非常に一般的な特性です。これらの種族"
2457 "が劣っているのには複数の理由がありますが、これはその一つです。"
2459 #. [topic]: id=traits_slow
2460 #: data/core/help.cfg:466
2464 #. [topic]: id=traits_slow
2465 #: data/core/help.cfg:467
2468 "<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
2470 "遅鈍なユニットは移動力が 1 少なくなりますが、HP が通常より 5% 多くなります。"
2472 #. [topic]: id=traits_slow
2473 #: data/core/help.cfg:469
2477 "Thick-bodied and clumsy, slow individuals of goblins and other species take "
2478 "a movement penalty but are compensated for it with a slight increase in "
2483 "ゴブリンやその他の種族の肥満体で不器用で足の遅い個体は移動力にペナルティを受"
2484 "けますが、その代わりにわずかに耐久力が上昇します。"
2486 #. [topic]: id=traits_weak
2487 #: data/core/help.cfg:474
2491 #. [topic]: id=traits_weak
2492 #: data/core/help.cfg:475
2495 "Units with trait <italic>text='weak'</italic> get a −1 increment in "
2496 "hitpoints and melee damage."
2498 "非力の特性を持つユニットは、HP と格闘攻撃で与えるダメージが 1 少なくなりま"
2501 #. [topic]: id=..terrains
2502 #: data/core/help.cfg:483
2504 "Game maps feature a variety of terrains that affect both unit movement and a "
2505 "unit’s defensive capability in combat.\n"
2508 "ゲームにおけるマップはさまざまな地形によって特徴づけられています。地形はユ"
2509 "ニットの移動と戦闘におけるユニットの防御能力の双方に影響します。\n"
2512 #. [topic]: id=terrain_flat
2513 #: data/core/help.cfg:490
2517 #. [topic]: id=terrain_flat
2518 #: data/core/help.cfg:495
2521 "<italic>text='Grassland'</italic> represents open plains, whether "
2522 "cultivated, cut back for grazing, or wild. Being open ground, grassland is "
2523 "both very easy to move across, but is also difficult to defend oneself in. "
2524 "Typically, those units that perform best on grassland are either cavalry, or "
2525 "very agile units which take advantage of the open space.\n"
2527 "Most units have defense of 30 to 40% on grassland."
2529 "平原とは、耕されたり、放牧用に苅られたり、あるいは自然のままの開かれた平地を"
2530 "表します。開かれた大地であるために、平原では移動するのがとても容易ですが、そ"
2531 "こにいるものを防御することが難しくもあります。典型的には、平原で最も良い働き"
2532 "をするユニットは、騎兵か、または広い土地で有利な超俊敏なユニットです。\n"
2534 "ほとんどのユニットは平原で 30 から 40% の防御を持ちます。"
2536 #. [topic]: id=terrain_road
2537 #: data/core/help.cfg:504
2541 #. [topic]: id=terrain_road
2542 #: data/core/help.cfg:509
2545 "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
2546 "travelers passing over them. As far as gameplay is concerned, roads behave "
2547 "as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
2550 "道路は、多くの旅行者がその上を通ることで形ができた、踏み固められた土の道で"
2551 "す。ゲームプレイに関する限り、道路は<ref>dst='terrain_flat' text='平地'</ref>"
2555 #. [topic]: id=terrain_forest
2556 #: data/core/help.cfg:516
2560 #. [topic]: id=terrain_forest
2561 #: data/core/help.cfg:523
2564 "<italic>text='Forests'</italic> represent any woodland with significant "
2565 "undergrowth, enough to hinder passage. Though they slow nearly everyone "
2566 "down, forests do offer better defense to most units than open ground. "
2567 "Cavalry, however, have so much trouble navigating them that any benefit "
2568 "gained by stealth is negated. Elves are an exception to this general rule "
2569 "for forests. Not only do they possess full movement in forests, but they "
2570 "also gain a considerable defensive bonus. Dwarves are another exception to "
2571 "this rule; though they are able to plow through the forests without much "
2572 "loss of speed, their utter unfamiliarity with the terrain causes them to "
2573 "receive no defensive bonus.\n"
2575 "Most units have 50% defense in forests, but cavalry are limited to 30%. "
2576 "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. "
2577 "Dwarves generally receive only 30% defense in forests.\n"
2580 "森は、通過するのを妨げるのに十分な、大地に根差す森林地の全てを表します。ほぼ"
2581 "全てのものの歩みを遅くしますが、多くのユニットに対して開かれた土地より良い防"
2582 "御を与えてくれます。しかしながら騎兵にとっては、隠されることで得られるどのよ"
2583 "うな恩恵も打ち消されるほど、操るのをひどく困難にしてしまいます。エルフは森で"
2584 "の一般的な規則に対する例外です。森の中でも完全な移動ができるだけでなく、素晴"
2585 "らしい防御特典も得られるのです。ドワーフはこの規則へのもう一つの例外で、この"
2586 "地形に全く慣れていない彼等は防御特典を全く受けることができません。\n"
2588 "多くのユニットは森で 50% の防御ですが、騎兵は 30% に制限されます。一方でエル"
2589 "フは乗馬中であっても 60 から 70% の防御を享受します。ドワーフは一般的に森で"
2590 "は 30% の防御しか得られません。\n"
2593 #. [topic]: id=terrain_hills
2594 #: data/core/help.cfg:531
2598 #. [topic]: id=terrain_hills
2599 #: data/core/help.cfg:538
2602 "<italic>text='Hills'</italic> represent any reasonably rough terrain, with "
2603 "enough dips and rises in the ground to provide some cover. Hills are "
2604 "difficult for most troops to navigate. Dwarves, trolls, and orcs have enough "
2605 "familiarity with the terrain that they can pass through it without being "
2606 "slowed down. Cavalry have enough trouble navigating the terrain that any "
2607 "defensive aid lent by cover is negated.\n"
2609 "Most units have about 50% defense in hills, whereas cavalry are limited to "
2610 "40%. Dwarves enjoy 60% defense in hills.\n"
2613 "丘は、地面の高低差が激しく遮蔽になるような、荒々しい土地を表します。丘はほと"
2614 "んどの軍隊にとって進行が困難です。ドワーフとトロールとオークはこの地形に慣れ"
2615 "ているため、遅くなることなく通り抜けることができます。騎兵は遮蔽の助けによる"
2616 "どのような防御も効果がなくなるほど、操縦に手こずります。\n"
2618 "ほとんどのユニットは丘で約 50% の防御を持ちますが、騎兵は 40% に抑えられま"
2619 "す。ドワーフは丘では 60% の防御を享受します。\n"
2622 #. [topic]: id=terrain_mountains
2623 #: data/core/help.cfg:545
2627 #. [topic]: id=terrain_mountains
2628 #: data/core/help.cfg:550
2631 "<italic>text='Mountains'</italic> are steep enough that units often have to "
2632 "climb over obstacles to move. By this nature, they provide a considerable "
2633 "defensive bonus for most troops, but they also severely impede any passage "
2634 "through them. Most cavalry simply cannot enter mountainous terrain; however, "
2635 "elvish cavalry is an exception to this, as are the goblin wolf riders. Both "
2636 "dwarves and trolls are native to mountainous terrain, and have a very easy "
2637 "time getting around.\n"
2639 "Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
2641 "山は、しばしば移動のために障害物を登る必要のある険しい場所です。このため多く"
2642 "の軍隊に対して素晴らしい防御を提供しますが、通り抜けて行くことをひどく妨げま"
2643 "す。ほとんどの騎兵は山岳地形には入っていくことさえもできませんが、エルフの騎"
2644 "兵とゴブリンの狼乗りだけはこの例外です。ドワーフとトロルは山岳地形で生まれて"
2647 "多くのユニットは山で 60% の防御になりますが、ドワーフは 70% を享受します。"
2649 #. [topic]: id=terrain_swamp_water
2650 #: data/core/help.cfg:557
2654 #. [topic]: id=terrain_swamp_water
2655 #: data/core/help.cfg:562
2658 "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps slow "
2659 "down nearly everyone, and inhibit their ability to defend themselves. An "
2660 "exception to this is any race bodily skilled in navigating water; these "
2661 "receive both full movement and a defensive bonus. Those that make their "
2662 "living in the wetlands are also adept at using this terrain for cover.\n"
2664 "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
2665 "all generally enjoy 60%."
2667 "沼地はあらゆる湿地帯を表します。沼地はほぼ全てのものの歩みを遅くし、自身を守"
2668 "る能力を抑制します。これに対する例外は水中移動の身体能力をもつ全ての種族で、"
2669 "完全な移動と防御特典を受けます。湿地帯で生きる者達はこの地形を防御に役立てる"
2672 "多くのユニットは沼地で 30% の防御となります。 マーマン、ナーガ、トカゲ族は全"
2675 #. [topic]: id=terrain_shallow_water
2676 #: data/core/help.cfg:569
2677 msgid "Shallow Water"
2680 #. [topic]: id=terrain_shallow_water
2681 #: data/core/help.cfg:574
2684 "<italic>text='Shallow water'</italic> represents any body of water deep "
2685 "enough to come up to roughly a man’s waist. This is enough to slow down "
2686 "nearly anyone and leave them wide open to attack. Dwarves, given that the "
2687 "water reaches up almost to their heads, have an extremely hard time of this. "
2688 "The exception is any race whose bodies naturally lend themselves to "
2689 "swimming, for which they receive a considerable defensive bonus and full "
2692 "Most units make do with 20 to 30% defense in shallow water, whereas both "
2693 "naga and mermen enjoy 60%."
2695 "浅瀬はだいたい人間の腰までの深さの水の状態を表します。これはほぼ全てのものの"
2696 "歩みを遅くし、攻撃の守りをなくしてしまいます。ドワーフは、ほぼ頭まで水が達し"
2697 "てしまうため、ここにいることは非常に困難となります。例外は泳ぐための身体能力"
2698 "を生まれながらに持っている種族で、極めて高い防御特典と完全な移動を得ることが"
2701 "多くのユニットは浅瀬で 20 から 30% の防御を持ち、ナーガとマーマンは共に 60% "
2704 #. [topic]: id=terrain_deep_water
2705 #: data/core/help.cfg:581
2709 #. [topic]: id=terrain_deep_water
2710 #: data/core/help.cfg:586
2713 "<italic>text='Deep water'</italic> represents any body of water deep enough "
2714 "to cover a man’s head. Most units cannot enter deep water: it is the domain "
2715 "of units which can either fly, or are exceptionally strong swimmers.\n"
2717 "Mermen and naga both receive 50% defense in deep water, with full movement."
2719 "深水は、人間の頭を越える深さの水の状態を表します。ほとんどのユニットは深水に"
2720 "は入れず、飛ぶことができるか、泳ぐのが極めて得意なものだけが、この領域に入れ"
2723 "深水でマーマンとナーガは共に 50% の防御と完全な移動を行います。"
2725 #. [topic]: id=terrain_frozen
2726 #: data/core/help.cfg:593
2730 #. [topic]: id=terrain_frozen
2731 #: data/core/help.cfg:598
2734 "<italic>text='Frozen'</italic> terrain represents any flat area that is "
2735 "covered by snow or ice. Most units are slowed down on it, and have a harder "
2736 "time defending themselves. Note that swimming units, even those who can "
2737 "breathe underwater, cannot swim underneath ice.\n"
2739 "Most units have 20 to 40% defense in frozen terrain."
2741 "凍結した地形は、雪や氷で覆われた平らな地形を表します。この地形では自身を守る"
2742 "のにも苦労します。ユニットは、たとえ水中で呼吸できたとしても、氷の下を泳げな"
2745 "ほとんどのユニットが雪原で 20 から 40% の防御になります。"
2747 #. [topic]: id=terrain_castle
2748 #: data/core/help.cfg:605
2752 #. [topic]: id=terrain_castle
2753 #: data/core/help.cfg:612
2756 "<italic>text='Castles'</italic> are any sort of permanent fortification. "
2757 "Nearly all units receive a considerable bonus to their defense by being "
2758 "stationed in a castle, and all units receive full movement in a castle. "
2759 "Stationing units in a castle represents its defensive capability. Without a "
2760 "unit in each wall hex, an enemy can simply sneak into the castle "
2761 "unchallenged, gaining the same defensive bonus as everyone inside.\n"
2763 "Most units have about 60% defense in a castle.\n"
2766 "城はあらゆる種類の永久的な要塞です。城に駐留することで、ほとんどすべてのユ"
2767 "ニットは防御について素晴らしい特典を受けます。またすべてのユニットは城では完"
2768 "全に移動できます。城に駐留するユニットは完全な防御能力を示します。それぞれの"
2769 "壁のヘクスにユニットがいなければ、敵は簡単に城の中に忍び込むことができ、中に"
2770 "いる全てのものと同様の防御特典を得ることになります。\n"
2772 "ほとんどのユニットは城で 60% の防御になります。\n"
2775 #. [topic]: id=terrain_sand
2776 #: data/core/help.cfg:621
2780 #. [topic]: id=terrain_sand
2781 #: data/core/help.cfg:626
2784 "The instability of <italic>text='sand'</italic> makes it harder for most "
2785 "units to cross, and leaves them wide open to attack. In contrast, the wide "
2786 "feet or snakelike bodies of the reptilian races make sand much easier for "
2787 "them to navigate.\n"
2789 "Most units receive 20 to 40% defense in sand."
2791 "砂の不安定さのため、多くのユニットが通り抜けが困難で、攻撃に対して無防備に"
2792 "なってしまいます。一方で巨大な足や蛇型の身体のトガケ種族は砂での行動がずっと"
2795 "多くのユニットは砂地において 20 から 40% の防御を持ちます。"
2797 #. [topic]: id=terrain_desert
2798 #: data/core/help.cfg:633
2802 #. [topic]: id=terrain_desert
2803 #: data/core/help.cfg:636
2806 "<italic>text='Deserts'</italic> have a somewhat different composition than "
2807 "small sand pits or beaches, however for gameplay purposes they are "
2808 "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
2810 "砂漠は小さな砂の穴や砂浜とは少しばかり性質が異なりますが、ゲームプレイの目的"
2811 "では同じ扱いです。<ref>dst='terrain_sand' text='砂地'</ref>を参照してくださ"
2814 #. [topic]: id=terrain_cave
2815 #: data/core/help.cfg:643
2819 #. [topic]: id=terrain_cave
2820 #: data/core/help.cfg:648
2823 "<italic>text='Cave'</italic> terrain represents any underground cavern with "
2824 "enough room for a unit to pass. Most units are wholly unfamiliar with the "
2825 "terrain, and thus are both slowed down and hindered in defense. Dwarves and "
2826 "trolls, who make their homes in caves, both have a relatively easy time "
2827 "navigating this terrain, especially dwarves, who by dint of their small size "
2828 "can navigate many obstacles that other races cannot. Occasionally caves are "
2829 "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>.\n"
2831 "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
2833 "洞窟の地形はユニットが通り抜けられるだけの十分な空間のある地下の空洞を表して"
2834 "います。ほとんどのユニットはこの地形に十分慣れておらず、それゆえ歩みが遅く防"
2835 "御を妨げられます。住まいを洞窟に作るドワーフ族とトロル族は、共にこの地形では"
2836 "比較的容易に行動し、特にドワーフ族はその小さな身体で他の種族では通れないよう"
2837 "な多くの障害物も乗り越えられます。時には、洞窟は"
2838 "<ref>dst='terrain_illuminated_cave' text='照らされている'</ref>ことがありま"
2841 "多くのユニットは洞窟で 20 から 40% の防御となり、ドワーフ族は 50% です。"
2843 #. [topic]: id=terrain_rockbound_cave
2844 #: data/core/help.cfg:655
2845 msgid "Rockbound Cave"
2848 #. [topic]: id=terrain_rockbound_cave
2849 #: data/core/help.cfg:660
2852 "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
2853 "water and wind, carrying erosive particles that carve the rock. It resembles "
2854 "a scraggy underground cavern which reduces efficiency of most units, but "
2855 "shoulders defense. Dwarves and trolls, who are main settlers of caves, have "
2856 "a relatively easy time navigating this terrain. Dwarves, who by dint of "
2857 "their small size have the full advantage of navigation in such topography. "
2858 "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
2859 "text='illuminated'</ref>\n"
2861 "Most units have about 50% defense in rocky caves, whereas cavalry are "
2862 "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
2864 "岩に囲まれた洞窟の地形は水や風の作用によって作られたものです。水や風は岩を削"
2865 "る浸食作用のある粒子を運んでいるのです。ごつごつした地下の洞窟に似て、ほとん"
2866 "どのユニットの動きを妨げますが、防御力は高くなります。洞窟の主要な居住者であ"
2867 "るドワーフ族やトロル族は、比較的楽にこの地形を進むことができます。ドワーフ族"
2868 "は、その小さな体を生かし、このような地形を歩くのに最も有利です。時には、洞窟"
2869 "は<ref>dst='terrain_illuminated_cave' text='照らされている'</ref>ことがありま"
2872 "ほとんどのユニットは岩の多い洞窟ではおよそ 50% の防御を得ます。一方騎兵は "
2873 "40% に制限されます。ドワーフ族は岩に囲まれた洞窟では 60% の防御を享受します。"
2875 #. [topic]: id=terrain_illuminated_cave
2876 #: data/core/help.cfg:667
2877 msgid "Illuminated Cave"
2880 #. [topic]: id=terrain_illuminated_cave
2881 #: data/core/help.cfg:670
2884 "Rare patches of the underground world are illuminated by light from the "
2885 "surface shining down into the gloomy darkness. This provides an attack bonus "
2886 "for lawful units and removes the attack bonus from chaotic units. In all "
2887 "other regards this terrain is functionally identical to normal "
2888 "<ref>dst='terrain_cave' text='cave terrains'</ref>."
2890 "表面からの光が暗闇を照らしている地下の世界では珍しい土地です。これによって秩"
2891 "序ユニットは攻撃ボーナスを得、混沌ユニットは攻撃ボーナスを失います。それ以外"
2892 "のすべての点において、この地形は通常の洞窟の地形と同じです。"
2894 #. [topic]: id=terrain_fungus
2895 #: data/core/help.cfg:677
2896 msgid "Mushroom Grove"
2899 #. [topic]: id=terrain_fungus
2900 #: data/core/help.cfg:682
2903 "<italic>text='Mushroom groves'</italic> are vast underground forests of "
2904 "giant mushrooms, which thrive in the damp darkness. Most units have trouble "
2905 "negotiating the spongy floor of smaller fungi, but they have plenty of cover "
2906 "behind the larger stalks. Mounted units, however, become completely mired "
2907 "and lack proper freedom of movement in combat. Undead units have a natural "
2908 "affinity for decay and function quite well in mushroom forests.\n"
2910 "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
2913 "キノコの森は地下にある広大な巨大キノコでできた森です。巨大キノコは湿気のある"
2914 "暗闇でよく育ちます。ほとんどのユニットは小さな菌類でできたスポンジのような床"
2915 "をうまく通り抜けることができませんが、大きな茎の背後にはたくさんの避難場所が"
2916 "あります。しかしながら、騎乗したユニットは、完全につかまってしまい、戦闘にお"
2917 "いて自由に動くことができません。アンデッドユニットは腐食という共通点があるた"
2918 "め、キノコの森ではとてもよく機能します。\n"
2920 "ほとんどのユニットはキノコの森において 50% から 60% の防御を得ます。一方、騎"
2921 "兵は 20% しか得ることができません。"
2923 #. [topic]: id=terrain_village
2924 #: data/core/help.cfg:689
2928 #. [topic]: id=terrain_village
2929 #: data/core/help.cfg:696
2932 "<italic>text='Villages'</italic> represent any group of buildings, human or "
2933 "otherwise. Almost all units, even cavalry, have an easy time navigating "
2934 "villages, and most units gain a defensive bonus from being stationed in a "
2935 "village. Villages allow units the resources to clean and tend to their "
2936 "wounds, which allows any unit stationed therein to heal eight hitpoints each "
2937 "turn, or to be cured of poison.\n"
2939 "Most units have 50 to 60% defense in villages, whereas cavalry receive only "
2943 "村は、人間族やその他の種族の建物を意味します。騎兵のようなユニットを含むほと"
2944 "んど全てのユニットは、村を容易に通過することができます。また、多くのユニット"
2945 "は村に駐留することで上手く防御できるようになります。村では、ユニットの資源を"
2946 "きれいにし傷を介抱することで、8HPの回復、もしくは毒の治療が行われます。\n"
2948 "ほとんどのユニットは村に駐留することで 50 から 60% の防御を得ますが、騎兵は "
2951 #. [topic]: id=terrain_water_village
2952 #: data/core/help.cfg:705
2953 msgid "Submerged Village"
2956 #. [topic]: id=terrain_water_village
2957 #: data/core/help.cfg:710
2960 "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
2961 "nagas. While water-dwelling creatures are at home here, land-dwellers have a "
2962 "hard time navigating and defending these villages. However, like any "
2963 "village, the facilites are available to all creatures which allow units to "
2964 "tend to their wounds. Any unit stationed in a village can heal eight "
2965 "hitpoints each turn, or be cured of poison.\n"
2967 "Merfolk and nagas have 60% defense in submerged villages, whereas land based "
2968 "units usually have a low defense."
2970 "水中の村は海の種族とナーガの住処です。水中にすむ生き物にとっては家にいるよう"
2971 "なものですが、陸にすむものにとってはこれらの村を通ったりこれらの村を防御した"
2972 "りするのは困難です。しかしながら、他の村と同じように、すべての生き物のための"
2973 "設備があり、これによって傷を癒すことができます。村に配置されているユニットは"
2974 "すべて各ターンに 8 HP の回復もしくは毒の治療を受けることができます。\n"
2976 "海の種族とナーガは水中の村で 60% の防御を得ますが、陸のユニットは通常低い防御"
2979 #. [topic]: id=terrain_unwalkable
2980 #: data/core/help.cfg:717
2984 #. [topic]: id=terrain_unwalkable
2985 #: data/core/help.cfg:720
2988 "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge which, "
2989 "as the name implies, cannot be crossed simply by walking. Chasms are noted "
2990 "for sheer walls which would take days to traverse. As far as gameplay is "
2991 "concerned, only units capable of flying can cross this terrain."
2993 "歩行不能な地形は、その名の示す通り、単に歩いては渡れない亀裂や峡谷を含みま"
2994 "す。地面の割れ目は通過するのに何日もかかる垂直に切り立った壁になっています。"
2995 "ゲームプレイに関して言えば、空を飛ぶ能力を持ったユニットのみがこの地形を通過"
2998 #. [topic]: id=terrain_lava
2999 #: data/core/help.cfg:727
3003 #. [topic]: id=terrain_lava
3004 #: data/core/help.cfg:730
3007 "The dangers inherent in trying to walk on <italic>text='lava'</italic> are "
3008 "fairly obvious. As far as movement is concerned, lava is equivalent to "
3009 "<ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only "
3010 "be crossed by those units capable of flying a considerable distance above "
3011 "it. The molten magma also produces a substantial glow, illuminating the area "
3012 "immediately above it. This provides an attack bonus for lawful units and "
3013 "removes the attack bonus from chaotic units."
3015 "溶岩の上を歩こうとすることによる危険は極めて明らかです。移動に関する限り、溶"
3016 "岩は<ref>dst='terrain_unwalkable' text='歩行不能'</ref>地形と同等であり、十分"
3017 "に距離を取ってその上を飛び抜けられる能力を持ったユニットのみが、この地形を越"
3018 "えられます。また溶解したマグマは、そのすぐ上のエリアを明るく照らす多大な光を"
3019 "生じます。これは秩序ユニットに対して攻撃のボーナスを与え、混沌ユニットからは"
3022 #. [topic]: id=terrain_ford
3023 #: data/core/help.cfg:737
3027 #. [topic]: id=terrain_ford
3028 #: data/core/help.cfg:740
3030 "When a river happens to be extremely shallow, passing over it is a trivial "
3031 "matter for land based units. Moreover, any creature best adapted to swimming "
3032 "has full mobility even at such places in the river. As far as gameplay is "
3033 "concerned, a river ford is treated as either grassland or shallow water, "
3034 "choosing whichever one offers the best defensive and movement bonuses for "
3037 "河川が極めて浅いならば、それを通り越えようとすることは、歩行型ユニットであっ"
3038 "ても珍しいことではありません。さらには泳ぎに最も適した生き物であれば、河川の"
3039 "そのような場所であっても完全な移動を行うことができます。ゲームプレイに関する"
3040 "限り、川の浅瀬は草原か浅い水かで、そこにいるユニットにとって最も防御と移動力"
3043 #. [topic]: id=terrain_reef
3044 #: data/core/help.cfg:747
3045 msgid "Coastal Reef"
3048 #. [topic]: id=terrain_reef
3049 #: data/core/help.cfg:752
3052 "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
3053 "and sand. This provides most land units with a more steady footing and "
3054 "defensive positions than wading in shallow water normally would and also "
3055 "grants most water-dwelling races an exceptionally high defense.\n"
3057 "Mermen and Naga both receive 70% defense on coastal reefs."
3059 "沿岸の暗礁は岩や珊瑚、砂によって形成される浅瀬です。ほとんどの陸のユニット"
3060 "に、通常浅瀬を渡る時よりもしっかりとした足場と防御地点を提供します。そしてほ"
3061 "とんどの水棲種族には例外的に高い防御率が与えられます。\n"
3063 "マーマンとナーガは沿岸の暗礁では両方とも 70% の防御を得ます。"
3065 #. [topic]: id=terrain_bridge
3066 #: data/core/help.cfg:759
3070 #. [topic]: id=terrain_bridge
3071 #: data/core/help.cfg:765
3074 "To those capable of building one, the ability to lay a "
3075 "<italic>text='bridge'</italic> offers a liberation from the fickle nature of "
3076 "waterways, whose fords come and go with the rise and fall of the waterline. "
3077 "This is to say nothing of the luxury of dry feet, the loss of which is no "
3078 "laughing matter in the cold months of the year.\n"
3080 "For those who go by land or sea, a bridge is the best of both worlds — for "
3081 "gameplay purposes, it is treated either as grassland or the underlying "
3082 "water, whichever offers the best movement and defensive bonuses for the unit "
3083 "occupying the bridge hex. Note that a swimming unit and a land unit are not "
3084 "capable of occupying a bridge hex at the same time."
3086 "これを築ける者にとって、橋を渡すという能力は、上り下りの流れをともなう不安定"
3087 "な自然の川の流れから解放してくれます。足が濡れずにすむ贅沢は言うまでもなく、"
3088 "一年のうちの凍える何ヶ月もの間にはとても笑えない苦労をなくしてくれるので"
3091 "陸や海を移動する者にとって、橋はどちらの世界でも最良のものであり、ゲームプレ"
3092 "イにおける意味としては草原と浅瀬のいずれかとして扱われ、橋ヘクスを占拠するユ"
3093 "ニットにとって最も防御と移動力ボーナスの大きい方が選択されます。泳ぐユニット"
3094 "と歩行型ユニットは同時に橋ヘクスを占拠することができないことに注意して下さ"
3097 #. [topic]: id=terrain_impassable
3098 #: data/core/help.cfg:772
3102 #. [topic]: id=terrain_impassable
3103 #: data/core/help.cfg:775
3105 "Obstacles that not even the most determined traveler may overcome include "
3106 "solid walls of stone and mountains so tall and steep that they are "
3107 "constantly wreathed in cloud. Even flying creatures cannot navigate the "
3108 "jagged peaks at such rarified heights, and not even the fiercest troll can "
3109 "smash through thick walls of stone."
3111 "どんなに決心の固い旅行者ですら踏破できない障害物には、硬い石の壁や、非常に高"
3112 "く急なため、常に雲に覆われている山々が含まれます。飛ぶことのできる生き物で"
3113 "あっても、このような空気の薄い高地のギザギザの山頂を超えることはできず、最も"
3114 "荒々しいトロルですら分厚い石の壁を打ち抜くことができません。"
3116 #. [topic]: id=general_commands
3117 #: data/core/help.cfg:788
3118 msgid "General commands"
3121 #. [topic]: id=general_commands
3122 #: data/core/help.cfg:793
3125 "Clear chat messages.\n"
3129 "チャットメッセージを消去します。\n"
3132 #. [topic]: id=general_commands
3133 #: data/core/help.cfg:797
3137 "Switch debug mode on (does not work in multiplayer). See "
3138 "<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
3139 "Debug mode is turned off by quitting the game or :nodebug.\n"
3143 "デバッグモードを有効にします(マルチプレイヤーでは使用不可)。"
3144 "<ref>dst=debug_commands text='デバッグモードコマンド'</ref>を参照してくださ"
3146 "デバッグモードはゲームを終了した場合、もしくは :nodebug コマンドで無効になり"
3150 #. [topic]: id=general_commands
3151 #: data/core/help.cfg:800
3154 "Set or toggle player on side between human and AI player. The player/client "
3155 "who controls that side needs to issue this command. If no second parameter "
3156 "is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI "
3157 "controller. If it is ‘off’ set a human controller. Defaults to the currently "
3158 "active side if no parameter is supplied.\n"
3162 "陣営のプレイヤーを人間と AI のいずれかに設定、もしくは切り替えます。その陣営"
3163 "を操作しているプレイヤー/クライアントがこのコマンドを実行する必要がありま"
3164 "す。2 つめの引数が指定されなかった場合、人間と AI の間で切り替えられます。2 "
3165 "つめのパラメータが「 on 」なら、AI が操作するように設定されます。「 off 」な"
3166 "ら人間が操作するように設定されます。パラメータを何も指定しなかった場合、現在"
3170 #. [topic]: id=general_commands
3171 #: data/core/help.cfg:803
3174 "Toggle the display of the current frames per second.\n"
3178 "現在のフレームレートの表示を切り換えます。\n"
3181 #. [topic]: id=general_commands
3182 #: data/core/help.cfg:806
3185 "Switch a log domain to a different log level.\n"
3189 "ログの範囲を異なるログレベルに切り替えます。\n"
3192 #. [topic]: id=general_commands
3193 #: data/core/help.cfg:809
3196 "Redraws the screen and reloads any image files that have been changed.\n"
3200 "画面を再描画し、変更された画像ファイルを再読み込みします。\n"
3203 #. [topic]: id=general_commands
3204 #: data/core/help.cfg:812
3207 "Bring up theme selection menu.\n"
3211 "テーマ選択メニューを呼び出します。\n"
3214 #. [topic]: id=general_commands
3215 #: data/core/help.cfg:815
3218 "Quit the scenario (without prompting).\n"
3222 "シナリオを終了します(確認なし)。\n"
3225 #. [topic]: id=general_commands
3226 #: data/core/help.cfg:818
3229 "Save the game (without prompting).\n"
3233 "ゲームを保存します(確認なし)。\n"
3236 #. [topic]: id=general_commands
3237 #: data/core/help.cfg:819
3240 "Save the game and quit the scenario (without prompting)."
3243 "ゲームを保存してシナリオを終了します(確認なし)。"
3245 #. [topic]: id=mp_commands
3246 #: data/core/help.cfg:827
3247 msgid "Multiplayer commands"
3248 msgstr "マルチプレイヤーコマンド"
3250 #. [topic]: id=mp_commands
3251 #: data/core/help.cfg:833
3254 "Ban a user in a multiplayer game by the IP address used by that username and "
3255 "kick him. Can be used on users not in the game but on the server. (Of course "
3256 "they won’t be kicked then.)\n"
3260 "マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加を"
3261 "禁止し、ユーザーの接続を切ります。ゲーム中に存在していないユーザーでもサー"
3262 "バー上にいれば使用可能です。(当然その際に追い出されはしません)\n"
3265 #. [topic]: id=mp_commands
3266 #: data/core/help.cfg:836
3270 "Change the controller for side (write here the number of the side) to "
3271 "username (write here the nick of the player or observer). You can check what "
3272 "side belongs to which player in the <bold>text='Scenario Settings'</bold> "
3273 "dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status "
3274 "Table'</bold> (alt+s by default) to get there.). The host can change control "
3279 "陣営(ここに陣営の番号を記入)を操作する人をユーザー名(ここにプレイヤーもし"
3280 "くは観戦者のニックネームを記入)に変更します。どの陣営がどのプレイヤーに属し"
3281 "ているかは「シナリオ設定」ダイアログで確認することができます(「ステータス"
3282 "表」(デフォルトでは alt+s )の「次」ボタンを押すことによって表示されます)。"
3283 "ホストはどの陣営の操作権でも変更できます。\n"
3286 #. [topic]: id=mp_commands
3287 #: data/core/help.cfg:839
3290 "Kick a user in multiplayer. They will be able to rejoin the game. If you "
3291 "just want to change control of their side(s) use the :control command "
3296 "マルチプレイヤーでユーザーの接続を切ります。接続を切られたユーザーはゲームに"
3297 "再び加わることができます。陣営の操作を変更したい場合は、代わりに :control コ"
3301 #. [topic]: id=mp_commands
3302 #: data/core/help.cfg:842
3306 "Send a private message to a user. When in a game, it is not possible to send "
3307 "private messages to players who are currently controlling a side in the same "
3311 "プライベートメッセージを送ります。ゲームでいずれかの陣営を操作していないプレ"
3312 "イヤーにはメッセージを送ることができません。"
3314 #. [topic]: id=mp_commands
3315 #: data/core/help.cfg:845
3318 "Mute a specific observer. If no username is supplied the muted usernames are "
3323 "指定した観戦者が発言できないようにします。ユーザー名が指定されなかった場合は"
3324 "発言できないユーザー名が表示されます。\n"
3327 #. [topic]: id=mp_commands
3328 #: data/core/help.cfg:848
3331 "Toggle muting/silencing of all observers on/off.\n"
3335 "すべての観戦者が発言できないようにするかどうかを切り替えます。\n"
3338 #. [topic]: id=mp_commands
3339 #: data/core/help.cfg:851
3342 "Unban a user in a multiplayer game by the IP address used by that username. "
3343 "Can be used on users not in the game but on the server.\n"
3347 "マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加禁"
3348 "止を解除します。そのユーザーがゲーム中にいる必要はありませんが、サーバー上に"
3352 #. [topic]: id=mp_commands
3353 #: data/core/help.cfg:852
3356 "Unmute a specific observer. If no username is supplied the list of muted "
3357 "observers is cleared."
3360 "指定した観戦者の発言禁止を解除します。ユーザー名が指定されなかった場合は発言"
3363 #. [topic]: id=debug_commands
3364 #: data/core/help.cfg:859
3365 msgid "Debug mode commands"
3366 msgstr "デバッグモードコマンド"
3368 #. [topic]: id=debug_commands
3369 #: data/core/help.cfg:863
3372 "Brings up a menu for choosing a scenario to immediately advance to in a "
3377 "移動するキャンペーン中のシナリオを選択するメニューを立ち上げます。\n"
3380 #. [topic]: id=debug_commands
3381 #: data/core/help.cfg:866
3384 "Create a unit of the specified type on the selected hex.\n"
3388 "指定されたタイプのユニットを選択されたヘクスに作成します。\n"
3391 #. [topic]: id=debug_commands
3392 #: data/core/help.cfg:869
3395 "Toggle fog/shroud for the current side.\n"
3399 "プレイ中の陣営の霧/幕を切り換えます。\n"
3402 #. [topic]: id=debug_commands
3403 #: data/core/help.cfg:872
3406 "Adds the specified amount to the current side’s gold.\n"
3410 "指定された量のゴールドをプレイ中の陣営に追加します。\n"
3413 #. [topic]: id=debug_commands
3414 #: data/core/help.cfg:875
3417 "Immediately advances to the next scenario in a campaign.\n"
3421 "キャンペーン中の次のシナリオへ移動します。\n"
3424 #. [topic]: id=debug_commands
3425 #: data/core/help.cfg:878
3428 "Manually set a gamestate variable to value.\n"
3432 "ゲームの状態をあらわす変数を手入力で指定された値に設定します。\n"
3435 #. [topic]: id=debug_commands
3436 #: data/core/help.cfg:881
3439 "Show a gamestate variable.\n"
3443 "ゲームの状態をあらわす変数を表示します。\n"
3446 #. [topic]: id=debug_commands
3447 #: data/core/help.cfg:884
3450 "Manually fire the specified event.\n"
3454 "指定されたイベントを手動で起こします。\n"
3457 #. [topic]: id=debug_commands
3458 #: data/core/help.cfg:887
3461 "Modifies the specified property of the selected unit. Example: :unit "
3466 "選択されたユニットの指定されたプロパティを変更します。例: :unit "
3470 #. [topic]: id=debug_commands
3471 #: data/core/help.cfg:888
3474 "Makes the selected unit level up N times. Example: :unit advances=2"
3477 "選択されたユニットを N 回レベルアップさせます。例: :unit advances=2"
3479 #. [heals]: id=curing
3480 #: data/core/macros/abilities.cfg:51
3484 #. [heals]: id=curing
3485 #: data/core/macros/abilities.cfg:52
3486 msgid "female^cures"
3489 #. [heals]: id=curing
3490 #: data/core/macros/abilities.cfg:54
3493 "A curer can cure a unit of poison, although that unit will receive no "
3494 "additional healing on the turn it is cured of the poison."
3497 "治療者は、毒を受けたユニットを治療することができます。ただし、毒から治療され"
3498 "たそのターン内には、さらなる回復は受けられません。"
3500 #. [regenerate]: id=regenerates
3501 #: data/core/macros/abilities.cfg:76
3505 #. [regenerate]: id=regenerates
3506 #: data/core/macros/abilities.cfg:77
3507 msgid "female^regenerates"
3510 #. [regenerate]: id=regenerates
3511 #: data/core/macros/abilities.cfg:79
3514 "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
3515 "the poison instead of healing."
3518 "このユニットはターンごとに自身の HP を 8 回復します。毒を受けているなら、回復"
3521 #. [resistance]: id=steadfast
3522 #: data/core/macros/abilities.cfg:98
3526 #. [resistance]: id=steadfast
3527 #: data/core/macros/abilities.cfg:99
3528 msgid "female^steadfast"
3531 #. [resistance]: id=steadfast
3532 #: data/core/macros/abilities.cfg:101
3535 "This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
3536 "Vulnerabilities are not affected."
3539 "防御時、このユニットの抵抗力は最大で 50% まで倍増します。弱点には影響がありま"
3542 #. [leadership]: id=leadership
3543 #: data/core/macros/abilities.cfg:114 data/core/macros/abilities.cfg:137
3544 #: data/core/macros/abilities.cfg:172 data/core/macros/abilities.cfg:219
3545 #: data/core/macros/abilities.cfg:278
3549 #. [leadership]: id=leadership
3550 #: data/core/macros/abilities.cfg:115 data/core/macros/abilities.cfg:138
3551 #: data/core/macros/abilities.cfg:173 data/core/macros/abilities.cfg:220
3552 #: data/core/macros/abilities.cfg:279
3553 msgid "female^leadership"
3556 #. [leadership]: id=leadership
3557 #: data/core/macros/abilities.cfg:119 data/core/macros/abilities.cfg:142
3558 #: data/core/macros/abilities.cfg:177 data/core/macros/abilities.cfg:224
3559 #: data/core/macros/abilities.cfg:283
3562 "This unit can lead our own units that are next to it, making them fight "
3565 "Adjacent own units of lower level will do more damage in battle. When a unit "
3566 "adjacent to, of a lower level than, and on the same side as a unit with "
3567 "Leadership engages in combat, its attacks do 25% more damage times the "
3568 "difference in their levels."
3571 "このユニットは隣接した自軍ユニットを指揮し、それらがうまく戦えるようにしま"
3574 "隣接している低レベルの自軍が所有するユニットは戦闘時により多くのダメージを与"
3575 "えるようになります。このユニットとのレベルの差に応じて、与えるダメージが 25% "
3578 #. [skirmisher]: id=skirmisher
3579 #: data/core/macros/abilities.cfg:347
3583 #. [skirmisher]: id=skirmisher
3584 #: data/core/macros/abilities.cfg:348
3585 msgid "female^skirmisher"
3588 #. [skirmisher]: id=skirmisher
3589 #: data/core/macros/abilities.cfg:350
3592 "This unit is skilled in moving past enemies quickly, and ignores all enemy "
3596 "このユニットは敵のそばを素早く移動するという能力を持ち、すべての敵の支配ゾー"
3599 #. [illuminates]: id=illumination
3600 #: data/core/macros/abilities.cfg:363
3604 #. [illuminates]: id=illumination
3605 #: data/core/macros/abilities.cfg:364
3606 msgid "female^illuminates"
3609 #. [illuminates]: id=illumination
3610 #: data/core/macros/abilities.cfg:368
3613 "This unit illuminates the surrounding area, making lawful units fight "
3614 "better, and chaotic units fight worse.\n"
3616 "Any units adjacent to this unit will fight as if it were dusk when it is "
3617 "night, and as if it were day when it is dusk."
3620 "このユニットは周囲を明るくして、秩序ユニットを戦いやすく、混沌ユニットを戦い"
3623 "すべての隣接ユニットは、夜には夕方であるかのように、夕方には昼であるかのよう"
3626 #. [teleport]: id=teleport
3627 #: data/core/macros/abilities.cfg:378
3631 #. [teleport]: id=teleport
3632 #: data/core/macros/abilities.cfg:379
3633 msgid "female^teleport"
3636 #. [teleport]: id=teleport
3637 #: data/core/macros/abilities.cfg:381
3640 "This unit may teleport between any two empty villages owned by its side "
3641 "using one of its moves."
3644 "このユニットは移動力を 1 使うことで、その陣営が所有する誰もいない 2 つの村の"
3647 #. [hides]: id=ambush
3648 #: data/core/macros/abilities.cfg:417 data/core/macros/abilities.cfg:419
3652 #. [hides]: id=ambush
3653 #: data/core/macros/abilities.cfg:418 data/core/macros/abilities.cfg:420
3654 msgid "female^ambush"
3657 #. [hides]: id=ambush
3658 #: data/core/macros/abilities.cfg:424 data/core/macros/abilities.cfg:428
3661 "This unit can hide in forest, and remain undetected by its enemies.\n"
3663 "Enemy units cannot see this unit while it is in forest, except if they have "
3664 "units next to it. Any enemy unit that first discovers this unit immediately "
3665 "loses all its remaining movement."
3668 "このユニットは森に隠れることができます。そのため、森にいれば敵に見つかること"
3671 "このユニットが森にいるときは、敵のユニットはこのユニットの隣にいる場合以外"
3672 "は、このユニットを見つけることはできません。このユニットを初めて見つけた敵ユ"
3673 "ニットは、それ以上移動することはできません。"
3675 #. [hides]: id=nightstalk
3676 #: data/core/macros/abilities.cfg:443 data/core/macros/abilities.cfg:444
3677 #: data/core/macros/abilities.cfg:449
3681 #. [hides]: id=nightstalk
3682 #: data/core/macros/abilities.cfg:448 data/core/macros/abilities.cfg:454
3685 "The unit becomes invisible during night.\n"
3687 "Enemy units cannot see this unit at night, except if they have units next to "
3688 "it. Any enemy unit that first discovers this unit immediately loses all its "
3689 "remaining movement."
3692 "このユニットは夜間は見えなくなります。\n"
3694 "このユニットは夜には見つけることはできません。敵がこのユニットの隣にいる場合"
3695 "を除いて。このユニットを初めて見つけた敵ユニットはそれ以上移動することはでき"
3698 #. [hides]: id=nightstalk
3699 #: data/core/macros/abilities.cfg:450
3700 msgid "female^nightstalk"
3703 #. [hides]: id=concealment
3704 #: data/core/macros/abilities.cfg:469 data/core/macros/abilities.cfg:475
3708 #. [hides]: id=concealment
3709 #: data/core/macros/abilities.cfg:470 data/core/macros/abilities.cfg:476
3710 msgid "female^concealment"
3713 #. [hides]: id=concealment
3714 #: data/core/macros/abilities.cfg:474 data/core/macros/abilities.cfg:480
3717 "This unit can hide in villages (with the exception of water villages), and "
3718 "remain undetected by its enemies, except by those standing next to it.\n"
3720 "Enemy units can not see this unit while it is in a village, except if they "
3721 "have units next to it. Any enemy unit that first discovers this unit "
3722 "immediately loses all its remaining movement."
3725 "このユニットは村に隠れることができ(水中の村は例外です)、敵に見つけられるこ"
3726 "とはありません。敵がこのユニットの隣にいる場合を除いて。\n"
3728 "このユニットが村にいるときは、このユニットを見つけることはできません。敵がこ"
3729 "のユニットの隣にいる場合を除いて。このユニットを初めて見つけた敵ユニットはそ"
3732 #. [hides]: id=submerge
3733 #: data/core/macros/abilities.cfg:495 data/core/macros/abilities.cfg:501
3737 #. [hides]: id=submerge
3738 #: data/core/macros/abilities.cfg:496 data/core/macros/abilities.cfg:502
3739 msgid "female^submerge"
3742 #. [hides]: id=submerge
3743 #: data/core/macros/abilities.cfg:500 data/core/macros/abilities.cfg:506
3746 "This unit can hide in deep water, and remain undetected by its enemies.\n"
3748 "Enemy units cannot see this unit while it is in deep water, except if they "
3749 "have units next to it. Any enemy unit that first discovers this unit "
3750 "immediately loses all its remaining movement."
3753 "このユニットは水中深くに隠れることができ、敵に見つからなくなります。\n"
3755 "このユニットが深い水中にいるときは、このユニットを見つけることはできません。"
3756 "敵がこのユニットの隣にいる場合を除いて。このユニットを初めて見つけた敵ユニッ"
3757 "トはそれ以上移動することはできません。"
3759 #. [dummy]: id=feeding
3760 #: data/core/macros/abilities.cfg:524
3764 #. [dummy]: id=feeding
3765 #: data/core/macros/abilities.cfg:525
3766 msgid "female^feeding"
3769 #. [dummy]: id=feeding
3770 #: data/core/macros/abilities.cfg:527
3773 "This unit gains 1 hitpoint added to its maximum whenever it kills a living "
3777 "このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加しま"
3781 #: data/core/macros/abilities.cfg:551
3785 #. [damage]: id=backstab
3786 #: data/core/macros/abilities.cfg:593
3790 #. [damage]: id=backstab
3791 #: data/core/macros/abilities.cfg:595
3794 "When used offensively, this attack deals double damage if there is an enemy "
3795 "of the target on the opposite side of the target, and that unit is not "
3796 "incapacitated (turned to stone or otherwise paralyzed)."
3799 "攻撃時に使用された場合、もし攻撃対象の反対側にその対象の敵がいて、かつその反"
3800 "対側のユニットが能力を奪われて(例えば石化していたり麻痺しているなど)いない"
3801 "場合、この攻撃は倍のダメージとなります。"
3803 #. [plague]: id=plague({TYPE}), type={TYPE}
3804 #. [plague]: id=plague, type=Walking Corpse
3805 #: data/core/macros/abilities.cfg:607 data/core/macros/abilities.cfg:619
3809 #. [plague]: id=plague({TYPE}), type={TYPE}
3810 #: data/core/macros/abilities.cfg:609
3813 "When a unit is killed by a Plague attack, that unit is replaced with a unit "
3814 "identical to and on the same side as the unit with the Plague attack. This "
3815 "doesn’t work on Undead or units in villages."
3818 "疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じク"
3819 "ラスで同じ陣営のユニットに置き換えられます。この攻撃はアンデッドや村にいるユ"
3822 #. [plague]: id=plague, type=Walking Corpse
3823 #: data/core/macros/abilities.cfg:621
3826 "When a unit is killed by a Plague attack, that unit is replaced with a "
3827 "Walking Corpse on the same side as the unit with the Plague attack. This "
3828 "doesn’t work on Undead or units in villages."
3831 "疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じ陣"
3832 "営の歩く死体(これも疫病攻撃を持つ)に置き換えられます。この攻撃はアンデッド"
3833 "や村にいるユニットには効果がありません。"
3836 #: data/core/macros/abilities.cfg:631
3841 #: data/core/macros/abilities.cfg:633
3844 "This attack slows the target until it ends a turn. Slow halves the damage "
3845 "caused by attacks and the movement cost for a slowed unit is doubled. A unit "
3846 "that is slowed will feature a snail icon in its sidebar information when it "
3850 "この攻撃は、ターンが終わるまでターゲットを遅くします。遅化は攻撃によるダメー"
3851 "ジを半減させ、遅化されたユニットの移動コストを倍にします。遅化を受けたユニッ"
3852 "トは、選択するとサイドバーの情報にカタツムリのアイコンが表示されます。"
3854 #. [petrifies]: id=petrifies
3855 #: data/core/macros/abilities.cfg:642
3859 #. [petrifies]: id=petrifies
3860 #: data/core/macros/abilities.cfg:644
3863 "This attack petrifies the target, turning it to stone. Units that have been "
3864 "petrified may not move or attack."
3867 "この攻撃は標的を石化させ、石へと変えます。石化したユニットは移動や攻撃はでき"
3870 #. [chance_to_hit]: id=marksman
3871 #: data/core/macros/abilities.cfg:653
3875 #. [chance_to_hit]: id=marksman
3876 #: data/core/macros/abilities.cfg:655
3879 "When used offensively, this attack always has at least a 60% chance to hit."
3882 "攻撃時に使用された場合、この攻撃は命中率が最低 60% はあるようになります。"
3884 #. [swarm]: id=swarm
3885 #: data/core/macros/abilities.cfg:680
3889 #. [swarm]: id=swarm
3890 #: data/core/macros/abilities.cfg:682
3893 "The number of strikes of this attack decreases when the unit is wounded. The "
3894 "number of strikes is proportional to the percentage of its of maximum HP the "
3895 "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
3896 "number of strikes."
3899 "ユニットが傷ついているとこの攻撃の回数が減少します。攻撃回数はそのユニットが"
3900 "持つ HP と最大 HP の割合に比例します。例えばユニットの HP がその最大 HP の "
3901 "3/4 だった場合、攻撃回数も 3/4 になります。"
3903 #. [damage]: id=charge
3904 #: data/core/macros/abilities.cfg:691
3908 #. [damage]: id=charge
3909 #: data/core/macros/abilities.cfg:693
3912 "When used offensively, this attack deals double damage to the target. It "
3913 "also causes this unit to take double damage from the target’s counterattack."
3916 "攻撃時に使用された場合、この攻撃は標的への与えるダメージが倍となります。標的"
3917 "からの反撃によって受けるダメージも倍となります。"
3919 #. [drains]: id=drains
3920 #: data/core/macros/abilities.cfg:705
3924 #. [drains]: id=drains
3925 #: data/core/macros/abilities.cfg:707
3928 "This unit drains health from living units, healing itself for half the "
3929 "amount of damage it deals (rounded down)."
3932 "このユニットは生者から生命力を奪って、与えたダメージの半分(切り下げ)だけ自"
3935 #. [poison]: id=poison
3936 #: data/core/macros/abilities.cfg:727
3940 #. [poison]: id=poison
3941 #: data/core/macros/abilities.cfg:729
3944 "This attack poisons living targets. Poisoned units lose 8 HP every turn "
3945 "until they are cured or are reduced to 1 HP. Poison can not, of itself, kill "
3949 "この攻撃は生きている標的を毒状態にします。毒を受けているユニットは解毒するか "
3950 "HP が 1 になるまで、毎ターン HP が 8 減っていきます。毒そのものでは、ユニット"
3953 #. [advancement]: id=amla_default
3954 #: data/core/macros/amla.cfg:10
3955 msgid "Max HP bonus +3, Max XP +20%"
3956 msgstr "最大 HP ボーナス +3、最大 XP +20%"
3958 #. [time]: id=indoors
3959 #. [illuminated_time]: id=indoors_illum
3960 #: data/core/macros/schedules.cfg:70 data/core/macros/schedules.cfg:76
3964 #. [time]: id=deep_underground
3965 #. [illuminated_time]: id=deep_underground_illum
3966 #: data/core/macros/schedules.cfg:102 data/core/macros/schedules.cfg:111
3967 msgid "Deep Underground"
3970 #: data/core/macros/special-notes.cfg:5
3980 #: data/core/macros/special-notes.cfg:8
3982 " Spirits have very unusual resistances to damage, and move quite slowly over "
3985 " 霊魂はダメージに対して飛び抜けた耐性があり、水の上をきわめてゆっくりと移動し"
3988 #: data/core/macros/special-notes.cfg:11
3990 " This unit’s arcane attack deals tremendous damage to magical creatures, and "
3991 "even some to mundane creatures."
3993 " このユニットの秘術による攻撃は魔法で作られた者に著しいダメージを与えます。 "
3994 "またこの世の生物にさえもかなりのダメージを与えます。"
3996 #: data/core/macros/special-notes.cfg:14
3997 msgid " This unit is capable of basic healing."
3998 msgstr " このユニットには簡易な回復能力があります。"
4000 #: data/core/macros/special-notes.cfg:17
4002 " This unit is capable of healing those around it, and curing them of poison."
4004 " このユニットはその周りにいるユニットを回復し、毒を治療することができます。"
4006 #: data/core/macros/special-notes.cfg:20
4008 " This unit is capable of neutralizing the effects of poison in units around "
4010 msgstr " このユニットは周りにいるユニットの毒を中和する能力があります。"
4012 #: data/core/macros/special-notes.cfg:23
4014 " This unit regenerates, which allows it to heal as though always stationed "
4017 " このユニットは再生能力があり、これによって常に村にいるかのように回復すること"
4020 #: data/core/macros/special-notes.cfg:26
4022 " The steadiness of this unit reduces damage from some attacks, but only "
4025 " このユニットの堅実さのおかげで、ある種の攻撃によるダメージを減らすことができ"
4028 #: data/core/macros/special-notes.cfg:29
4030 " The leadership of this unit enables adjacent units of the same side to deal "
4031 "more damage in combat, though this only applies to units of lower level."
4033 " このユニットの統率力により、隣接する同一陣営のユニットは戦闘においてより大き"
4034 "なダメージを与えることができます。これはより下位レベルのユニットにのみ適用さ"
4037 #: data/core/macros/special-notes.cfg:32
4039 " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
4040 "control and thus move unhindered around them."
4042 " このユニットの散兵能力により、敵の支配ゾーンを無視することができます。そのた"
4043 "め、敵に囲まれても移動が妨害されることはありません。"
4045 #: data/core/macros/special-notes.cfg:35
4046 msgid " Illumination increases the lighting level in adjacent areas."
4047 msgstr " 照明は隣接する領域を明るくします。"
4049 #: data/core/macros/special-notes.cfg:38
4051 " This unit can use one move to teleport between any two empty villages "
4052 "controlled by its side."
4054 " このユニットは 1 回の移動を使用して、その陣営に支配されている誰もいない 2 つ"
4055 "の村の間を瞬間移動することができます。"
4057 #: data/core/macros/special-notes.cfg:41
4059 " In woodlands, this unit’s ambush skill renders it invisible to enemies "
4060 "unless it is immediately adjacent or has revealed itself by attacking."
4062 " 森林地では、このユニットの伏兵能力によって敵から見えなくなります。すぐ隣にい"
4063 "るか、攻撃することによって自らあらわれた場合を除いて。"
4065 #: data/core/macros/special-notes.cfg:44
4066 msgid " This unit is able to hide at night, leaving no trace of its presence."
4068 " このユニットは夜間に隠れることができ、ユニットが存在したという痕跡をまったく"
4071 #: data/core/macros/special-notes.cfg:47
4073 " This unit can hide in villages (with the exception of water villages), and "
4074 "remain undetected by its enemies, except by those standing next to it."
4076 " このユニットは村(水中の村を除く)の中に隠れることができ、敵から見えなくなり"
4079 #: data/core/macros/special-notes.cfg:50
4081 " This unit can move unseen in deep water, requiring no air from the surface."
4083 " このユニットは深海では目に触れることなく移動することができます。水面から空気"
4086 #: data/core/macros/special-notes.cfg:53
4088 " This unit gains 1 hitpoint added to its maximum whenever it kills a living "
4091 " このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加しま"
4094 #: data/core/macros/special-notes.cfg:56
4096 " Whenever its berserk attack is used, this unit continues to push the attack "
4097 "until either it or its enemy lies dead."
4099 " このユニットの狂戦攻撃が使われた場合、このユニットはそのユニット自身か敵が倒"
4102 #: data/core/macros/special-notes.cfg:59
4104 " If there is an enemy of the target on the opposite side of the target while "
4105 "attacking it, this unit may backstab, inflicting double damage by creeping "
4106 "around behind that enemy."
4108 " 攻撃時に標的のユニットの反対側にそのユニットの敵がいれば、奇襲を食らわせ、倍"
4111 #: data/core/macros/special-notes.cfg:62
4113 " Foes who lose their life to the plague will rise again in unlife, unless "
4114 "they are standing on a village."
4116 " 疫病で命を落とした敵は、死者としてよみがえるでしょう。村の上に立っていない限"
4119 #: data/core/macros/special-notes.cfg:65
4121 " This unit is able to slow its enemies, halving their movement speed and "
4122 "attack damage until they end a turn."
4124 " このユニットは敵を遅くすることができ、敵のターンが終わるまでの間、敵の移動速"
4125 "度と攻撃ダメージを半減させることができます。"
4127 #: data/core/macros/special-notes.cfg:68
4129 " The ability to turn the living to stone makes this unit extremely dangerous."
4131 " 生物を石に変えてしまう能力を持っているため、このユニットはきわめて危険です。"
4133 #: data/core/macros/special-notes.cfg:71
4135 " This unit’s marksmanship gives it a high chance of hitting targeted "
4136 "enemies, but only on the attack."
4138 " このユニットの射撃能力のおかげで目標とされた敵に高い確率で命中します。しか"
4141 #: data/core/macros/special-notes.cfg:74
4143 " The unit has magical attacks, which always have a high chance of hitting an "
4146 " このユニットは魔法攻撃を保有し、その攻撃は常に高い確率で敵に命中します。"
4148 #: data/core/macros/special-notes.cfg:77
4150 " The swarming attacks of this unit become less deadly whenever its members "
4153 " このユニットの群れによる攻撃はそのメンバーが傷つくと壊滅的に弱くなります。"
4155 #: data/core/macros/special-notes.cfg:80
4157 " Using a charging attack doubles both damage dealt and received; this does "
4158 "not affect defensive retaliation."
4160 " 突撃を使うことで、与えるダメージ、受けるダメージ共に倍となります。これは防御"
4163 #: data/core/macros/special-notes.cfg:83
4165 " During battle, this unit can drain life from victims to renew its own "
4168 " 戦闘中、このユニットは犠牲者から体力を奪い、自身の健康を回復することができま"
4171 #: data/core/macros/special-notes.cfg:86
4173 " The length of this unit’s weapon allows it to strike first in melee, even "
4176 " このユニットの武器の長さのおかげで、格闘攻撃で先に攻撃することができます。防"
4179 #: data/core/macros/special-notes.cfg:89
4181 " The victims of this unit’s poison will continually take damage until they "
4182 "can be cured in town or by a unit which cures."
4184 " このユニットの毒による犠牲者は、村か治療能力のあるユニットによって治療される"
4185 "まで継続的にダメージを受けるでしょう。"
4187 #. [trait]: id=loyal
4188 #: data/core/macros/traits.cfg:8
4192 #. [trait]: id=loyal
4193 #: data/core/macros/traits.cfg:9
4194 msgid "female^loyal"
4197 #. [trait]: id=loyal
4198 #: data/core/macros/traits.cfg:10
4202 #. [trait]: id=undead
4203 #: data/core/macros/traits.cfg:22
4207 #. [trait]: id=undead
4208 #: data/core/macros/traits.cfg:23
4209 msgid "female^undead"
4212 #. [trait]: id=undead
4213 #. [trait]: id=mechanical
4214 #. [trait]: id=elemental
4215 #: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39
4216 #: data/core/macros/traits.cfg:54
4217 msgid "Immune to drain, poison, and plague"
4218 msgstr "吸収、毒、疫病への耐性"
4220 #. [trait]: id=mechanical
4221 #: data/core/macros/traits.cfg:37
4225 #. [trait]: id=mechanical
4226 #: data/core/macros/traits.cfg:38
4227 msgid "female^mechanical"
4230 #. [trait]: id=elemental
4231 #: data/core/macros/traits.cfg:52
4235 #. [trait]: id=elemental
4236 #: data/core/macros/traits.cfg:53
4237 msgid "female^elemental"
4240 #. [trait]: id=strong
4241 #: data/core/macros/traits.cfg:66
4245 #. [trait]: id=strong
4246 #: data/core/macros/traits.cfg:67
4247 msgid "female^strong"
4250 #. [trait]: id=dextrous
4251 #: data/core/macros/traits.cfg:84
4255 #. [trait]: id=dextrous
4256 #: data/core/macros/traits.cfg:85
4257 msgid "female^dextrous"
4260 #. [trait]: id=quick
4261 #: data/core/macros/traits.cfg:98
4265 #. [trait]: id=quick
4266 #: data/core/macros/traits.cfg:99
4267 msgid "female^quick"
4270 #. [trait]: id=intelligent
4271 #: data/core/macros/traits.cfg:115
4275 #. [trait]: id=intelligent
4276 #: data/core/macros/traits.cfg:116
4277 msgid "female^intelligent"
4280 #. [trait]: id=resilient
4281 #: data/core/macros/traits.cfg:128
4285 #. [trait]: id=resilient
4286 #: data/core/macros/traits.cfg:129
4287 msgid "female^resilient"
4290 #. [trait]: id=healthy
4291 #: data/core/macros/traits.cfg:146
4295 #. [trait]: id=healthy
4296 #: data/core/macros/traits.cfg:147
4297 msgid "female^healthy"
4300 #. [trait]: id=healthy
4301 #: data/core/macros/traits.cfg:148
4302 msgid "Always rest heals"
4305 #. [trait]: id=fearless
4306 #: data/core/macros/traits.cfg:165 data/core/macros/traits.cfg:178
4310 #. [trait]: id=fearless
4311 #: data/core/macros/traits.cfg:166 data/core/macros/traits.cfg:179
4312 msgid "female^fearless"
4315 #. [trait]: id=fearless
4316 #: data/core/macros/traits.cfg:167 data/core/macros/traits.cfg:180
4317 msgid "Fights normally during unfavorable times of day/night"
4318 msgstr "昼/夜の不利な時間帯でも通常通りに戦います"
4320 #. [trait]: id=feral
4321 #: data/core/macros/traits.cfg:190
4325 #. [trait]: id=feral
4326 #: data/core/macros/traits.cfg:191
4327 msgid "female^feral"
4330 #. [trait]: id=feral
4331 #: data/core/macros/traits.cfg:192
4332 msgid "Receive only 40% defense in land-based villages"
4333 msgstr "陸にある村では防御が 40% になってしまいます"
4336 #: data/core/macros/traits.cfg:208
4341 #: data/core/macros/traits.cfg:209
4346 #: data/core/macros/traits.cfg:226
4351 #: data/core/macros/traits.cfg:227
4356 #: data/core/macros/traits.cfg:243
4361 #: data/core/macros/traits.cfg:244
4366 #: data/core/macros/traits.cfg:256
4371 #: data/core/macros/traits.cfg:257
4376 #: data/core/units.cfg:42
4381 #: data/core/units.cfg:43
4382 msgid "race+female^Bat"
4386 #: data/core/units.cfg:44
4391 #: data/core/units.cfg:45
4393 "Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
4394 "insects and other small animals. The larger and more vicious breeds are "
4395 "known to pose a threat to humans and other races as well as their livestock, "
4396 "especially when encountered in groups. Typically nocturnal, they are often "
4397 "kept (and occasionally tamed) by those who share their love of the night."
4401 #: data/core/units.cfg:53
4406 #: data/core/units.cfg:54
4407 msgid "race+female^Drake"
4411 #: data/core/units.cfg:55
4416 #: data/core/units.cfg:68
4418 "Drakes are large, winged and fire-breathing creatures, reminiscent of true "
4419 "dragons. On average, an adult drake stands around three meters tall and "
4420 "easily weighs more than a man and a horse combined. Their skin is made up of "
4421 "hard scales, resistant to most physical strikes except piercing and cold "
4422 "damage. Most drakes are capable of true flight and can travel long distances "
4423 "quickly. However, their sheer weight and bulk limits their flight ability "
4424 "somewhat, making them ungainly in the air. Where possible, they make use of "
4425 "terrain features such as hills, mountains and trees as launch points in "
4426 "order to gain greater height and speed. Fortunately for their enemies, they "
4427 "are still quite clumsy creatures and surprisingly slow in combat. This, "
4428 "combined with their large size, renders them easy targets for those who dare "
4431 "Drakes are inherently magical creatures, with a mysterious internal fire "
4432 "fueling their very lives. This can easily be witnessed when one of their "
4433 "kind perishes in combat; its internal fire is released, burning their "
4434 "remains in to ashes. Their internal fire is also their greatest weakness; it "
4435 "makes them extremely vulnerable to cold attacks. Despite their magical "
4436 "nature, drakes are incapable of channeling magic in a controlled manner. "
4437 "While the magic imbued within a drake’s body enables it to spit fire and "
4438 "gives it life, they have no willful control over its functions of this "
4441 "<header>text='Society'</header>\n"
4442 "Drakes are a relatively warlike race and their societies can be best "
4443 "described as cultured martial societies. The core of a drake tribe is a "
4444 "small group of veteran warriors headed by a mutually respected — or simply "
4445 "feared — <ref>dst='dominant' text='dominant'</ref> who rules the society "
4446 "with an iron fist. Every drake is expected to earn their place in the strict "
4447 "hierarchy, to obey their superiors and command their inferiors. Entry to the "
4448 "ruling elite is only possible through challenging and defeating a superior "
4449 "in single combat, which is the way the hierarchy within the elite itself is "
4450 "established. The use of deception of any kind towards any fellow drake is, "
4451 "without exception, seen as cowardly and unacceptable.\n"
4453 "While their warlike nature and sense of territory drives them to defend "
4454 "their territories savagely, drakes rarely invade or trespass on areas "
4455 "already occupied by the other major races. Instead, they settle in "
4456 "unpopulated areas to establish their own territory there. They primarily "
4457 "feed on large game they hunt in the lowlands around their homes, but "
4458 "hatchlings and lower caste drakes are known to feed also on certain of moss "
4459 "and fungi they cultivate deep in their caverns. The only technology drakes "
4460 "value is armor- and weapon-smithing, and neither know or need other science "
4461 "and culture besides this. However the few implements they do fashion are "
4462 "almost unrivaled in quality, only matched by those produced in the finest "
4463 "Dwarvish foundries.\n"
4465 "Drakes are hatched from eggs and usually live naturally between 20 to 30 "
4466 "years. Death in battle is the most preferred way for a drake to leave this "
4467 "world. Unlike the elder members of other races, drakes naturally grow more "
4468 "aggressive and reckless towards the ends of their natural lives, perhaps to "
4469 "help ensure their place in the heroic legends of their kind.\n"
4471 "<header>text='Geography'</header>\n"
4472 "Drakes originated from an archipelago of volcanic islands called "
4473 "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
4474 "text='Great Ocean'</ref>. A combination of population pressure and the "
4475 "subsidence of many of their home islands has caused colonies of drakes to "
4476 "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
4477 "Drakes tend to make their homes in mountain caverns near volcanoes to "
4478 "protect their eggs, hatchings and forges. While drakes naturally prefer "
4479 "warmth, their internal fire is more than capable of sustaining them even in "
4480 "a relatively cold climate, a feature which has allowed them to populate even "
4481 "some of the mountains of the far north of the Great Continent."
4485 #: data/core/units.cfg:90
4490 #: data/core/units.cfg:91
4491 msgid "race+female^Dwarf"
4495 #: data/core/units.cfg:92
4496 msgid "race^Dwarves"
4500 #: data/core/units.cfg:97
4502 "The dwarves are a race famed for their miners, blacksmiths, merchants and "
4503 "warriors. Considered as the third oldest race on the great continent after "
4504 "the elves and trolls, their early history is shrouded in mystery. Legends "
4505 "tell of a time long forgotten when their people began emerging from their "
4506 "underground world through caves. Nothing is known about their life prior to "
4507 "their arrival, or their reasons for entering the surface world, but they "
4508 "have been an integral part of the history of the continent since. Soon after "
4509 "their emergence from the underground, the dwarves entered into conflict with "
4510 "the original inhabitants of the land, the elves. The original reason for "
4511 "their dispute has been lost to history, but the two races have since fought "
4512 "three long wars, interrupted by a few decades of peace. During these wars "
4513 "the dwarves could not dislodge the elves from the deep forests in the south, "
4514 "but managed to consolidate their position in hills and the mountains in the "
4515 "north of the continent, known now as the Northlands. Since then they have "
4516 "constructed fantastic fortifications and settlements deep within the "
4517 "mountains and crags of their territory.\n"
4519 "Possibly due to their isolation, the dwarves are generally distrustful or "
4520 "hostile towards most other races, particularly the elves. The single "
4521 "exception to this temperament is towards humans. This could be traced back "
4522 "to the era of Haldric I and the arrival of humans and orcs to the continent. "
4523 "At this point the dwarves began allowing some humans, mostly dissidents and "
4524 "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
4525 "Northlands. Their motivation was unsurprising. The plight of these "
4526 "individuals reminded the dwarves of their early history of persecution, "
4527 "eliciting a sense of solidarity. The dwarves also had much to gain in "
4528 "forming a bond with these outcasts. They would settle in areas where dwarves "
4529 "disliked living themselves; plains, forests, and swamps, freeing them from "
4530 "defending these areas.\n"
4532 "Dwarves are of small stature by human measure, but they are by no means "
4533 "fragile. Their warriors, tough and powerful are both feared and respected "
4534 "throughout the continent for their prowess in battle. In addition, dwarves "
4535 "are known for their calculating intellects and superb craftsmanship. Dwarven "
4536 "smiths are renowned for their deadly weapons and heavy armor. These "
4537 "accouterments are unrivaled in quality, possibly only matched by those "
4538 "produced by drake armorers. Their intelligence and natural inquisitiveness "
4539 "has also made them the most technically advanced race on the continent. One "
4540 "of their most famous, and feared, discoveries was a mysterious powder that "
4541 "produces an immense explosion when exposed to fire or sparks. Certain dwarf "
4542 "warriors use this powder to hurl small objects at tremendous speeds. Given "
4543 "their technological inclinations, many dwarves tend to distrust magic users. "
4544 "However some practice a form of magic based on the engraving of runes. "
4545 "Called runesmiths, they use these carvings to enchant items in order to "
4546 "augment certain aspects of their natures."
4548 "ドワーフ族は、抗夫、鍛冶屋、商人、戦士として有名な種族です。エルフ族とトロル"
4549 "族に次いで、大陸で三番目に古い種族であると考えられており、彼らの近年の歴史は"
4550 "謎に覆われています。人々が洞窟を通って地下の世界から出現した頃の長く忘れられ"
4551 "た時代が伝説で語られています。彼らが現れる以前の生活や、地上に現れた理由に関"
4552 "しては何も知られていませんが、それ以来、彼らは大陸の歴史の不可欠な一部分と"
4553 "なっています。地下から現れてから間もなく、ドワーフ族は土地の先住民であるエル"
4554 "フ族と衝突を起こしました。元々の争いの理由が何であったかは歴史の中に失われま"
4555 "したが、それから二つの種族は数十年の平和な期間を間に挟んだ長い戦争を三回行い"
4556 "ました。その戦争の間、ドワーフ族は南部の深い森からエルフ族を追い出すことはで"
4557 "きなかったものの、何とか大陸北部の丘陵と山岳に居場所を固めることはできまし"
4558 "た。これが現在北の大地として知られている地域です。以来、彼らは途方もない要塞"
4559 "を構築して、彼らの領地の山と岩の中奥深くに住み着いています。\n"
4561 "おそらくその孤立によって、ドワーフ族は一般的に他の種族の大部分、特にエルフ族"
4562 "に対しては疑い深いか、敵対的な態度を取ります。この態度の一つの例外は人間に対"
4563 "してです。これは Haldric I 世の時代、人間とオーク族が大陸にたどり着いた時点に"
4564 "までさかのぼることができます。ドワーフ族はある種の人間、大抵は反体制派の人間"
4565 "と Wesnoth 王国から来た無法者ですが、彼らが北の大地の特定の地域に住むのを許可"
4566 "し始めました。その動機は驚くようなものではありません。彼らの個人的な苦境がド"
4567 "ワーフ族の初期の迫害の歴史を思い出させ、連帯感を引き出すようなものだったから"
4568 "です。ドワーフ族はまたこれらの排斥された者たちと手を組むことで得るものが多く"
4569 "ありました。ドワーフ自身が住むのを好まない場所、平原、森林、沼地へ彼らを住ま"
4570 "わせて、それらの土地の防衛から解放されたのです。\n"
4572 "ドワーフ族は人間の基準からは小さい姿をしていますが、決して脆弱というわけでは"
4573 "ありません。ドワーフの戦士は丈夫さと力強さを兼ね備えており、戦いにおける勇気"
4574 "は大陸中で尊敬されています。更にドワーフ族は計算高さと華麗な職人芸で知られて"
4575 "います。ドワーフの鍛冶屋はその危険な武器と重い防具で有名です。彼らの装備は品"
4576 "質で匹敵するものがなく、おそらく釣り合うのはドレークの武具師が作るものくらい"
4577 "でしょう。彼らの知性と詮索好きな性質により、大陸で最も技術的に進歩した種族と"
4578 "なりました。彼らの最も有名であり、また恐れられている発見は、火や火花にさらし"
4579 "た時に巨大な爆発を起こす不思議な粉末です。あるドワーフの戦士は小さな物体を恐"
4580 "ろしい速度で投げつけるのにこの粉末を使います。技術に傾倒しているため、多くの"
4581 "ドワーフは魔法使いを疑いがちです。しかしながらルーンを刻みつけることで、ある"
4582 "種の魔術を使う者もいます。ルーン細工師と呼ばれる彼らは、物品に魔法をかけてそ"
4583 "の性質の一面を増大させるのに彫刻を使用します。"
4586 #: data/core/units.cfg:109
4591 #: data/core/units.cfg:110
4592 msgid "race+female^Elf"
4596 #: data/core/units.cfg:111
4601 #: data/core/units.cfg:121
4603 "Compared to humans, elves are somewhat taller, more agile but less sturdy. "
4604 "They have slightly pointy ears, pale skin and usually blond hair. Few "
4605 "differences between humans and elves are more pronounced than the Elves’ "
4606 "unusually long life — most, unless claimed by illness, accident or war, live "
4607 "a full two and a half centuries. While some elves possessing a high magical "
4608 "aptitude have been known to live an additional full century, most elves "
4609 "begin to grow physically frail at some point between 250 and 300 years of "
4610 "age and pass away rapidly (generally within a year or two) thereafter.\n"
4612 "Elves are naturally imbued with magic to a small degree. Though most are "
4613 "unable to channel it directly, its latent presence gives them their keen "
4614 "senses and long life. Many elves have magic-driven talents such as "
4615 "marksmanship or stealth, allowing them to achieve tasks that most normal "
4616 "beings would find astonishing. Those elves that learn to wield this power in "
4617 "more general ways can become truly formidable in its use. Many choose to use "
4618 "their gift to heal others.\n"
4620 "A few elves, venturing far down the paths of magic and mysticism, become "
4621 "sensitive to the presence of cold iron and can even be burned by it. Elvish "
4622 "legend hints that this was more common in the far past.\n"
4624 "Elves spend much of their time honing their talents and skills. Those not "
4625 "adept at the magical arts typically devote their time honing their physical "
4626 "skills. As a result, elves excel at archery, which is perhaps their most "
4627 "important method of warfare. Most elvish troops carry a bow and no other "
4628 "race can rival their archers in speed and accuracy. All elves also share an "
4629 "intense affection for unspoiled nature. They often feel uncomfortable in "
4630 "open unvegetated spaces. They live primarily in the forests of the Great "
4631 "Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
4632 "the great northern woods of which the Lintanir Forest is the southernmost "
4635 "Elves are the eldest race of the continent, with the possible exception of "
4636 "trolls. Many of their settlements cannot be reliably dated, undoubtedly "
4637 "having existed for over a millennium."
4640 #. [race]: id=goblin
4641 #: data/core/units.cfg:131
4645 #. [race]: id=goblin
4646 #: data/core/units.cfg:132
4647 msgid "race+female^Goblin"
4650 #. [race]: id=goblin
4651 #: data/core/units.cfg:133
4652 msgid "race^Goblins"
4655 #. [race]: id=goblin
4656 #: data/core/units.cfg:136
4658 "Goblins are, despite their appearance, born as siblings to the orcs and "
4659 "members of the same race. While other races usually bear children singly or "
4660 "in pairs, orcs will have large litters of children all at once, causing "
4661 "their populations to explode rather quickly. Within any litter, there will "
4662 "only be one or two true orcs, who will grow to the full size and strength of "
4663 "their race. A few more will be half-orcs, notably weaker than their big "
4664 "brothers, and relegated to supporting roles in combat, such as archery. The "
4665 "rest, often a full half of more of any litter, will be goblins. Goblins are "
4666 "puny and quite frail, rarely growing past the size and stature of a human "
4667 "child. Goblins are born into a lifetime of near-slavery to their larger kin, "
4668 "and used as sword-fodder in battle. They thrive in spite of their tragic "
4669 "fate; in part because they are so very numerous, and also because their "
4670 "brother orcs are well aware how dependent they are on the goblins.\n"
4672 "Goblins perform the bulk of manual labor needed by the orcs, with the sole "
4673 "exception of jobs that require the brute strength of true orcs. Those the "
4674 "orcs revel in as proof of their prowess."
4677 #. [race]: id=gryphon, description=
4678 #: data/core/units.cfg:148
4679 msgid "race^Gryphon"
4682 #. [race]: id=gryphon, description=
4683 #: data/core/units.cfg:149
4684 msgid "race+female^Gryphon"
4687 #. [race]: id=gryphon, description=
4688 #: data/core/units.cfg:150
4689 msgid "race^Gryphons"
4693 #: data/core/units.cfg:165
4698 #: data/core/units.cfg:166
4699 msgid "race+female^Human"
4703 #: data/core/units.cfg:167
4708 #: data/core/units.cfg:174
4710 "The race of men is an extremely diverse one. Although they originally came "
4711 "from the Old Continent, men have spread all over the world and split into "
4712 "many different cultures and races. Although they are not imbued with magic "
4713 "like other creatures, humans can learn to wield it and able to learn more "
4714 "types than most others. They have no extra special abilities or aptitudes "
4715 "except their versatility and drive. While often at odds with other races, "
4716 "they can occasionally form alliances with the less aggressive races such as "
4717 "elves and dwarves. The less scrupulous among them do not shrink back from "
4718 "hiring orcish mercenaries, either. They have no natural enemies, although "
4719 "the majority of men, like most people of all races, have an instinctive "
4720 "dislike of the undead. Men are shorter than the elves, but taller still than "
4721 "dwarves. Their skin color can vary, from almost white to dark brown.\n"
4723 "<header>text='Subjects of the Crown'</header>\n"
4724 "Many different groups of men exist, but the majority of them on the Great "
4725 "Continent live under the rule of the Crown of Wesnoth. The humans first "
4726 "appeared on the Great Continent from a land far across the ocean to the "
4727 "West, the Green Isle, and soon established their capital at the inland city "
4728 "of Weldyn. Over the following centuries they have built up a number cities "
4729 "across the continent. The soldiers from the Crown of Wesnoth protect the "
4730 "country, forming the most organized military force in the known world. Its "
4731 "warriors come from the main provinces, where all men are conscripted at an "
4734 "<header>text='The Clansmen'</header>\n"
4735 "The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
4736 "geography consisting of more open plains and rolling hills than the western, "
4737 "more civilized provinces. They are home to the Horse Clans, who are allied "
4738 "with the Crown of Wesnoth but operate independently and maintain their own "
4739 "identity. Some consider them to be a tributary state, which sends food and "
4740 "soldiers to Crown in exchange for protection. Others say they are on equal "
4741 "footing with the western half of Wesnoth. In any case, the eastern provinces "
4742 "do not have a conscript army the way Western Wesnoth does. Training for "
4743 "fighting is part of the way of life of the Clans; the parents teach the "
4744 "children to ride horses, fight and shoot a bow from an early age. In "
4745 "general, the Clan warriors are less organized than the civilized fighters, "
4746 "and the strengths and weaknesses of these groups complement each other."
4748 "人間という種族は非常に多様です。彼らは元々旧大陸からやってきたのですが、人間"
4749 "たちは世界中に広がり、多くの異なった文化や種族へと別れていきました。彼らは他"
4750 "の生き物のように魔法を身につけてはいませんが、人間は魔法を使うことを学ぶこと"
4751 "ができ、ほとんどのほかの者たちよりも多くの種類を学ぶことができます。彼らは多"
4752 "才であること、意欲があることを除けば特別な能力や才能があるわけではありませ"
4753 "ん。しばしば他の種族と争いますが、ときにエルフ族やドワーフ族といったあまり好"
4754 "戦的でないと同盟を結ぶことがあります。彼らのうちあまり用心深くない者たちは"
4755 "オークの傭兵を雇うことも恐れたりはしません。彼らには天敵はいませんが、大多数"
4756 "の人間は、すべての種族のほとんどの者と同じく、本能的にアンデッドを嫌います。"
4757 "人間はエルフ族よりも背が低いですが、ドワーフ族よりは背が高いです。彼らの皮膚"
4758 "の色は、ほとんど白色から焦げ茶色までさまざまです。\n"
4760 "<header>text='王位の臣民'</header>\n"
4761 "人間には多くの異なるグループが存在していますが、大陸に住む彼らの大多数は "
4762 "Wesnoth の王位の統治下にあります。人間は最初、西部の大洋を隔てた遠くの地、"
4763 "Green 島から大陸に現れ、すぐに内陸の都市 Weldyn に首都を設立しました。その後"
4764 "の数世紀以上に渡り、彼らは大陸の全域に数多くの都市を築きました。Wesnoth の王"
4765 "位によって派遣された兵士が国を守り、知られている世界の中で最も組織立った軍隊"
4766 "が形作られています。その戦士は中心部の州からきた者たちで、そこではすべての男"
4767 "性は若いうちに徴兵されています。\n"
4769 "<header>text='一族の一員たち'</header>\n"
4770 "Wesnoth の東部の州は、一族の祖国として知られており、西部のより文明化した州に"
4771 "比べ、その地形はより開けた平地となだらかに起伏した丘で構成されています。これ"
4772 "らの州は騎乗の一族の本拠地であり、彼らは Wesnoth の王位と同盟しているものの、"
4773 "彼らは独立して活動しており、独自性を保っています。ある者はこれらの州を、防衛"
4774 "の代わりに食料や兵士を届ける属国の州と考えています。他の者は Wesnoth の西部の"
4775 "州と対等の立場だと考えています。ともかく、東部の州には西部 Wesnoth のような徴"
4776 "兵制はありません。戦いに備えて鍛えることは、一族にとっては生活の一部です。親"
4777 "たちは子供たちに幼少の頃から馬に乗り、戦い、弓を射ることを教えます。概して、"
4778 "一族の戦士たちは文明化した戦士たちよりも組織立っていません。これらのグループ"
4779 "の長所と短所は互いに補完しあいます。"
4781 #. [race]: id=lizard, description=
4782 #: data/core/units.cfg:182
4783 msgid "race^Saurian"
4786 #. [race]: id=lizard, description=
4787 #: data/core/units.cfg:183
4788 msgid "race+female^Saurian"
4791 #. [race]: id=lizard, description=
4792 #: data/core/units.cfg:184
4793 msgid "race^Saurians"
4796 #. [race]: id=mechanical
4797 #: data/core/units.cfg:193
4798 msgid "race^Mechanical"
4801 #. [race]: id=mechanical
4802 #: data/core/units.cfg:194
4803 msgid "race+plural^Mechanical"
4806 #. [race]: id=mechanical
4807 #: data/core/units.cfg:195
4809 "Animated neither by natural life nor by necromancy, the term ”mechanical” "
4810 "describes a created artifact of an intelligent being. Most mechanical things "
4811 "neither move nor think on their own, but some do so as a result of magical "
4815 #. [race]: id=merman
4816 #: data/core/units.cfg:204
4820 #. [race]: id=merman
4821 #: data/core/units.cfg:205
4822 msgid "race^Mermaid"
4825 #. [race]: id=merman
4826 #: data/core/units.cfg:206
4830 #. [race]: id=merman
4831 #: data/core/units.cfg:208
4833 "Something like a fusion between humans and fish, the merfolk are an "
4834 "enigmatic race with both piscine and humanoid attributes. They have strong "
4835 "tails that lend themselves to quick movement in any watery environment while "
4836 "their dextrous hands and intelligent minds allow fine craftsmanship and "
4837 "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
4838 "without difficulty. Despite being able to survive on land, they are much "
4839 "quicker and more agile in the water and will rarely be found far from the "
4840 "ocean. They are typically wary of dry land, as they are awkward and clumsy "
4841 "there and they struggle greatly to move over rough or forested terrain."
4844 #. [race]: id=monster
4845 #: data/core/units.cfg:215
4846 msgid "race^Monster"
4849 #. [race]: id=monster
4850 #: data/core/units.cfg:216
4851 msgid "race^Monsters"
4854 #. [race]: id=monster
4855 #: data/core/units.cfg:217
4857 "The term “monster” incorporates many hideous beasts that haunt the caves, "
4858 "wilderness, ocean depths, and other climes of the world. They figure largely "
4859 "in the tales and nightmares of its denizens, as well."
4863 #: data/core/units.cfg:224
4868 #: data/core/units.cfg:225
4873 #: data/core/units.cfg:226
4878 #: data/core/units.cfg:227
4880 "The serpentine nagas are one of the least understood races of the Great "
4881 "Continent. Part of this is due to their xenophobic nature and part is due to "
4882 "their alien environment. Nagas are one of the few races capable of any "
4883 "meaningful mobility in water, giving them access to a whole world "
4884 "effectively forbidden to land dwellers and further separating them from the "
4885 "terrestrial beings that they shun. Still, they are not true creatures of the "
4886 "sea, and their inability to breathe water leaves them in trepidation of the "
4887 "abyss. Living in coastal areas gives them an escape route on land against "
4888 "denizens of the deep while keeping them out of reach of those who travel by "
4889 "foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
4890 "often faster and more nimble than their opponents. They sometimes find "
4891 "themselves at odds with merfolk when their territories overlap, but overall "
4892 "nagas tend to favor swamps and rivers as much as open water."
4896 #: data/core/units.cfg:234
4901 #: data/core/units.cfg:235
4902 msgid "race+female^Ogre"
4906 #: data/core/units.cfg:236
4911 #: data/core/units.cfg:237
4913 "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
4914 "the Great Continent. Physically, they resemble humans and orcs but are "
4915 "larger and stronger. Even their adolescents are more than a match for most "
4916 "men. Ogres are distrusted in many populated areas and usually either avoid "
4917 "them or are driven out by force. Instead, they lurk the mountainous areas on "
4918 "the edges of civilization, where hungry ogre bandits provide a constant "
4919 "threat to travelers and caravans. While ogres are not particularly "
4920 "intelligent or quick, their toughness and physical strength make them a "
4921 "valuable asset in the armies of other races. They are especially valued by "
4922 "more ruthless commanders who don't mind the ogres' brutality. Little is "
4923 "known about their biology or society, if they can truly be said to have one, "
4924 "but they are said to attack alongside wolves and other beasts. Whether this "
4925 "is a sign of cooperation, domestication, or simply mutual opportunism is not "
4930 #: data/core/units.cfg:245
4935 #: data/core/units.cfg:246
4936 msgid "race+female^Orc"
4940 #: data/core/units.cfg:247
4945 #: data/core/units.cfg:257
4947 "In appearance, orcs are half men and half beasts. They are taller, sturdier "
4948 "and stronger than humans. They are warlike, savage, and cruel by nature. "
4949 "Their blood is darker and thicker than that of normal humans and they have "
4950 "little care for personal hygiene or their personal appearance. Although Orcs "
4951 "are violent even among themselves creatures, they are pack-oriented; an orc "
4952 "never travels long or lives alone in groups smaller than half a dozen.\n"
4954 "<header>text='Society'</header>\n"
4955 "Almost every orc are a member of a tribe or a clan. Relations between "
4956 "neighboring tribes are usually violent, except in cases of a mutual enemy "
4957 "threatens their existence or prospects of great plunder override mutual "
4958 "animosity. Occasionally, a single strong chieftain may emerge to lead "
4959 "multiple tribes from time to time, usually through intimidation of "
4960 "followers. An orc tribe in times of peace tends to focus almost solely on "
4961 "strengthening itself in preparation for the next armed conflict. Orcs are "
4962 "known to possess a crude system of writing — usually in blood — although "
4963 "it’s most commonly used to trade insults or threats among tribal leaders.\n"
4965 "Orc societies are based on little else but strength; might makes right, and "
4966 "a leader leads and survives only as long as no one manages to wrest the "
4967 "title from him. A constant struggle for power simmers among potential tribal "
4968 "chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
4969 "his absolute authority before being killed for his position — although "
4970 "history knows some notable exceptions. Orcs hold no particular honor code "
4971 "and while indisputable raw strength is usually the preferred method of "
4972 "displaying power, assassination, poisoning and backstabbing are completely "
4973 "viable means to further one’s own goals.\n"
4975 "Orcs mostly live in rural areas, often in foothills or mountainous regions, "
4976 "sometimes in caves. They grow no crops nor keep livestock, but are competent "
4977 "hunters as a result of their physical stature and brutality. Due to their "
4978 "large numbers they are capable of hunting an area virtually clean of "
4979 "anything larger than rodents in relatively short period of time. Due to this "
4980 "and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
4981 "lifestyle, never settling in one region for too long. The larger tribes may "
4982 "establish themselves firmly in an area for years or even decades and build "
4983 "large encampments almost resembling cities, but even these are easily "
4984 "dismantled and abandoned if there is a need to relocate the horde.\n"
4986 "The oldest known orcs have been around 50 to 60 years of age, but very few "
4987 "individuals ever live to see over two or three decades before meeting their "
4988 "end either in war or by the hand of one of their kin. The oldest orcs are "
4989 "often shamans, which are perhaps the only ones most of their kind sees as "
4990 "being trustworthy and neutral. The origins of this custom are unknown, as "
4991 "the shamans do not directly contribute much to orcish societies but only act "
4992 "as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
4993 "many ways the opposite of most other orcs: they are often physically "
4994 "withered and frail in comparison and lack skill in battle. Despite their "
4995 "reliance on raw strength, not nearly all orcs are destined to grow to "
4996 "possess any. Many orcs are born smaller and weaker than the rest, and "
4997 "already almost as newborns are put in their place by their stronger "
4998 "siblings. The stronger ones will routinely grab most of the food and thus "
4999 "grow stronger still, while their weaker siblings do not. Many of these "
5000 "individuals tend to specialize in other skills, like archery or "
5003 "一見すると、オーク族は半人半獣です。彼らは人間族より背が高く、丈夫で強力で"
5004 "す。彼らは好戦的で、獰猛で、残虐な性質を持っています。彼らの血は通常の人間よ"
5005 "りも暗くて濃く、個人的な衛生や外見にはほとんど注意を払いません。オーク族は内"
5006 "輪ですら暴力的であるにも関わらず、群れたがります。オークは決して単独で長旅を"
5007 "したり、孤立した数人以下の集団で過ごしたりはしません。\n"
5009 "<header>text='社会'</header>\n"
5010 "オークはほとんど全員が部族またはクランの一員です。共通の憎悪を塗り替えるほど"
5011 "強大な、彼らの存在や繁栄を脅かす共通の敵がいない限り、通常、近隣の部族間の関"
5012 "係は暴力的です。時には一人の強い族長が出現し、普通は従う者への脅しによって、"
5013 "複数の部族を率いることが時々あります。平和な時のオークの部族は、次の武装衝突"
5014 "に備えて自身を強化することにのみ注力しがちです。オーク族には粗野な、通常は血"
5015 "を使った、筆記の仕組みがあると知られています。最も一般的な使われ方は、部族の"
5016 "リーダー間での侮辱もしくは脅迫の交換ですが。\n"
5018 "オークの社会はほとんど強さにのみ基づいています。力が正義を作り、リーダーが"
5019 "人々を率いて生き延びるのは、誰かがその称号を奪うまでです。部族の長となり得る"
5020 "者たちの間で、権力の絶え間ない闘争が煮えていきます。歴史的にはいくつか目を引"
5021 "く例外があるものの、オークのリーダーがその地位のために殺害されるまで、ほんの"
5022 "数年以上生きて絶対的な権威を享受するのは極めてまれです。オークは名誉を示す特"
5023 "定の作法を持ちません。生の強さが力を誇示する望ましい手段となっているのは明ら"
5024 "かです。暗殺や、毒殺、不意打ちは完全に自分自身の目標を先へ進めるために取れる"
5027 "オークは大抵の場合田園地帯に、しばしば小さな丘や山岳地帯に、時には洞窟に生息"
5028 "しています。作物を育てたり家畜を飼ったりはしませんが、彼らはその身体能力と残"
5029 "忍さの結果として有能な狩人です。彼らは大勢いるので、比較的短期間で、その地域"
5030 "のげっ歯類より大きいものは事実上すべて狩りつくしてしまえます。このことと不安"
5031 "定な統率により、オークの部族は半ば遊牧的な生活になってしまいがちで、一ヶ所に"
5032 "長く居つくことはありません。より大きな部族は何年も、あるいは何十年も特定の地"
5033 "域に堅固に定住し、ほとんど都市のような大きな野営地を建設することもあります"
5034 "が、それでも大群衆を移住させる必要ができた時には、彼らは簡単にそれを取り壊し"
5037 "最高齢として知られるオークは大体 50 から 60 歳ですが、戦争もしくは親族の一人"
5038 "の手で終わりを迎える前に二十年から三十年を越えて生きる個体はごくわずかしかい"
5039 "ません。最年長のオークはしばしば呪術師であり、彼らの種族ほとんどから信頼でき"
5040 "る中立的な立場とみなされる恐らく唯一の存在です。この風習の起源は不明ですが、"
5041 "呪術師はオークの社会に直接貢献はせず、ただ助言者 - 別にオークが寛容に扱うよう"
5042 "なものではありませんが - として振舞います。呪術師とその他大部分のオークは様々"
5043 "な点で正反対です。彼らはしばしば肉体的に衰えており、比較的脆弱で戦闘技能に欠"
5044 "けています。粗野な強さへの信頼にも関わらず、全てに近いオークが成長してあらゆ"
5045 "るものを支配するよう定められているわけではありません。既にほとんど生まれたば"
5046 "かりの赤子がより強い兄弟によって彼らのところへ置かれるので、多数のオークが他"
5047 "より小さく、弱く生まれつきます。より強いオークが日常的に食料の大部分を手にす"
5048 "るので、強い者がより強く成長し、より弱い兄弟は育たないのです。それらの個体の"
5049 "大部分は、弓術や暗殺術といった別の技能に特化していきます。"
5052 #: data/core/units.cfg:264
5057 #: data/core/units.cfg:265
5058 msgid "race+female^Troll"
5062 #: data/core/units.cfg:266
5067 #: data/core/units.cfg:272
5069 "Trolls are ancient creatures, one of the oldest known races known to inhabit "
5070 "the Great Continent. They are large, slow, simple-minded, and live extremely "
5071 "long lives inside deep caves or atop high mountains. The most unique "
5072 "characteristic of trolls is an internal vitality that sustains and heals "
5073 "them from within. As a result they live very different lives from almost any "
5074 "known creature. Trolls have few real needs: they require little food or "
5075 "water, and thus they have little incentive to pursue much besides protection "
5076 "from those who are hostile towards them. This in turn means they rarely have "
5077 "to worry about anything and can spend much of their time sleeping or in "
5078 "contemplation. Trolls have a curious affinity with nature. They do not "
5079 "relate with living things like elves do, but instead with earth and stone. "
5080 "They are also somewhat curious of their surroundings and many younger whelps "
5081 "even enjoy traveling and seeing the world. As trolls grow older they tend to "
5082 "become increasingly passive, gradually losing interest in their environment "
5083 "and spending more of their time sleeping in a quiet, familiar corner of "
5084 "their home cave. This is until they finally pass away as their bodies "
5085 "themselves slowly turn into lifeless statues of stone.\n"
5087 "Trolls are seen by many as being little more than yet another race of savage "
5088 "monsters. This common misconception is in part perpetuated by orcs to "
5089 "persuade trolls to join their armies. Because they are rather simple and do "
5090 "not understand the ways of other races or sometimes can even tell them "
5091 "apart, it is usually easy for an orcish band to convince a group of trolls "
5092 "that by joining them they get to exact revenge on those that have before "
5093 "hunted them. These new recruits are then directed to attack whoever the orcs "
5094 "themselves are currently in conflict with, whether previously a foe of the "
5095 "trolls or not, accumulating even more enemies for the misled trolls. The "
5096 "most common enemy of trolls are dwarves, and the animosity between these two "
5097 "races is ancient.\n"
5099 "<header>text='Geography'</header>\n"
5100 "Trolls have inhabited the mountains of the Great Continent longer than the "
5101 "dwarves who migrated there. Trolls are a common sight on the mountain ranges "
5102 "north and east of Wesnoth, and wherever Orcish hordes travel."
5104 "トロル族は太古の種族であり、大陸に居住していたことが知られる種族の中では最古"
5105 "のものです。彼らは大きく、鈍重で、単純な精神と極めて長い寿命を持ち、深い洞窟"
5106 "の中か高い山々の頂上で過ごします。トロル族の最も特徴的な性質は、彼らを中から"
5107 "支え、そして癒す、内に秘めた生命力です。その結果、彼らは既知のあらゆる生物の"
5108 "大部分とは相当かけ離れた生活を過ごします。トロル族が本当に必要とするものは少"
5109 "しだけです。食料と水は少ししか必要とせず、従って、彼らに敵対するものから身を"
5110 "守るのに加えて、追跡するような気はわずかしか持ち合わせていません。翻ってこの"
5111 "ことは、彼らが何かを心配するようなことは滅多に無く、彼らの時間の多くを睡眠と"
5112 "黙想に費やすことを意味します。トロル族は自然との不思議な結び付きを持っていま"
5113 "す。彼らはエルフ族のするような命のあるものとの繋がりを持たず、代わりに大地や"
5114 "石と繋がっています。彼らはまた、彼らを取り囲む環境にいくらか好奇心があり、多"
5115 "くの幼い子供ですら旅をして世界を見ることを楽しみます。トロルは成長するにつれ"
5116 "て、ますます消極的になり、周囲への興味を徐々に失っていく傾向があります。そし"
5117 "て静かで馴染みのある故郷の洞窟の片隅で眠りに費やす時間が多くなります。これは"
5118 "彼らが最終的にこの世を去り、彼らの肉体がひとりでにゆっくりと命を持たない石像"
5121 "トロル族は多くの者から残虐な怪物の種族であるとみなされます。この共通した思い"
5122 "違いは、軍に加わるようトロルを説得するオーク族によって、一部永続的なものと"
5123 "なっています。彼らはむしろ単純で、他の種族の方法を理解しないか、時々彼らを見"
5124 "分けることすらできます。オークの部隊がトロルのグループに対し、彼らに加わるこ"
5125 "とで彼らを狩っていたものへの復讐を強いることができるようになると説得するのは"
5126 "通常簡単です。この新兵は以前トロルの敵であったかどうかに関わらず、オーク族が"
5127 "現在衝突している相手に攻撃するよう指示されます。そして誤解されたトロル族の敵"
5128 "が更に溜まっていくのです。最も一般的なトロル族の敵はドワーフ族であり、二つの"
5129 "種族の間には激しい憎悪が存在しています。\n"
5131 "<header>text='地理'</header>\n"
5132 "トロル族はドワーフ族がそこに移り住むよりも前から、大陸の山々に居住してきまし"
5133 "た。トロル族は Wesnoth の北と東の山脈に広く見られます。それにオークの大軍が通"
5136 #. [race]: id=undead
5137 #: data/core/units.cfg:286
5141 #. [race]: id=undead
5142 #: data/core/units.cfg:287
5143 msgid "race+female^Undead"
5146 #. [race]: id=undead
5147 #: data/core/units.cfg:288
5148 msgid "race+plural^Undead"
5151 #. [race]: id=undead
5152 #: data/core/units.cfg:294
5154 "Undead are not really a single race of creatures, although often treated as "
5155 "such. Almost any dead creature can, by a sufficiently skilled necromancer, "
5156 "be reanimated and rise again in undeath. Undead are for the most part "
5157 "unnatural but mindless constructs, obeying whoever created them without "
5158 "question nor thought. A greater mystery of necromancy is in how constructs "
5159 "are sustained without continuous effort from the necromancer. An undead "
5160 "creature does not require the constant attention of the necromancer to "
5161 "command and sustain, but can work autonomously according to the commands of "
5162 "it’s master. Only rarely, perhaps once every few months, does the "
5163 "necromancer need to maintain his creation.\n"
5165 "Necromancy is almost solely limited to humans. Even the legends of magically "
5166 "apt races like elves and mermen tell of very few of their kind who have ever "
5167 "delved in the dark arts. It is surmised that necromantic magic requires "
5168 "great adaptability and a flexible mind, extremes of which are most commonly "
5169 "found in humans. The ultimate goal of most necromancers is to turn the same "
5170 "art of preserving and imbuing life upon themselves, to alter themselves at "
5171 "whatever cost, to ultimately escape death by preserving their own mind and "
5174 "<header>text='Geography'</header>\n"
5175 "While undead lords arrived on the Great Continent in considerable numbers "
5176 "only in the wake of Haldric I, they were not completely unheard of by elves "
5177 "and dwarves before that."
5179 "アンデッドは単一の生き物の種族というわけではありませんが、しばしばそのような"
5180 "ものとして扱われます。どんな死んだ生き物でも、ほとんどが十分に経験を積んだネ"
5181 "クロマンサーによって、生き返り、アンデッドとなってふたたび立ち上がることがで"
5182 "きます。アンデッドは大部分において自然に反する、しかし心のない構造物で、彼ら"
5183 "を作った者ならば誰でも、疑問を持つことも考えることもなく従います。黒魔術のよ"
5184 "り大きな謎はネクロマンサーからの持続的な作用なしにどのように構造物が動き続け"
5185 "られるのかということです。アンデッドの生き物は命令し、持ちこたえるためにネク"
5186 "ロマンサーから継続的な注意を必要とせず、主人の命令に従って独立的に働くことが"
5187 "できます。ただまれに、おそらく数ヶ月に一度、ネクロマンサーは彼の創造物を維持"
5190 "降霊術を使うのはほとんどもっぱら人間に限られています。魔法に長けた種族である"
5191 "エルフ族やマーマンの伝説においてさえ、彼らの種族で黒魔術を深く研究したという"
5192 "者はほとんどいません。降霊術の魔法を使うためには相当な適応力と、柔軟な精神が"
5193 "必要なのだと推測することができます。こういった特徴の究極のものは、ほぼ一般的"
5194 "に人間に見受けられます。ほとんどのネクロマンサーにとっての究極の目標は命を保"
5195 "つとともに命を吹き込むこの同じ魔法を彼ら自身にかけ、どんな代償を払ってでも、"
5196 "彼ら自身の頭脳と精神を保ったまま死を究極的に逃れられるように彼ら自身を変える"
5199 "<header>text='地理'</header>\n"
5200 "相当な数のアンデッドの支配者たちが大陸に到着したのは Haldric I 世の後であり、"
5201 "それ以前にはエルフ族もドワーフ族もまったく聞いたことがありませんでした。"
5203 #. [race]: id=wolf, description=
5204 #: data/core/units.cfg:302
5208 #. [race]: id=wolf, description=
5209 #: data/core/units.cfg:303
5213 #. [race]: id=wose, description=
5214 #: data/core/units.cfg:312
5218 #. [race]: id=wose, description=
5219 #: data/core/units.cfg:313
5227 #: src/help.cpp:1151
5228 msgid "<header>text='Units having this special attack'</header>"
5229 msgstr "<header>text='この特別な攻撃が可能なユニット'</header>"
5231 #: src/help.cpp:1227
5232 msgid "<header>text='Units having this ability'</header>"
5233 msgstr "<header>text='この能力を持っているユニット'</header>"
5235 #: src/help.cpp:1260
5239 #: src/help.cpp:1269
5243 #: src/help.cpp:1283
5247 #: src/help.cpp:1291
5251 #: src/help.cpp:1301
5252 msgid "Factions are only used in multiplayer"
5253 msgstr "党派はマルチプレイヤーでのみ使用されます"
5255 #: src/help.cpp:1344
5259 #: src/help.cpp:1376
5260 msgid "Advances from: "
5263 #: src/help.cpp:1378
5264 msgid "Advances to: "
5267 #: src/help.cpp:1405 src/help.cpp:1717 src/help.cpp:1778
5268 msgid "race^Miscellaneous"
5271 #: src/help.cpp:1407
5275 #: src/help.cpp:1414
5279 #: src/help.cpp:1431
5280 msgid "Ability Upgrades: "
5281 msgstr "能力のアップグレード: "
5283 #: src/help.cpp:1447
5287 #: src/help.cpp:1448
5291 #: src/help.cpp:1449
5295 #: src/help.cpp:1450
5299 #: src/help.cpp:1456
5300 msgid "Required XP: "
5303 #: src/help.cpp:1465
5304 msgid "unit help^Attacks"
5307 #: src/help.cpp:1472
5308 msgid "unit help^Name"
5311 #: src/help.cpp:1473
5315 #: src/help.cpp:1474
5319 #: src/help.cpp:1475
5323 #: src/help.cpp:1476
5327 #: src/help.cpp:1526
5331 #: src/help.cpp:1530
5335 #: src/help.cpp:1531
5339 #: src/help.cpp:1566
5340 msgid "Terrain Modifiers"
5343 #: src/help.cpp:1570
5347 #: src/help.cpp:1571
5351 #: src/help.cpp:1572
5352 msgid "Movement Cost"
5355 #: src/help.cpp:1784
5356 msgid "<header>text='Units of this race'</header>"
5357 msgstr "<header>text='この種族のユニット'</header>"
5359 #: src/help.cpp:1788
5361 msgid "<header>text='Race specific topics'</header>"
5365 "<header>text='命中率'</header>"
5367 #: src/help.cpp:2700
5371 #: src/help.cpp:2701
5375 #: src/help.cpp:2813
5376 msgid "Reference to unknown topic: "
5377 msgstr "不明なトピックへの参照: "
5379 #: src/help.cpp:3069
5380 msgid "corrupted original file"
5383 #: src/help.cpp:3160
5387 #: src/help.cpp:3163
5388 msgid "The Battle for Wesnoth Help"
5389 msgstr "The Battle for Wesnoth ヘルプ"
5391 #: src/help.cpp:3219
5392 msgid "Parse error when parsing help text: "
5393 msgstr "ヘルプ文書を解析中にエラー: "