{
	"vcmi.adventureMap.monsterThreat.title"     : "\n\n威胁度: ",
	"vcmi.adventureMap.monsterThreat.levels.0"  : "极低",
	"vcmi.adventureMap.monsterThreat.levels.1"  : "很低",
	"vcmi.adventureMap.monsterThreat.levels.2"  : "低",
	"vcmi.adventureMap.monsterThreat.levels.3"  : "较低",
	"vcmi.adventureMap.monsterThreat.levels.4"  : "中等",
	"vcmi.adventureMap.monsterThreat.levels.5"  : "较高",
	"vcmi.adventureMap.monsterThreat.levels.6"  : "高",
	"vcmi.adventureMap.monsterThreat.levels.7"  : "很高",
	"vcmi.adventureMap.monsterThreat.levels.8"  : "挑战性的",
	"vcmi.adventureMap.monsterThreat.levels.9"  : "压倒性的",
	"vcmi.adventureMap.monsterThreat.levels.10" : "致命的",
	"vcmi.adventureMap.monsterThreat.levels.11" : "无法取胜",

	"vcmi.adventureMap.confirmRestartGame"     : "你想要重新开始游戏吗？",
	"vcmi.adventureMap.noTownWithMarket"       : "没有足够的市场。",
	"vcmi.adventureMap.noTownWithTavern"       : "没有酒馆可供查看。",
	"vcmi.adventureMap.spellUnknownProblem"    : "无此魔法的信息。",
	"vcmi.adventureMap.playerAttacked"         : "玩家遭受攻击: %s",
	"vcmi.adventureMap.moveCostDetails"        : "移动点数 - 花费: %TURNS 轮 + %POINTS 点移动力, 剩余移动力: %REMAINING",
	"vcmi.adventureMap.moveCostDetailsNoTurns" : "移动点数 - 花费: %POINTS 点移动力, 剩余移动力: %REMAINING",
	"vcmi.adventureMap.replayOpponentTurnNotImplemented" : "抱歉，重放对手行动功能目前暂未实现！",

	"vcmi.capitalColors.0" : "红色",
	"vcmi.capitalColors.1" : "蓝色",
	"vcmi.capitalColors.2" : "褐色",
	"vcmi.capitalColors.3" : "绿色",
	"vcmi.capitalColors.4" : "橙色",
	"vcmi.capitalColors.5" : "紫色",
	"vcmi.capitalColors.6" : "青色",
	"vcmi.capitalColors.7" : "粉色",

	"vcmi.heroOverview.startingArmy" : "初始部队",
	"vcmi.heroOverview.warMachine" : "战争机器",
	"vcmi.heroOverview.secondarySkills" : "初始技能",
	"vcmi.heroOverview.spells" : "魔法",

	"vcmi.radialWheel.mergeSameUnit" : "合并相同生物",
	"vcmi.radialWheel.fillSingleUnit" : "单个生物填充空格",
	"vcmi.radialWheel.splitSingleUnit" : "分割单个生物",
	"vcmi.radialWheel.splitUnitEqually" : "平均分配生物",
	"vcmi.radialWheel.moveUnit" : "将生物移动到部队",
	"vcmi.radialWheel.splitUnit" : "分割生物到其他空位",

	"vcmi.radialWheel.heroGetArmy" : "移动生物",
	"vcmi.radialWheel.heroSwapArmy" : "交换生物",
	"vcmi.radialWheel.heroExchange" : "开启英雄交换",
	"vcmi.radialWheel.heroGetArtifacts" : "移动宝物",
	"vcmi.radialWheel.heroSwapArtifacts" : "交换宝物",
	"vcmi.radialWheel.heroDismiss" : "解雇英雄",

	"vcmi.radialWheel.moveTop" : "移到顶端",
	"vcmi.radialWheel.moveUp" : "上移",
	"vcmi.radialWheel.moveDown" : "下移",
	"vcmi.radialWheel.moveBottom" : "移到底端",
	
	"vcmi.spellBook.search" : "搜索中...",
	
	"vcmi.mainMenu.serverConnecting" : "连接中...",
	"vcmi.mainMenu.serverAddressEnter" : "使用地址:",
	"vcmi.mainMenu.serverConnectionFailed" : "连接失败",
	"vcmi.mainMenu.serverClosing" : "关闭中...",
	"vcmi.mainMenu.hostTCP" : "创建TCP/IP游戏",
	"vcmi.mainMenu.joinTCP" : "加入TCP/IP游戏",

	"vcmi.lobby.filepath" : "文件路径",
	"vcmi.lobby.creationDate" : "创建时间",
	"vcmi.lobby.scenarioName" : "场景名称",
	"vcmi.lobby.mapPreview" : "地图预览",
	"vcmi.lobby.noPreview" : "无地上部分",
	"vcmi.lobby.noUnderground" : "无地下部分",
	"vcmi.lobby.sortDate" : "以修改时间排序地图",
	"vcmi.lobby.backToLobby" : "返回大厅",

	"vcmi.lobby.login.title" : "VCMI大厅",
	"vcmi.lobby.login.username" : "用户名:",
	"vcmi.lobby.login.connecting" : "连接中...",
	"vcmi.lobby.login.error" : "连接错误: %s",
	"vcmi.lobby.login.create" : "新账号",
	"vcmi.lobby.login.login" : "登录",
	"vcmi.lobby.login.as" : "以 %s 身份登录",
	"vcmi.lobby.header.rooms" : "游戏房间 - %d",
	"vcmi.lobby.header.channels" : "聊天频道",
	"vcmi.lobby.header.chat.global" : "全局游戏聊天 - %s", // %s -> language name
	"vcmi.lobby.header.chat.match" : "在 %s 的游戏聊天", // %s -> game start date & time
	"vcmi.lobby.header.chat.player" : "与 %s 私聊", // %s -> nickname of another player
	"vcmi.lobby.header.history" : "你的历史游戏",
	"vcmi.lobby.header.players" : "在线玩家 - %d",
	"vcmi.lobby.match.solo" : "单人游戏",
	"vcmi.lobby.match.duel" : "与 %s 的游戏", // %s -> nickname of another player
	"vcmi.lobby.match.multi" : "%d 个玩家",
	"vcmi.lobby.room.create" : "创建房间",
	"vcmi.lobby.room.players.limit" : "玩家限制",
	"vcmi.lobby.room.description.public" : "任何玩家都可以加入公开房间。",
	"vcmi.lobby.room.description.private" : "只有被邀请的玩家能加入私有房间。",
	"vcmi.lobby.room.description.new" : "选择一个新场景或设置一个随机地图开始游戏。",
	"vcmi.lobby.room.description.load" : "使用你的一个存档开始游戏。",
	"vcmi.lobby.room.description.limit" : "最多%d个玩家能加入你的房间，包括你在内。",
	"vcmi.lobby.invite.header" : "邀请玩家",
	"vcmi.lobby.invite.notification" : "有玩家邀请你到他们的房间里，你现在可以加入他们的私有房间。",
	"vcmi.lobby.preview.title" : "加入游戏房间",
	"vcmi.lobby.preview.subtitle" : "游戏模版为%s，主机玩家为%s", //TL Note: 1) name of map or RMG template 2) nickname of game host
	"vcmi.lobby.preview.version" : "游戏版本：",
	"vcmi.lobby.preview.players" : "玩家：",
	"vcmi.lobby.preview.mods" : "使用模组：",
	"vcmi.lobby.preview.allowed" : "加入这个游戏房间？",
	"vcmi.lobby.preview.error.header" : "无法加入这个房间。",
	"vcmi.lobby.preview.error.playing" : "你需要先离开你的当前游戏。",
	"vcmi.lobby.preview.error.full" : "房间已满。",
	"vcmi.lobby.preview.error.busy" : "这个房间不再接受新玩家。",
	"vcmi.lobby.preview.error.invite" : "你没有被邀请到这个房间。",
	"vcmi.lobby.preview.error.mods" : "你使用了不同的模组合集。",
	"vcmi.lobby.preview.error.version" : "你使用了不同版本的VCMI。",
	"vcmi.lobby.room.new" : "新建游戏",
	"vcmi.lobby.room.load" : "加载游戏",
	"vcmi.lobby.room.type" : "房间类型",
	"vcmi.lobby.room.mode" : "游戏模式",
	"vcmi.lobby.room.state.public" : "公开",
	"vcmi.lobby.room.state.private" : "私有",
	"vcmi.lobby.room.state.busy" : "游戏中",
	"vcmi.lobby.room.state.invited" : "已邀请",
	"vcmi.lobby.mod.state.compatible" : "兼容性",
	"vcmi.lobby.mod.state.disabled" : "需要启用",
	"vcmi.lobby.mod.state.version" : "版本不匹配",
	"vcmi.lobby.mod.state.excessive" : "需要禁用",
	"vcmi.lobby.mod.state.missing" : "未安装",
	"vcmi.lobby.pvp.coin.hover" : "硬币",
	"vcmi.lobby.pvp.coin.help" : "掷一枚硬币",
	"vcmi.lobby.pvp.randomTown.hover" : "随机城镇",
	"vcmi.lobby.pvp.randomTown.help" : "在聊天中随机输入一个城镇",
	"vcmi.lobby.pvp.randomTownVs.hover" : "随机城镇对战",
	"vcmi.lobby.pvp.randomTownVs.help" : "在聊天中随机输入两个城镇",
	"vcmi.lobby.pvp.versus" : "对战",

	"vcmi.client.errors.invalidMap" : "{非法地图或战役}\n\n启动游戏失败，选择的地图或者战役，无效或被污染。原因:\n%s",
	"vcmi.client.errors.missingCampaigns" : "{找不到数据文件}\n\n没有找到战役数据文件！你可能使用了不完整或损坏的英雄无敌3数据文件，请重新安装数据文件。",
	"vcmi.server.errors.disconnected" : "{网络错误}\n\n与游戏服务器的连接已断开！",
	"vcmi.server.errors.existingProcess"     : "一个VCMI进程已经在运行，启动新进程前请结束它。",
	"vcmi.server.errors.modsToEnable"    : "{需要启用的mod列表}",
	"vcmi.server.errors.modsToDisable"   : "{需要禁用的mod列表}",
	"vcmi.server.errors.modNoDependency" : "读取mod包 {'%s'}失败!\n 需要的mod {'%s'} 没有安装或无效!\n",
	"vcmi.server.errors.modConflict" : "读取的mod包 {'%s'}无法运行!\n 与另一个mod {'%s'}冲突!\n",
	"vcmi.server.errors.unknownEntity" : "加载保存失败！ 在保存的游戏中发现未知实体'%s'！ 保存可能与当前安装的mod版本不兼容！",

	"vcmi.dimensionDoor.seaToLandError" : "无法在陆地与海洋之间使用异次元之门传送。",

	"vcmi.settingsMainWindow.generalTab.hover"   : "常规",
	"vcmi.settingsMainWindow.generalTab.help"    : "切换到“常规”选项卡 - 配置客户端常规内容",
	"vcmi.settingsMainWindow.battleTab.hover"    : "战斗",
	"vcmi.settingsMainWindow.battleTab.help"     : "切换到“战斗”选项卡 - 配置游戏战斗界面内容",
	"vcmi.settingsMainWindow.adventureTab.hover" : "冒险地图",
	"vcmi.settingsMainWindow.adventureTab.help"  : "切换到“冒险地图”选项卡 - 冒险地图即玩家能操作英雄移动的界面",

	"vcmi.systemOptions.videoGroup" : "视频设置",
	"vcmi.systemOptions.audioGroup" : "音频设置",
	"vcmi.systemOptions.otherGroup" : "其他设置", // unused right now
	"vcmi.systemOptions.townsGroup" : "城镇画面",

	"vcmi.systemOptions.fullscreenBorderless.hover" : "全屏 (无边框)",
	"vcmi.systemOptions.fullscreenBorderless.help"  : "{全屏}\n\n选中时，VCMI将以无边框全屏模式运行。该模式下，游戏会始终和桌面分辨率保持一致，无视设置的分辨率。 ",
	"vcmi.systemOptions.fullscreenExclusive.hover"  : "全屏 (独占)",
	"vcmi.systemOptions.fullscreenExclusive.help"   : "{全屏}\n\n选中时，VCMI将以独占全屏模式运行。该模式下，游戏会将显示器分辨率改变为设置值。",
	"vcmi.systemOptions.resolutionButton.hover" : "分辨率: %wx%h",
	"vcmi.systemOptions.resolutionButton.help"  : "{分辨率选择}\n\n改变游戏内的分辨率。",
	"vcmi.systemOptions.resolutionMenu.hover"   : "选择分辨率",
	"vcmi.systemOptions.resolutionMenu.help"    : "修改游戏运行时的分辨率。",
	"vcmi.systemOptions.scalingButton.hover"   : "界面缩放: %p%",
	"vcmi.systemOptions.scalingButton.help"    : "{界面缩放}\n\n改变用户界面的缩放比例。",
	"vcmi.systemOptions.scalingMenu.hover"     : "选择界面缩放",
	"vcmi.systemOptions.scalingMenu.help"      : "改变游戏内界面缩放。",
	"vcmi.systemOptions.longTouchButton.hover"   : "长触延迟: %d 毫秒", // Translation note: "ms" = "milliseconds"
	"vcmi.systemOptions.longTouchButton.help"    : "{长触延迟}\n\n使用触摸屏时，长触屏幕一定时间后出现弹出窗口(单位：毫秒)。",
	"vcmi.systemOptions.longTouchMenu.hover"     : "选择长触延迟",
	"vcmi.systemOptions.longTouchMenu.help"      : "改变长触延迟。",
	"vcmi.systemOptions.longTouchMenu.entry"     : "%d 毫秒",
	"vcmi.systemOptions.framerateButton.hover"  : "显示FPS",
	"vcmi.systemOptions.framerateButton.help"   : "{显示FPS}\n\n切换在游戏窗口角落显FPS指示器。",
	"vcmi.systemOptions.hapticFeedbackButton.hover"  : "触觉反馈",
	"vcmi.systemOptions.hapticFeedbackButton.help"   : "{触觉反馈}\n\n切换触摸输入的触觉反馈。",
	"vcmi.systemOptions.enableUiEnhancementsButton.hover"  : "界面增强",
	"vcmi.systemOptions.enableUiEnhancementsButton.help"   : "{界面增强}\n\n显示所有界面优化增强，如背包按钮等。关闭该项以贴近经典模式。",
	"vcmi.systemOptions.enableLargeSpellbookButton.hover"  : "扩展魔法书",
	"vcmi.systemOptions.enableLargeSpellbookButton.help"   : "{扩展魔法书}\n\n启用更大的魔法书界面，每页展示更多魔法，但魔法书翻页特效在该模式下无法呈现。",
	"vcmi.systemOptions.audioMuteFocus.hover"  : "失去焦点时静音",
	"vcmi.systemOptions.audioMuteFocus.help"   : "{失去焦点时静音}\n\n当窗口失去焦点时静音，游戏内消息提示和新回合提示除外。",

	"vcmi.adventureOptions.infoBarPick.hover" : "在信息面板显示消息",
	"vcmi.adventureOptions.infoBarPick.help" : "{在信息面板显示消息}\n\n尽可能将来自访问地图物件的信息将显示在信息面板，而不是弹出窗口。",
	"vcmi.adventureOptions.numericQuantities.hover" : "生物数量显示",
	"vcmi.adventureOptions.numericQuantities.help" : "{生物数量显示}\n\n以数字 A-B 格式显示不准确的敌方生物数量。",
	"vcmi.adventureOptions.forceMovementInfo.hover" : "总是显示移动花费",
	"vcmi.adventureOptions.forceMovementInfo.help" : "{总是显示移动花费}\n\n总是在状态栏中显示行动力花费(否则仅在按下ALT时显示)。",
	"vcmi.adventureOptions.showGrid.hover" : "显示网格",
	"vcmi.adventureOptions.showGrid.help" : "{显示网格}\n\n显示网格覆盖层，高亮冒险地图物件的边沿。",
	"vcmi.adventureOptions.borderScroll.hover" : "边缘滚动",
	"vcmi.adventureOptions.borderScroll.help" : "{边缘滚动}\n\n当光标靠近窗口边缘时滚动冒险地图。 可以通过按住 CTRL 键来禁用。",
	"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "信息面板生物管理",
	"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{信息面板生物管理}\n\n允许在信息面板中重新排列生物，而不是在默认组件之间循环。",
	"vcmi.adventureOptions.leftButtonDrag.hover" : "左键拖动地图",
	"vcmi.adventureOptions.leftButtonDrag.help" : "{左键拖动地图}\n\n启用后，按住左键移动鼠标将拖动冒险地图视图。",
	"vcmi.adventureOptions.smoothDragging.hover" : "平滑地图拖动",
	"vcmi.adventureOptions.smoothDragging.help" : "{平滑地图拖动}\n\n启用后，地图拖动会产生柔和的羽化效果。",
	"vcmi.adventureOptions.skipAdventureMapAnimations.hover" : "关闭淡入淡出特效",
	"vcmi.adventureOptions.skipAdventureMapAnimations.help" : "{关闭淡入淡出特效}\n\n启用后，跳过物体淡出或类似特效(资源收集，登船等)。设置此项能在渲染开销重时能够加快UI的响应，尤其是在PvP对战中。当移动速度被设置为最大时忽略此项设置。",
	"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed1.help": "将地图卷动速度设置为非常慢",
	"vcmi.adventureOptions.mapScrollSpeed5.help": "将地图卷动速度设置为非常快",
	"vcmi.adventureOptions.mapScrollSpeed6.help": "将地图卷动速度设置为即刻。",
	"vcmi.adventureOptions.hideBackground.hover" : "隐藏背景",
	"vcmi.adventureOptions.hideBackground.help" : "{隐藏背景}\n\n隐藏冒险地图背景，以显示贴图代替。",

	"vcmi.battleOptions.queueSizeLabel.hover": "回合顺序指示器",
	"vcmi.battleOptions.queueSizeNoneButton.hover": "关闭",
	"vcmi.battleOptions.queueSizeAutoButton.hover": "自动",
	"vcmi.battleOptions.queueSizeSmallButton.hover": "小",
	"vcmi.battleOptions.queueSizeBigButton.hover": "大",
	"vcmi.battleOptions.queueSizeNoneButton.help": "不显示回合顺序指示器",
	"vcmi.battleOptions.queueSizeAutoButton.help": "根据游戏的分辨率自动调整回合顺序指示器的大小(游戏处于高度低于700像素的分辨率时，使用小，否则使用大)",
	"vcmi.battleOptions.queueSizeSmallButton.help": "设置回合顺序指示器为小",
	"vcmi.battleOptions.queueSizeBigButton.help": "设置次寻条为大尺寸(无法在游戏高度像素低于700时生效)",
	"vcmi.battleOptions.animationsSpeed1.hover": "",
	"vcmi.battleOptions.animationsSpeed5.hover": "",
	"vcmi.battleOptions.animationsSpeed6.hover": "",
	"vcmi.battleOptions.animationsSpeed1.help": "设置动画速度为非常慢",
	"vcmi.battleOptions.animationsSpeed5.help": "设置动画速度为非常快",
	"vcmi.battleOptions.animationsSpeed6.help": "设置动画速度为即刻",
	"vcmi.battleOptions.movementHighlightOnHover.hover": "鼠标悬停高亮单位移动范围",
	"vcmi.battleOptions.movementHighlightOnHover.help": "{鼠标悬停高亮单位移动范围}\n\n当你的鼠标悬停在单位上时高亮他的行动范围。",
	"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "显示生物射程限制",
	"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{显示生物射程限制}\n\n当您将鼠标悬停在其上时，显示射手的射程限制。",
	"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "显示英雄统计数据窗口",
	"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{显示英雄统计数据窗口}\n\n永久切换并显示主要统计数据和法术点的英雄统计数据窗口。",
	"vcmi.battleOptions.skipBattleIntroMusic.hover": "跳过战斗开始音乐",
	"vcmi.battleOptions.skipBattleIntroMusic.help": "{跳过战斗开始音乐}\n\n战斗开始音乐播放期间，你也能够进行操作。",
	"vcmi.battleOptions.endWithAutocombat.hover": "结束战斗",
	"vcmi.battleOptions.endWithAutocombat.help": "{结束战斗}\n\n以自动战斗立即结束剩余战斗过程",

	"vcmi.adventureMap.revisitObject.hover" : "重新访问",
	"vcmi.adventureMap.revisitObject.help" : "{重新访问}\n\n让当前英雄重新访问地图建筑或城镇。",

	"vcmi.battleWindow.pressKeyToSkipIntro" : "按下任意键立即开始战斗",
	"vcmi.battleWindow.damageEstimation.melee" : "近战攻击 %CREATURE (%DAMAGE)。",
	"vcmi.battleWindow.damageEstimation.meleeKills" : "近战攻击 %CREATURE (%DAMAGE, %KILLS)。",
	"vcmi.battleWindow.damageEstimation.ranged" : "射击 %CREATURE (%SHOTS, %DAMAGE)。",
	"vcmi.battleWindow.damageEstimation.rangedKills" : "射击 %CREATURE (%SHOTS, %DAMAGE, %KILLS)。",
	"vcmi.battleWindow.damageEstimation.shots" : "%d 弹药剩余",
	"vcmi.battleWindow.damageEstimation.shots.1" : "%d 弹药剩余",
	"vcmi.battleWindow.damageEstimation.damage" : "%d 伤害",
	"vcmi.battleWindow.damageEstimation.damage.1" : "%d 伤害",
	"vcmi.battleWindow.damageEstimation.kills" : "%d 将被消灭",
	"vcmi.battleWindow.damageEstimation.kills.1" : "%d 将被消灭",

	"vcmi.battleWindow.damageRetaliation.will" : "将会反击",
	"vcmi.battleWindow.damageRetaliation.may" : "可能反击",
	"vcmi.battleWindow.damageRetaliation.never" : "不会反击。",
	"vcmi.battleWindow.damageRetaliation.damage" : "(%DAMAGE)。",
	"vcmi.battleWindow.damageRetaliation.damageKills" : "(%DAMAGE, %KILLS)。",

	"vcmi.battleWindow.killed" : "已消灭",
	"vcmi.battleWindow.accurateShot.resultDescription.0" : "%d %s 死于精准射击",
	"vcmi.battleWindow.accurateShot.resultDescription.1" : "%d %s 死于精准射击",
	"vcmi.battleWindow.accurateShot.resultDescription.2" : "%d %s 死于精准射击",
	"vcmi.battleWindow.endWithAutocombat" : "您确定想以自动战斗立即结束吗？",

	"vcmi.battleResultsWindow.applyResultsLabel" : "接受战斗结果",

	"vcmi.tutorialWindow.title" : "触摸屏介绍",
	"vcmi.tutorialWindow.decription.RightClick" : "长按要右键单击的元素。 触摸其他区域以关闭。",
	"vcmi.tutorialWindow.decription.MapPanning" : "单指拖拽以移动地图。",
	"vcmi.tutorialWindow.decription.MapZooming" : "两指开合更改地图缩放比例。",
	"vcmi.tutorialWindow.decription.RadialWheel" : "滑动可打开径向轮以执行各种操作，例如生物/英雄管理和城镇排序。",
	"vcmi.tutorialWindow.decription.BattleDirection" : "要从特定方向攻击，请向要进行攻击的方向滑动。",
	"vcmi.tutorialWindow.decription.BattleDirectionAbort" : "将长触状态的手指拉远足够距离，可以取消攻击方向手势。",
	"vcmi.tutorialWindow.decription.AbortSpell" : "长触以取消魔法。",

	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "显示可招募生物",
	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{显示可招募生物}\n\n在城镇摘要(城镇屏幕的左下角)中显示可招募的生物数量，而不是增长。",
	"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "显示生物增长",
	"vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{显示生物增长}\n\n在城镇摘要(城镇屏幕的左下角)中显示生物的每周增长而不是可用数量。",
	"vcmi.otherOptions.compactTownCreatureInfo.hover": "紧凑生物信息",
	"vcmi.otherOptions.compactTownCreatureInfo.help": "{紧凑生物信息}\n\n城镇概要(城镇屏幕的左下角)中城镇生物信息紧凑显示。",

	"vcmi.townHall.missingBase"             : "必须先建造基础建筑 %s",
	"vcmi.townHall.noCreaturesToRecruit"    : "没有可供招募的生物。",
	"vcmi.townHall.greetingManaVortex"      : "接近%s时，你会全身充满活力，并且你的魔法值会加倍。",
	"vcmi.townHall.greetingKnowledge"       : "你研究了%s的浮雕，洞察了魔法的秘密(知识+1)。",
	"vcmi.townHall.greetingSpellPower"      : "%s教你如何运用魔法力量(力量+1)。",
	"vcmi.townHall.greetingExperience"      : "参观%s可以让你学会许多新的技能(经验值+1000)。",
	"vcmi.townHall.greetingAttack"          : "在%s中稍待片刻可以让你学会更有效的战斗技巧(攻击力+1)。",
	"vcmi.townHall.greetingDefence"         : "在%s中稍待片刻，富有战斗经验的战士会教你防御技巧(防御力+1)。",
	"vcmi.townHall.hasNotProduced"          : "本周%s并没有产生什么资源。",
	"vcmi.townHall.hasProduced"             : "本周%s产生了%d个%s。",
	"vcmi.townHall.greetingCustomBonus"     : "%s 给予英雄 +%d %s%s。",
	"vcmi.townHall.greetingCustomUntil"     : "直到下一场战斗。",
	"vcmi.townHall.greetingInTownMagicWell" : "%s使你的魔法值恢复到最大值。",

	"vcmi.logicalExpressions.anyOf"  : "以下任一前提：",
	"vcmi.logicalExpressions.allOf"  : "以下所有前提：",
	"vcmi.logicalExpressions.noneOf" : "与此建筑冲突：",

	"vcmi.heroWindow.openCommander.hover" : "开启指挥官界面",
	"vcmi.heroWindow.openCommander.help"  : "显示该英雄指挥官详细信息",
	"vcmi.heroWindow.openBackpack.hover" : "开启宝物背包界面",
	"vcmi.heroWindow.openBackpack.help"  : "用更大的界面显示所有获得的宝物",

	"vcmi.tavernWindow.inviteHero"  : "邀请英雄",

	"vcmi.commanderWindow.artifactMessage" : "你要把这个宝物还给英雄吗？",

	"vcmi.creatureWindow.showBonuses.hover"    : "属性视图",
	"vcmi.creatureWindow.showBonuses.help"     : "显示指挥官的所有属性增益",
	"vcmi.creatureWindow.showSkills.hover"     : "技能视图",
	"vcmi.creatureWindow.showSkills.help"      : "显示指挥官的所有学习的技能",
	"vcmi.creatureWindow.returnArtifact.hover" : "返还宝物",
	"vcmi.creatureWindow.returnArtifact.help"  : "点击这个按钮将宝物反还到英雄的背包里",

	"vcmi.questLog.hideComplete.hover" : "隐藏完成任务",
	"vcmi.questLog.hideComplete.help"  : "隐藏所有完成的任务",

	"vcmi.randomMapTab.widgets.randomTemplate"      : "(随机)",
	"vcmi.randomMapTab.widgets.templateLabel"        : "模板",
	"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "设定...",
	"vcmi.randomMapTab.widgets.teamAlignmentsLabel"  : "同盟关系",
	"vcmi.randomMapTab.widgets.roadTypesLabel"       : "道路类型",

	"vcmi.optionsTab.turnOptions.hover" : "回合选项",
	"vcmi.optionsTab.turnOptions.help" : "选择回合计时器并同步回合选项",

	"vcmi.optionsTab.chessFieldBase.hover" : "基本计时器",
	"vcmi.optionsTab.chessFieldTurn.hover" : "回合计时器",
	"vcmi.optionsTab.chessFieldBattle.hover" : "战斗计时器",
	"vcmi.optionsTab.chessFieldUnit.hover" : "单位计时器",
	"vcmi.optionsTab.chessFieldBase.help" : "当 {回合计时器} 达到 0 时使用。在游戏开始时设置一次。达到 0 时，结束当前回合。任何正在进行的战斗都会以失败告终。",
	"vcmi.optionsTab.chessFieldTurnAccumulate.help" : "在战斗外或{战斗计时器}耗尽时使用。 每回合重置。 剩余部分在回合结束时添加至 {基本计时器}。",
	"vcmi.optionsTab.chessFieldTurnDiscard.help" : "在战斗外或{战斗计时器}耗尽时使用。 每回合重置。 任何未花费的时间都会丢失。",
	"vcmi.optionsTab.chessFieldBattle.help" : "在与 AI 的战斗中使用，或者在 {单位计时器} 耗尽时用于 pvp 战斗。在每次战斗开始时重置。",
	"vcmi.optionsTab.chessFieldUnitAccumulate.help" : "在 PVP 战斗中选择单位动作时使用。 在单位回合结束时将剩余物添加到{战斗计时器}。",
	"vcmi.optionsTab.chessFieldUnitDiscard.help" : "在 PVP 战斗中选择单位动作时使用。 在每个单位回合开始时重置。 任何未花费的时间都会丢失。",

	"vcmi.optionsTab.accumulate" : "累积",

	"vcmi.optionsTab.simturnsTitle" : "同时进行回合",
	"vcmi.optionsTab.simturnsMin.hover" : "最少回合",
	"vcmi.optionsTab.simturnsMax.hover" : "最多回合",
	"vcmi.optionsTab.simturnsAI.hover" : "(测试中) AI回合同时行动",
	"vcmi.optionsTab.simturnsMin.help" : "同时游戏进行的最少指定天数。在此期间玩家之间的联系将被阻止",
	"vcmi.optionsTab.simturnsMax.help" : "同时游戏指定的最多天数或直到与其他玩家联系",
	"vcmi.optionsTab.simturnsAI.help" : "{AI回合同时行动}\n实验选项。启用同时回合后，允许 AI 玩家与人类玩家同时行动。",

	"vcmi.optionsTab.turnTime.select"     : "回合计时器预设",
	"vcmi.optionsTab.turnTime.unlimited"  : "无限时",
	"vcmi.optionsTab.turnTime.classic.1"  : "经典计时器: 1 分钟",
	"vcmi.optionsTab.turnTime.classic.2"  : "经典计时器: 2 分钟",
	"vcmi.optionsTab.turnTime.classic.5"  : "经典计时器: 5 分钟",
	"vcmi.optionsTab.turnTime.classic.10" : "经典计时器: 10 分钟",
	"vcmi.optionsTab.turnTime.classic.20" : "经典计时器: 20 分钟",
	"vcmi.optionsTab.turnTime.classic.30" : "经典计时器: 30 分钟",
	"vcmi.optionsTab.turnTime.chess.20"   : "国际象棋计时器: 20:00 + 10:00 + 02:00 + 00:00",
	"vcmi.optionsTab.turnTime.chess.16"   : "国际象棋计时器: 16:00 + 08:00 + 01:30 + 00:00",
	"vcmi.optionsTab.turnTime.chess.8"    : "国际象棋计时器: 08:00 + 04:00 + 01:00 + 00:00",
	"vcmi.optionsTab.turnTime.chess.4"    : "国际象棋计时器: 04:00 + 02:00 + 00:30 + 00:00",
	"vcmi.optionsTab.turnTime.chess.2"    : "国际象棋计时器: 02:00 + 01:00 + 00:15 + 00:00",
	"vcmi.optionsTab.turnTime.chess.1"    : "国际象棋计时器: 01:00 + 01:00 + 00:00 + 00:00",

	"vcmi.optionsTab.simturns.select"         : "同时进行回合预设",
	"vcmi.optionsTab.simturns.none"           : "不同时进行回合",
	"vcmi.optionsTab.simturns.tillContactMax" : "同时进行: 可进行联系",
	"vcmi.optionsTab.simturns.tillContact1"   : "同时进行: 1 周, 联系时中断",
	"vcmi.optionsTab.simturns.tillContact2"   : "同时进行: 2 周, 联系时中断",
	"vcmi.optionsTab.simturns.tillContact4"   : "同时进行: 1 月, 联系时中断",
	"vcmi.optionsTab.simturns.blocked1"       : "同时进行: 1 周, 屏蔽联系",
	"vcmi.optionsTab.simturns.blocked2"       : "同时进行: 2 周, 屏蔽联系",
	"vcmi.optionsTab.simturns.blocked4"       : "同时进行: 1 月, 屏蔽联系",
	
	// Translation note: translate strings below using form that is correct for "0 days", "1 day" and "2 days" in your language
	// Using this information, VCMI will automatically select correct plural form for every possible amount
	"vcmi.optionsTab.simturns.days.0" : " %d 天",
	"vcmi.optionsTab.simturns.days.1" : " %d 天",
	"vcmi.optionsTab.simturns.days.2" : " %d 天",
	"vcmi.optionsTab.simturns.weeks.0" : " %d 周",
	"vcmi.optionsTab.simturns.weeks.1" : " %d 周",
	"vcmi.optionsTab.simturns.weeks.2" : " %d 周",
	"vcmi.optionsTab.simturns.months.0" : " %d 月",
	"vcmi.optionsTab.simturns.months.1" : " %d 月",
	"vcmi.optionsTab.simturns.months.2" : " %d 月",

	"vcmi.optionsTab.extraOptions.hover" : "额外选项",
	"vcmi.optionsTab.extraOptions.help" : "游戏的额外设置",

	"vcmi.optionsTab.cheatAllowed.hover" : "允许作弊",
	"vcmi.optionsTab.unlimitedReplay.hover" : "无限战斗回放",
	"vcmi.optionsTab.cheatAllowed.help" : "{允许作弊}\n允许在游戏过程中输入作弊码。",
	"vcmi.optionsTab.unlimitedReplay.help" : "{无限战斗回放}\n战斗回放没有任何限制。",

	// Custom victory conditions for H3 campaigns and HotA maps
	"vcmi.map.victoryCondition.daysPassed.toOthers" : "敌人依然存活至今，你失败了！",
	"vcmi.map.victoryCondition.daysPassed.toSelf" : "祝贺你，你依然存活，取得了胜利！",
	"vcmi.map.victoryCondition.eliminateMonsters.toOthers" : "敌人消灭了所有怪物，取得了胜利！",
	"vcmi.map.victoryCondition.eliminateMonsters.toSelf" : "祝贺你！你消灭了所有怪物，取得了胜利！",
	"vcmi.map.victoryCondition.collectArtifacts.message" : "获得所有三件宝物",
	"vcmi.map.victoryCondition.angelicAlliance.toSelf" : "祝贺你！你取得了天使联盟且消灭了所有敌人，取得了胜利！",
	"vcmi.map.victoryCondition.angelicAlliance.message" : "击败所有敌人并取得天使联盟",
	"vcmi.map.victoryCondition.angelicAlliancePartLost.toSelf" : "功亏一篑，你已失去了天使联盟的一个组件。彻底的失败。",

	// few strings from WoG used by vcmi
	"vcmi.stackExperience.description" : "» 经 验 获 得 明 细 «\n\n生物类型 ................... : %s\n经验等级 ................. : %s (%i)\n经验点数 ............... : %i\n下一个等级所需经验 .. : %i\n每次战斗最大获得经验 ... : %i%% (%i)\n获得经验的生物数量 .... : %i\n最大招募数量\n不会丢失经验升级 .... : %i\n经验倍数 ........... : %.2f\n升级倍数 .............. : %.2f\n10级后经验值 ........ : %i\n最大招募数量下\n 升级到10级所需经验数量: %i",
	"vcmi.stackExperience.rank.0" : "新兵 1级",
	"vcmi.stackExperience.rank.1" : "列兵 2级",
	"vcmi.stackExperience.rank.2" : "下士 3级",
	"vcmi.stackExperience.rank.3" : "中士 4级",
	"vcmi.stackExperience.rank.4" : "上士 5级",
	"vcmi.stackExperience.rank.5" : "少尉 6级",
	"vcmi.stackExperience.rank.6" : "中尉 7级",
	"vcmi.stackExperience.rank.7" : "上尉 8级",
	"vcmi.stackExperience.rank.8" : "少校 9级",
	"vcmi.stackExperience.rank.9" : "中校 10级",
	"vcmi.stackExperience.rank.10" : "上校 11级",

	// Strings for HotA Seer Hut / Quest Guards
	"core.seerhut.quest.heroClass.complete.0" : "啊，你正是%s。这是给你的礼物，你接受吗？",
	"core.seerhut.quest.heroClass.complete.1" : "啊，你正是%s。这是给你的礼物，你接受吗？",
	"core.seerhut.quest.heroClass.complete.2" : "啊，你正是%s。这是给你的礼物，你接受吗？",
	"core.seerhut.quest.heroClass.complete.3" : "守卫认出了你正是%s并允许你通过，你现在要通过吗？",
	"core.seerhut.quest.heroClass.complete.4" : "守卫认出了你正是%s并允许你通过，你现在要通过吗？",
	"core.seerhut.quest.heroClass.complete.5" : "守卫认出了你正是%s并允许你通过，你现在要通过吗？",
	"core.seerhut.quest.heroClass.description.0" : "运送%s到%s",
	"core.seerhut.quest.heroClass.description.1" : "运送%s到%s",
	"core.seerhut.quest.heroClass.description.2" : "运送%s到%s",
	"core.seerhut.quest.heroClass.description.3" : "送达%s来打开大门",
	"core.seerhut.quest.heroClass.description.4" : "送达%s来打开大门",
	"core.seerhut.quest.heroClass.description.5" : "送达%s来打开大门",
	"core.seerhut.quest.heroClass.hover.0" : "（寻找%s类英雄）",
	"core.seerhut.quest.heroClass.hover.1" : "（寻找%s类英雄）",
	"core.seerhut.quest.heroClass.hover.2" : "（寻找%s类英雄）",
	"core.seerhut.quest.heroClass.hover.3" : "（寻找%s类英雄）",
	"core.seerhut.quest.heroClass.hover.4" : "（寻找%s类英雄）",
	"core.seerhut.quest.heroClass.hover.5" : "（寻找%s类英雄）",
	"core.seerhut.quest.heroClass.receive.0" : "我为%s准备了一个礼物。",
	"core.seerhut.quest.heroClass.receive.1" : "我为%s准备了一个礼物。",
	"core.seerhut.quest.heroClass.receive.2" : "我为%s准备了一个礼物。",
	"core.seerhut.quest.heroClass.receive.3" : "这里的守卫说他们只允许%s通过。",
	"core.seerhut.quest.heroClass.receive.4" : "这里的守卫说他们只允许%s通过。",
	"core.seerhut.quest.heroClass.receive.5" : "这里的守卫说他们只允许%s通过。",
	"core.seerhut.quest.heroClass.visit.0" : "你不是%s，我不会给你任何东西，快滚！",
	"core.seerhut.quest.heroClass.visit.1" : "你不是%s，我不会给你任何东西，快滚！",
	"core.seerhut.quest.heroClass.visit.2" : "你不是%s，我不会给你任何东西，快滚！",
	"core.seerhut.quest.heroClass.visit.3" : "这里的守卫只允许%s通过。",
	"core.seerhut.quest.heroClass.visit.4" : "这里的守卫只允许%s通过。",
	"core.seerhut.quest.heroClass.visit.5" : "这里的守卫只允许%s通过。",

	"core.seerhut.quest.reachDate.complete.0" : "我自由了！这是我送给你的，你接受吗？",
	"core.seerhut.quest.reachDate.complete.1" : "我自由了！这是我送给你的，你接受吗？",
	"core.seerhut.quest.reachDate.complete.2" : "我自由了！这是我送给你的，你接受吗？",
	"core.seerhut.quest.reachDate.complete.3" : "你现在可以自由通行了。你想过去吗？",
	"core.seerhut.quest.reachDate.complete.4" : "你现在可以自由通行了。你想过去吗？",
	"core.seerhut.quest.reachDate.complete.5" : "你现在可以自由通行了。你想过去吗？",
	"core.seerhut.quest.reachDate.description.0" : "请等待到%s/%s",
	"core.seerhut.quest.reachDate.description.1" : "请等待到%s/%s",
	"core.seerhut.quest.reachDate.description.2" : "请等待到%s/%s",
	"core.seerhut.quest.reachDate.description.3" : "请等待到%s，大门将会打开",
	"core.seerhut.quest.reachDate.description.4" : "请等待到%s，大门将会打开",
	"core.seerhut.quest.reachDate.description.5" : "请等待到%s，大门将会打开",
	"core.seerhut.quest.reachDate.hover.0" : "（在%s之后回来）",
	"core.seerhut.quest.reachDate.hover.1" : "（在%s之后回来）",
	"core.seerhut.quest.reachDate.hover.2" : "（在%s之后回来）",
	"core.seerhut.quest.reachDate.hover.3" : "（在%s之后回来）",
	"core.seerhut.quest.reachDate.hover.4" : "（在%s之后回来）",
	"core.seerhut.quest.reachDate.hover.5" : "（在%s之后回来）",
	"core.seerhut.quest.reachDate.receive.0" : "我很忙。请在%s之后再来。",
	"core.seerhut.quest.reachDate.receive.1" : "我很忙。请在%s之后再来。",
	"core.seerhut.quest.reachDate.receive.2" : "我很忙。请在%s之后再来。",
	"core.seerhut.quest.reachDate.receive.3" : "关门直到%s。",
	"core.seerhut.quest.reachDate.receive.4" : "关门直到%s。",
	"core.seerhut.quest.reachDate.receive.5" : "关门直到%s。",
	"core.seerhut.quest.reachDate.visit.0" : "我很忙。请在%s之后再来。",
	"core.seerhut.quest.reachDate.visit.1" : "我很忙。请在%s之后再来。",
	"core.seerhut.quest.reachDate.visit.2" : "我很忙。请在%s之后再来。",
	"core.seerhut.quest.reachDate.visit.3" : "关门直到%s。",
	"core.seerhut.quest.reachDate.visit.4" : "关门直到%s。",
	"core.seerhut.quest.reachDate.visit.5" : "关门直到%s。",

	"core.bonus.ADDITIONAL_ATTACK.name": "双击",
	"core.bonus.ADDITIONAL_ATTACK.description": "生物可以攻击两次",
	"core.bonus.ADDITIONAL_RETALIATION.name": "额外反击",
	"core.bonus.ADDITIONAL_RETALIATION.description": "每回合额外获得${val}次反击机会",
	"core.bonus.AIR_IMMUNITY.name": "气系免疫",
	"core.bonus.AIR_IMMUNITY.description": "免疫所有气系魔法",
	"core.bonus.ATTACKS_ALL_ADJACENT.name": "环击",
	"core.bonus.ATTACKS_ALL_ADJACENT.description": "攻击所有相邻敌人",
	"core.bonus.BLOCKS_RETALIATION.name": "无反击",
	"core.bonus.BLOCKS_RETALIATION.description": "敌人无法反击",
	"core.bonus.BLOCKS_RANGED_RETALIATION.name": "远程无反击",
	"core.bonus.BLOCKS_RANGED_RETALIATION.description": "敌人无法对射击进行反击",
	"core.bonus.CATAPULT.name": "攻城",
	"core.bonus.CATAPULT.description": "可以攻击城墙",
	"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "施法消耗减少 (${val})",
	"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "英雄施法消耗魔法值减少${val}点",
	"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "施法阻碍 (${val})",
	"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "敌方施法消耗的魔法值增加${val}点",
	"core.bonus.CHARGE_IMMUNITY.name": "免疫冲锋",
	"core.bonus.CHARGE_IMMUNITY.description": "对冲锋特技的额外伤害免疫",
	"core.bonus.DARKNESS.name": "黑幕",
	"core.bonus.DARKNESS.description": "创建${val}半径黑幕",
	"core.bonus.DEATH_STARE.name": "死亡凝视 (${val}%)",
	"core.bonus.DEATH_STARE.description": "${val}%几率直接杀死一单位生物",
	"core.bonus.DEFENSIVE_STANCE.name": "防御奖励",
	"core.bonus.DEFENSIVE_STANCE.description": "当选择防御时+${val}防御力",
	"core.bonus.DESTRUCTION.name": "毁灭",
	"core.bonus.DESTRUCTION.description": "${val}%几率在攻击后追加消灭数量",
	"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "致命一击",
	"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}%几率造成双倍基础伤害",
	"core.bonus.DRAGON_NATURE.name": "龙",
	"core.bonus.DRAGON_NATURE.description": "生物拥有龙的特性",
	"core.bonus.EARTH_IMMUNITY.name": "土系免疫",
	"core.bonus.EARTH_IMMUNITY.description": "免疫所有土系魔法",
	"core.bonus.ENCHANTER.name": "施法者",
	"core.bonus.ENCHANTER.description": "每回合群体施放${subtype.spell}",
	"core.bonus.ENCHANTED.name": "法术加持",
	"core.bonus.ENCHANTED.description": "永久处于${subtype.spell}影响",
	"core.bonus.ENEMY_ATTACK_REDUCTION.name": "忽略攻击 (${val}%)",
	"core.bonus.ENEMY_ATTACK_REDUCTION.description": "被攻击时，进攻方${val}%的攻击力将被无视。",
	"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "忽略防御 (${val}%)",
	"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "发动攻击时，防御方${val}%的防御力将被无视。",
	"core.bonus.FIRE_IMMUNITY.name": "火系免疫",
	"core.bonus.FIRE_IMMUNITY.description": "免疫所有火系魔法。",
	"core.bonus.FIRE_SHIELD.name": "烈火神盾 (${val}%)",
	"core.bonus.FIRE_SHIELD.description": "反弹部分受到的近战伤害",
	"core.bonus.FIRST_STRIKE.name": "抢先反击",
	"core.bonus.FIRST_STRIKE.description": "该生物的反击将会在被攻击前进行",
	"core.bonus.FEAR.name": "恐惧",
	"core.bonus.FEAR.description": "使得敌方一只部队恐惧",
	"core.bonus.FEARLESS.name": "无惧",
	"core.bonus.FEARLESS.description": "免疫恐惧特质",
	"core.bonus.FEROCITY.name": "凶猛追击",
	"core.bonus.FEROCITY.description": "杀死任意生物后额外攻击${val}次",
	"core.bonus.FLYING.name": "飞行能力",
	"core.bonus.FLYING.description": "以飞行的方式移动(无视障碍)",
	"core.bonus.FREE_SHOOTING.name": "近身射击",
	"core.bonus.FREE_SHOOTING.description": "能在近战范围内进行射击",
	"core.bonus.GARGOYLE.name": "石像鬼属性",
	"core.bonus.GARGOYLE.description": "不能被复活或治疗",
	"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "减少伤害 (${val}%)",
	"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "减少从远程和近战中遭受的物理伤害",
	"core.bonus.HATE.name": "${subtype.creature}的死敌",
	"core.bonus.HATE.description": "对${subtype.creature}造成额外${val}%伤害",
	"core.bonus.HEALER.name": "治疗者",
	"core.bonus.HEALER.description": "可以治疗友军单位",
	"core.bonus.HP_REGENERATION.name": "再生",
	"core.bonus.HP_REGENERATION.description": "每回合恢复${val}点生命值",
	"core.bonus.JOUSTING.name": "勇士冲锋",
	"core.bonus.JOUSTING.description": "每移动一格 +${val}%伤害",
	"core.bonus.KING.name": "王牌",
	"core.bonus.KING.description": "受${val}级或更高级屠戮成性影响",
	"core.bonus.LEVEL_SPELL_IMMUNITY.name": "免疫1-${val}级魔法",
	"core.bonus.LEVEL_SPELL_IMMUNITY.description": "免疫1-${val}级的魔法",
	"core.bonus.LIMITED_SHOOTING_RANGE.name": "射程限制",
	"core.bonus.LIMITED_SHOOTING_RANGE.description": "无法瞄准${val}格以外的单位",
	"core.bonus.LIFE_DRAIN.name": "吸取生命 (${val}%)",
	"core.bonus.LIFE_DRAIN.description": "吸取${val}%伤害回复自身",
	"core.bonus.MANA_CHANNELING.name": "法力虹吸${val}%",
	"core.bonus.MANA_CHANNELING.description": "使你的英雄有${val}%几率获得敌人施法的魔法值",
	"core.bonus.MANA_DRAIN.name": "吸取法力",
	"core.bonus.MANA_DRAIN.description": "每回合吸取${val}魔法值",
	"core.bonus.MAGIC_MIRROR.name": "魔法神镜 (${val}%)",
	"core.bonus.MAGIC_MIRROR.description": "${val}%几率将进攻性魔法导向一个敌人单位",
	"core.bonus.MAGIC_RESISTANCE.name": "魔法抵抗 (${val}%)",
	"core.bonus.MAGIC_RESISTANCE.description": "${val}%几率抵抗敌人的魔法",
	"core.bonus.MIND_IMMUNITY.name": "免疫心智魔法",
	"core.bonus.MIND_IMMUNITY.description": "不受心智相关的魔法影响",
	"core.bonus.NO_DISTANCE_PENALTY.name": "无视射程惩罚",
	"core.bonus.NO_DISTANCE_PENALTY.description": "任意射程造成全额伤害",
	"core.bonus.NO_MELEE_PENALTY.name": "无近战惩罚",
	"core.bonus.NO_MELEE_PENALTY.description": "该生物没有近战伤害惩罚",
	"core.bonus.NO_MORALE.name": "无士气",
	"core.bonus.NO_MORALE.description": "生物不受士气影响",
	"core.bonus.NO_WALL_PENALTY.name": "无城墙惩罚",
	"core.bonus.NO_WALL_PENALTY.description": "攻城战中无视城墙阻挡，造成全额伤害",
	"core.bonus.NON_LIVING.name": "无生命",
	"core.bonus.NON_LIVING.description": "免疫大多数的效果",
	"core.bonus.RANDOM_SPELLCASTER.name": "随机施法",
	"core.bonus.RANDOM_SPELLCASTER.description": "可以施放随机魔法",
	"core.bonus.RANGED_RETALIATION.name": "远程反击",
	"core.bonus.RANGED_RETALIATION.description": "可以对远程攻击进行反击",
	"core.bonus.RECEPTIVE.name": "接纳",
	"core.bonus.RECEPTIVE.description": "不会免疫有益魔法",
	"core.bonus.REBIRTH.name": "复生 (${val}%)",
	"core.bonus.REBIRTH.description": "当整支部队死亡后${val}%会复活",
	"core.bonus.RETURN_AFTER_STRIKE.name": "攻击后返回",
	"core.bonus.RETURN_AFTER_STRIKE.description": "近战攻击后回到初始位置",
	"core.bonus.REVENGE.name": "复仇",
	"core.bonus.REVENGE.description": "根据攻击者在战斗中失去的生命值造成额外伤害",
	"core.bonus.SHOOTER.name": "远程攻击",
	"core.bonus.SHOOTER.description": "生物可以射击",
	"core.bonus.SHOOTS_ALL_ADJACENT.name": "范围远程攻击",
	"core.bonus.SHOOTS_ALL_ADJACENT.description": "该生物的远程攻击将同时命中小范围内所有目标",
	"core.bonus.SOUL_STEAL.name": "灵魂窃取",
	"core.bonus.SOUL_STEAL.description": "每杀死一个敌人将获得${val}数量的生物",
	"core.bonus.SPELLCASTER.name": "施法者",
	"core.bonus.SPELLCASTER.description": "生物可以施放${subtype.spell}",
	"core.bonus.SPELL_AFTER_ATTACK.name": "攻击后施法",
	"core.bonus.SPELL_AFTER_ATTACK.description": "攻击后${val}%几率施放${subtype.spell}魔法",
	"core.bonus.SPELL_BEFORE_ATTACK.name": "攻击前施法",
	"core.bonus.SPELL_BEFORE_ATTACK.description": "攻击前${val}%几率施放${subtype.spell}魔法",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name": "魔法伤害减免",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description": "受魔法攻击时伤害减少${val}%",
	"core.bonus.SPELL_IMMUNITY.name": "特定魔法免疫",
	"core.bonus.SPELL_IMMUNITY.description": "免疫${subtype.spell}魔法",
	"core.bonus.SPELL_LIKE_ATTACK.name": "类施法攻击",
	"core.bonus.SPELL_LIKE_ATTACK.description": "攻击时使用${subtype.spell}",
	"core.bonus.SPELL_RESISTANCE_AURA.name": "抗魔光环",
	"core.bonus.SPELL_RESISTANCE_AURA.description": "邻近部队获得${val}%几率抵抗魔法",
	"core.bonus.SUMMON_GUARDIANS.name": "召唤守卫",
	"core.bonus.SUMMON_GUARDIANS.description": "战斗开始时召唤${subtype.creature}(${val}%)",
	"core.bonus.SYNERGY_TARGET.name": "协同攻击",
	"core.bonus.SYNERGY_TARGET.description": "生物受到协助攻击的影响",
	"core.bonus.TWO_HEX_ATTACK_BREATH.name": "吐息",
	"core.bonus.TWO_HEX_ATTACK_BREATH.description": "吐息攻击(2格范围)",
	"core.bonus.THREE_HEADED_ATTACK.name": "半环攻击",
	"core.bonus.THREE_HEADED_ATTACK.description": "攻击三格邻接单位",
	"core.bonus.TRANSMUTATION.name": "变形术",
	"core.bonus.TRANSMUTATION.description": "${val}%机会将被攻击单位变成其他生物",
	"core.bonus.UNDEAD.name": "不死生物",
	"core.bonus.UNDEAD.description": "该生物属于不死生物",
	"core.bonus.UNLIMITED_RETALIATIONS.name": "无限反击",
	"core.bonus.UNLIMITED_RETALIATIONS.description": "每回合可以无限反击敌人",
	"core.bonus.WATER_IMMUNITY.name": "水系免疫",
	"core.bonus.WATER_IMMUNITY.description": "免疫水系魔法",
	"core.bonus.WIDE_BREATH.name": "弧形焰息",
	"core.bonus.WIDE_BREATH.description": "大范围喷吐攻击(目标左右以及后方共6格)"
}
