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2023-09-22 02:21:23 +02:00
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{
"vcmi.adventureMap.monsterThreat.title" : "\n\nDiscussion : ",
"vcmi.adventureMap.monsterThreat.levels.0" : "Sans effort",
"vcmi.adventureMap.monsterThreat.levels.1" : "Très faible",
"vcmi.adventureMap.monsterThreat.levels.2" : "Faible",
"vcmi.adventureMap.monsterThreat.levels.3" : "Un peu plus faible",
"vcmi.adventureMap.monsterThreat.levels.4" : "Égal",
"vcmi.adventureMap.monsterThreat.levels.5" : "Un peu plus fort",
"vcmi.adventureMap.monsterThreat.levels.6" : "Fort",
"vcmi.adventureMap.monsterThreat.levels.7" : "Très fort",
"vcmi.adventureMap.monsterThreat.levels.8" : "Difficile",
"vcmi.adventureMap.monsterThreat.levels.9" : "Surpuissant",
"vcmi.adventureMap.monsterThreat.levels.10" : "Mortel",
"vcmi.adventureMap.monsterThreat.title" : "\n\nThreat: ",
"vcmi.adventureMap.monsterThreat.levels.0" : "Effortless",
"vcmi.adventureMap.monsterThreat.levels.1" : "Very Weak",
"vcmi.adventureMap.monsterThreat.levels.2" : "Weak",
"vcmi.adventureMap.monsterThreat.levels.3" : "A bit weaker",
"vcmi.adventureMap.monsterThreat.levels.4" : "Equal",
"vcmi.adventureMap.monsterThreat.levels.5" : "A bit stronger",
"vcmi.adventureMap.monsterThreat.levels.6" : "Strong",
"vcmi.adventureMap.monsterThreat.levels.7" : "Very Strong",
"vcmi.adventureMap.monsterThreat.levels.8" : "Challenging",
"vcmi.adventureMap.monsterThreat.levels.9" : "Overpowering",
"vcmi.adventureMap.monsterThreat.levels.10" : "Deadly",
"vcmi.adventureMap.monsterThreat.levels.11" : "Impossible",
"vcmi.adventureMap.confirmRestartGame" : "Êtes-vous sûr de vouloir redémarrer le jeu ?",
"vcmi.adventureMap.noTownWithMarket" : "Il n'y a pas de marchés disponibles !",
"vcmi.adventureMap.noTownWithTavern" : "Il n'y a pas de villes disponibles avec des tavernes !",
"vcmi.adventureMap.spellUnknownProblem" : "Il y a un problème inconnu avec ce sort ! Pas plus d'informations sont disponibles.",
"vcmi.adventureMap.playerAttacked" : "Le joueur a été attaqué : %s",
"vcmi.adventureMap.moveCostDetails" : "Points de mouvement - Coût : %TURNS tours + %POINTS points, Points restants : %REMAINING",
"vcmi.adventureMap.moveCostDetailsNoTurns" : "Points de mouvement - Coût : %POINTS points, Points restants : %REMAINING",
"vcmi.adventureMap.confirmRestartGame" : "Are you sure you want to restart the game?",
"vcmi.adventureMap.noTownWithMarket" : "There are no available marketplaces!",
"vcmi.adventureMap.noTownWithTavern" : "There are no available towns with taverns!",
"vcmi.adventureMap.spellUnknownProblem" : "There is an unknown problem with this spell! No more information is available.",
"vcmi.adventureMap.playerAttacked" : "Player has been attacked: %s",
"vcmi.adventureMap.moveCostDetails" : "Movement points - Cost: %TURNS turns + %POINTS points, Remaining points: %REMAINING",
"vcmi.adventureMap.moveCostDetailsNoTurns" : "Movement points - Cost: %POINTS points, Remaining points: %REMAINING",
"vcmi.capitalColors.0" : "Rouge",
"vcmi.capitalColors.1" : "Bleu",
"vcmi.capitalColors.2" : "Ocre",
"vcmi.capitalColors.3" : "Vert",
"vcmi.capitalColors.0" : "Red",
"vcmi.capitalColors.1" : "Blue",
"vcmi.capitalColors.2" : "Tan",
"vcmi.capitalColors.3" : "Green",
"vcmi.capitalColors.4" : "Orange",
"vcmi.capitalColors.5" : "Violet",
"vcmi.capitalColors.6" : "Turquoise",
"vcmi.capitalColors.7" : "Rose",
"vcmi.capitalColors.5" : "Purple",
"vcmi.capitalColors.6" : "Teal",
"vcmi.capitalColors.7" : "Pink",
"vcmi.heroOverview.startingArmy" : "Starting Units",
"vcmi.heroOverview.warMachine" : "War Machines",
"vcmi.heroOverview.secondarySkills" : "Secondary Skills",
"vcmi.heroOverview.spells" : "Spells",
"vcmi.radialWheel.mergeSameUnit" : "Merge same creatures",
"vcmi.radialWheel.fillSingleUnit" : "Fill with single creatures",
"vcmi.radialWheel.splitSingleUnit" : "Split off single creature",
"vcmi.radialWheel.splitUnitEqually" : "Split creatures equally",
"vcmi.radialWheel.moveUnit" : "Move creatures to another army",
"vcmi.radialWheel.splitUnit" : "Split creature to another slot",
"vcmi.mainMenu.serverConnecting" : "Connexion...",
"vcmi.mainMenu.serverAddressEnter" : "Entrez l'adresse :",
"vcmi.mainMenu.serverClosing" : "Fermeture...",
"vcmi.mainMenu.hostTCP" : "Hôte TCP/IP jeu",
"vcmi.mainMenu.joinTCP" : "Rejoindre TCP/IP jeu",
"vcmi.mainMenu.playerName" : "Joueur",
"vcmi.mainMenu.serverConnecting" : "Connecting...",
"vcmi.mainMenu.serverAddressEnter" : "Enter address:",
"vcmi.mainMenu.serverClosing" : "Closing...",
"vcmi.mainMenu.hostTCP" : "Host TCP/IP game",
"vcmi.mainMenu.joinTCP" : "Join TCP/IP game",
"vcmi.mainMenu.playerName" : "Player",
"vcmi.lobby.filename" : "Filename",
"vcmi.lobby.creationDate" : "Creation date",
"vcmi.server.errors.existingProcess" : "Un autre processus de serveur VCMI est en cours d'exécution. Veuillez l'arrêter' avant de démarrer un nouveau jeu.",
"vcmi.server.errors.modsIncompatibility" : "Les mods suivants sont nécessaires pour charger le jeu :",
"vcmi.server.confirmReconnect" : "Voulez-vous vous reconnecter à la dernière session ?",
"vcmi.server.errors.existingProcess" : "Another VCMI server process is running. Please terminate it before starting a new game.",
"vcmi.server.errors.modsIncompatibility" : "The following mods are required to load the game:",
"vcmi.server.confirmReconnect" : "Do you want to reconnect to the last session?",
"vcmi.settingsMainWindow.generalTab.hover" : "Général",
"vcmi.settingsMainWindow.generalTab.help" : "Passe à l'onglet Options générales, qui contient des paramètres liés au comportement général du client de jeu",
"vcmi.settingsMainWindow.battleTab.hover" : "Bataille",
"vcmi.settingsMainWindow.battleTab.help" : "Passe à l'onglet Options de combat, ce qui permet de configurer le comportement du jeu pendant les batailles",
"vcmi.settingsMainWindow.adventureTab.hover" : "Carte d'aventure",
"vcmi.settingsMainWindow.adventureTab.help" : "Passe à l'onglet Options de carte d'aventure (la carte d'aventure est la section du jeu où les joueurs peuvent contrôler les mouvements de leurs héros)",
"vcmi.settingsMainWindow.generalTab.hover" : "General",
"vcmi.settingsMainWindow.generalTab.help" : "Switches to General Options tab, which contains settings related to general game client behavior.",
"vcmi.settingsMainWindow.battleTab.hover" : "Battle",
"vcmi.settingsMainWindow.battleTab.help" : "Switches to Battle Options tab, which allows configuring game behavior during battles.",
"vcmi.settingsMainWindow.adventureTab.hover" : "Adventure Map",
"vcmi.settingsMainWindow.adventureTab.help" : "Switches to Adventure Map Options tab (adventure map is the section of the game where players can control the movements of their heroes).",
"vcmi.systemOptions.videoGroup" : "Paramètres Vidéo",
"vcmi.systemOptions.audioGroup" : "Paramètres Audio",
"vcmi.systemOptions.otherGroup" : "Autres Paramètres", // Unused right now
"vcmi.systemOptions.townsGroup" : "Écran de la Ville",
"vcmi.systemOptions.videoGroup" : "Video Settings",
"vcmi.systemOptions.audioGroup" : "Audio Settings",
"vcmi.systemOptions.otherGroup" : "Other Settings", // unused right now
"vcmi.systemOptions.townsGroup" : "Town Screen",
"vcmi.systemOptions.fullscreenBorderless.hover" : "Plein écran (sans bord)",
"vcmi.systemOptions.fullscreenBorderless.help" : "{Borderless Fullscreen}\n\nSi sélectionné, VCMI fonctionnera en mode plein écran sans bordure. Dans ce mode, le jeu utilisera toujours la même résolution de le bureau, ignorant la résolution sélectionnée.",
"vcmi.systemOptions.fullscreenExclusive.hover" : "Plein écran (exclusif)",
"vcmi.systemOptions.fullscreenExclusive.help" : "{Fullscreen}\n\nSi sélectionné, VCMI s'exécutera en mode plein écran exclusif. Dans ce mode, le jeu modifiera la résolution du moniteur en résolution sélectionnée.",
"vcmi.systemOptions.resolutionButton.hover" : "Résolution : %wx%h",
"vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\nChanger la résolution d'écran dans le jeu.",
"vcmi.systemOptions.resolutionMenu.hover" : "Sélectionner la résolution",
"vcmi.systemOptions.resolutionMenu.help" : "Changer la résolution d'écran dans le jeu.",
"vcmi.systemOptions.scalingButton.hover" : "Échelle d'interface : %p%",
"vcmi.systemOptions.scalingButton.help" : "{Interface Scaling}\n\nChanger l'échelle de l'interface dans le jeu",
"vcmi.systemOptions.scalingMenu.hover" : "Sélectionner la mise à l'échelle de l'interface",
"vcmi.systemOptions.scalingMenu.help" : "Changer la mise à l'échelle de l'interface dans le jeu.",
"vcmi.systemOptions.longTouchButton.hover" : "Intervalle de touche long : %d ms", // Translation note: "ms" = "milliseconds"
"vcmi.systemOptions.longTouchButton.help" : "{Long Touch Interval}\n\nAu moment d'utiliser l'écran tactile, les fenêtres contextuelles apparaîtront après avoir touché l'écran pour une durée spécifiée, en millisecondes",
"vcmi.systemOptions.longTouchMenu.hover" : "Sélectionner l'intervalle de touche long",
"vcmi.systemOptions.longTouchMenu.help" : "Changer la durée de l'intervalle de touche long.",
"vcmi.systemOptions.longTouchMenu.entry" : "%d millisecondes",
"vcmi.systemOptions.framerateButton.hover" : "Afficher les FPS",
"vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\nAfficher/masquer le compteur de Frames Par Seconde dans le coin de la fenêtre du jeu",
"vcmi.systemOptions.fullscreenBorderless.hover" : "Fullscreen (borderless)",
"vcmi.systemOptions.fullscreenBorderless.help" : "{Borderless Fullscreen}\n\nIf selected, VCMI will run in borderless fullscreen mode. In this mode, game will always use same resolution as desktop, ignoring selected resolution.",
"vcmi.systemOptions.fullscreenExclusive.hover" : "Fullscreen (exclusive)",
"vcmi.systemOptions.fullscreenExclusive.help" : "{Fullscreen}\n\nIf selected, VCMI will run in exclusive fullscreen mode. In this mode, game will change resolution of monitor to selected resolution.",
"vcmi.systemOptions.resolutionButton.hover" : "Resolution: %wx%h",
"vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\nChange in-game screen resolution.",
"vcmi.systemOptions.resolutionMenu.hover" : "Select Resolution",
"vcmi.systemOptions.resolutionMenu.help" : "Change in-game screen resolution.",
"vcmi.systemOptions.scalingButton.hover" : "Interface Scaling: %p%",
"vcmi.systemOptions.scalingButton.help" : "{Interface Scaling}\n\nChanges scaling of in-game interface.",
"vcmi.systemOptions.scalingMenu.hover" : "Select Interface Scaling",
"vcmi.systemOptions.scalingMenu.help" : "Change in-game interface scaling.",
"vcmi.systemOptions.longTouchButton.hover" : "Long Touch Interval: %d ms", // Translation note: "ms" = "milliseconds"
"vcmi.systemOptions.longTouchButton.help" : "{Long Touch Interval}\n\nWhen using touchscreen, popup windows will appear after touching screen for specified duration, in milliseconds.",
"vcmi.systemOptions.longTouchMenu.hover" : "Select Long Touch Interval",
"vcmi.systemOptions.longTouchMenu.help" : "Change duration of long touch interval.",
"vcmi.systemOptions.longTouchMenu.entry" : "%d milliseconds",
"vcmi.systemOptions.framerateButton.hover" : "Show FPS",
"vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\nToggle the visibility of the Frames Per Second counter in the corner of the game window.",
"vcmi.systemOptions.hapticFeedbackButton.hover" : "Haptic feedback",
"vcmi.systemOptions.hapticFeedbackButton.help" : "{Haptic feedback}\n\nToggle the haptic feedback on touch inputs.",
"vcmi.adventureOptions.infoBarPick.hover" : "Afficher les messages dans le panneau d'information",
"vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nAutant que possible, les messages de jeu de la visite des objets de la carte seront affichés dans le panneau d'informations, au lieu de faire apparaître dans une fenêtre séparée.",
"vcmi.adventureOptions.numericQuantities.hover" : "Dénombrement de créatures",
"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nAfficher les estimation de nombre de créatures ennemies au format numérique A-B.",
"vcmi.adventureOptions.forceMovementInfo.hover" : "Toujours afficher le coût de mouvement",
"vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nToujours afficher les données des points de mouvement dans les informations sur la barre d'état (au lieu de les voir que pen maintenant la touche alt).",
"vcmi.adventureOptions.showGrid.hover" : "Afficher la grille",
"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nMontrer la superposition de la grille, mettant en évidence les frontières entre les carreaux de carte d'aventure.",
"vcmi.adventureOptions.borderScroll.hover" : "Défilement de bord",
"vcmi.adventureOptions.borderScroll.help" : "{Border Scrolling}\n\nFait défiler la carte aventure lorsque le curseur est sur le bord de la fenêtre. Peut être désactivé en maintenant la touche Ctrl.",
"vcmi.adventureOptions.infoBarPick.hover" : "Show Messages in Info Panel",
"vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nWhenever possible, game messages from visiting map objects will be shown in the info panel, instead of popping up in a separate window.",
"vcmi.adventureOptions.numericQuantities.hover" : "Numeric Creature Quantities",
"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nShow the approximate quantities of enemy creatures in the numeric A-B format.",
"vcmi.adventureOptions.forceMovementInfo.hover" : "Always Show Movement Cost",
"vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nAlways show movement points data in status bar information (Instead of viewing it only while you hold down ALT key).",
"vcmi.adventureOptions.showGrid.hover" : "Show Grid",
"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nShow the grid overlay, highlighting the borders between adventure map tiles.",
"vcmi.adventureOptions.borderScroll.hover" : "Border Scrolling",
"vcmi.adventureOptions.borderScroll.help" : "{Border Scrolling}\n\nScroll adventure map when cursor is adjacent to window edge. Can be disabled by holding down CTRL key.",
"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Info Panel Creature Management",
"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Info Panel Creature Management}\n\nAllows rearranging creatures in info panel instead of cycling between default components.",
"vcmi.adventureOptions.leftButtonDrag.hover" : "Left Click Drag Map",
"vcmi.adventureOptions.leftButtonDrag.help" : "{Left Click Drag Map}\n\nWhen enabled, moving mouse with left button pressed will drag adventure map view.",
"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
"vcmi.adventureOptions.mapScrollSpeed1.help": "Régler la vitesse de défilement de la carte sur très lent",
"vcmi.adventureOptions.mapScrollSpeed5.help": "Régler la vitesse de défilement de la carte très rapide",
"vcmi.adventureOptions.mapScrollSpeed6.help": "Régler la vitesse de défilement de la carte sur instantanément.",
"vcmi.adventureOptions.mapScrollSpeed1.help": "Set the map scrolling speed to very slow.",
"vcmi.adventureOptions.mapScrollSpeed5.help": "Set the map scrolling speed to very fast.",
"vcmi.adventureOptions.mapScrollSpeed6.help": "Set the map scrolling speed to instantaneous.",
"vcmi.battleOptions.queueSizeLabel.hover": "Afficher l'ordre de fil de tour",
"vcmi.battleOptions.queueSizeNoneButton.hover": "Désactivé",
"vcmi.battleOptions.queueSizeLabel.hover": "Show Turn Order Queue",
"vcmi.battleOptions.queueSizeNoneButton.hover": "OFF",
"vcmi.battleOptions.queueSizeAutoButton.hover": "AUTO",
"vcmi.battleOptions.queueSizeSmallButton.hover": "PETITE",
"vcmi.battleOptions.queueSizeBigButton.hover": "GRANDE",
"vcmi.battleOptions.queueSizeNoneButton.help": "Ne pas afficher l'ordre de fil de tour",
"vcmi.battleOptions.queueSizeAutoButton.help": "Ajuster automatiquement la taille de l'ordre de fil de tour en fonction de la résolution du jeu (la PETITE taille est utilisée lorsque vous jouez au jeu sur une hauteur de résolution inférieure à 700 pixels, la GRANDE taille est utilisée au sinon)",
"vcmi.battleOptions.queueSizeSmallButton.help": "Régler la taille de l'ordre de fil de tour sur PETITE",
"vcmi.battleOptions.queueSizeBigButton.help": "Régler la taille de l'ordre de fil de tour à GRANDE (non prise en charge si la hauteur de la résolution du jeu est inférieure à 700 pixels)",
"vcmi.battleOptions.queueSizeSmallButton.hover": "SMALL",
"vcmi.battleOptions.queueSizeBigButton.hover": "BIG",
"vcmi.battleOptions.queueSizeNoneButton.help": "Do not display Turn Order Queue.",
"vcmi.battleOptions.queueSizeAutoButton.help": "Automatically adjust the size of the turn order queue based on the game's resolution(SMALL size is used when playing the game on a resolution with a height lower than 700 pixels, BIG size is used otherwise).",
"vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order queue size to SMALL.",
"vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order queue size to BIG (not supported if game resolution height is less than 700 pixels).",
"vcmi.battleOptions.animationsSpeed1.hover": "",
"vcmi.battleOptions.animationsSpeed5.hover": "",
"vcmi.battleOptions.animationsSpeed6.hover": "",
"vcmi.battleOptions.animationsSpeed1.help": "Régler la vitesse d'animation très lente",
"vcmi.battleOptions.animationsSpeed5.help": "Régler la vitesse d'animation très rapide",
"vcmi.battleOptions.animationsSpeed6.help": "Régler la vitesse d'animation sur instantané",
"vcmi.battleOptions.movementHighlightOnHover.hover": "Mise en surbrillance du mouvement au survol",
"vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nMettre en surbrillance la plage de mouvement de l'unité lorsque vous la survolez.",
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Afficher les limites de portée pour les tireurs",
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Show range limits for shooters on Hover}\n\nAfficher les limites de portée du tireur lorsque vous le survolez.",
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Ignorer la musique d'introduction",
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAutoriser les actions pendant la musique d'intro qui joue au début de chaque bataille",
"vcmi.battleWindow.pressKeyToSkipIntro" : "Appuyez sur n'importe quelle touche pour commencer la bataille immédiatement",
"vcmi.battleOptions.animationsSpeed1.help": "Set animation speed to very slow.",
"vcmi.battleOptions.animationsSpeed5.help": "Set animation speed to very fast.",
"vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous.",
"vcmi.battleOptions.movementHighlightOnHover.hover": "Movement Highlight on Hover",
"vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nHighlight unit's movement range when you hover over it.",
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Show range limits for shooters",
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Show range limits for shooters on Hover}\n\nShow shooter's range limits when you hover over it.",
"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Show heroes statistics windows",
"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Show heroes statistics windows}\n\nPermanently toggle on heroes statistics windows that show primary stats and spell points.",
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music",
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle.",
"vcmi.battleWindow.damageEstimation.melee" : "Attaque %CREATURE (%DAMAGE).",
"vcmi.battleWindow.damageEstimation.meleeKills" : "Attaque %CREATURE (%DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.ranged" : "Tir sur %CREATURE (%SHOTS, %DAMAGE).",
"vcmi.battleWindow.damageEstimation.rangedKills" : "Tir sur %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.shots" : "%d tirs restants",
"vcmi.battleWindow.damageEstimation.shots.1" : "%d tir restant",
"vcmi.battleWindow.damageEstimation.damage" : "%d dégâts",
"vcmi.battleWindow.damageEstimation.damage.1" : "%d dégâts",
"vcmi.battleWindow.damageEstimation.kills" : "%d va mourir",
"vcmi.battleWindow.damageEstimation.kills.1" : "%d va mourir",
"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",
"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
"vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.ranged" : "Shoot %CREATURE (%SHOTS, %DAMAGE).",
"vcmi.battleWindow.damageEstimation.rangedKills" : "Shoot %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.shots" : "%d shots left",
"vcmi.battleWindow.damageEstimation.shots.1" : "%d shot left",
"vcmi.battleWindow.damageEstimation.damage" : "%d damage",
"vcmi.battleWindow.damageEstimation.damage.1" : "%d damage",
"vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
"vcmi.battleResultsWindow.applyResultsLabel" : "Appliquer le résultat de la bataille",
"vcmi.battleResultsWindow.applyResultsLabel" : "Apply battle result",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Afficher les créatures disponibles",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nAfficher le nombre de créatures disponibles au recrutement au lieu de leur croissance dans le résumé de la ville (coin inférieur gauche de l'écran de la ville).",
"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Afficher la croissance hebdomadaire des créatures",
"vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\nAfficher la croissance hebdomadaire des créatures au lieu de la quantité disponible dans le résumé de la ville (coin inférieur gauche de l'écran de la ville).",
"vcmi.otherOptions.compactTownCreatureInfo.hover": "Infos compactes sur la créature",
"vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nAfficher des informations plus petites pour les créatures de la ville dans le résumé de la ville (coin inférieur gauche de l'écran de la ville).",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nShow the number of creatures available to purchase instead of their growth in town summary (bottom-left corner of town screen).",
"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",
"vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\nShow creatures' weekly growth instead of available amount in town summary (bottom-left corner of town screen).",
"vcmi.otherOptions.compactTownCreatureInfo.hover": "Compact Creature Info",
"vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nShow smaller information for town creatures in town summary (bottom-left corner of town screen).",
"vcmi.townHall.missingBase" : "Le bâtiment de base %s doit être construit avant",
"vcmi.townHall.noCreaturesToRecruit" : "Il n'y a aucune créature à recruter !",
"vcmi.townHall.greetingManaVortex" : "Alors que vous approchez du %s, votre corps est rempli d'une nouvelle énergie. Vous avez doublé vos points de sort normaux.",
"vcmi.townHall.greetingKnowledge" : "Vous étudiez les glyphes sur le %s et découvrez le fonctionnement de diverses magies (+1 Connaissance).",
"vcmi.townHall.greetingSpellPower" : "Le %s vous apprend de nouvelles façons de concentrer vos pouvoirs magiques (+1 Pouvoir).",
"vcmi.townHall.greetingExperience" : "Une visite au %s vous apprend de nombreuses nouvelles compétences (+1000 Expérience).",
"vcmi.townHall.greetingAttack" : "Un peu de temps passé au %s vous permet d'apprendre des compétences de combat plus efficaces (+1 compétence d'attaque).",
"vcmi.townHall.greetingDefence" : "En passant du temps dans le %s, les guerriers expérimentés qui s'y trouvent vous enseignent des compétences défensives supplémentaires (+1 Défense).",
"vcmi.townHall.hasNotProduced" : "Le %s n'a encore rien produit.",
"vcmi.townHall.hasProduced" : "Le %s a produit %d %s cette semaine.",
"vcmi.townHall.greetingCustomBonus" : "%s vous offre +%d %s%s",
"vcmi.townHall.greetingCustomUntil" : " jusqu'à la prochaine bataille.",
"vcmi.townHall.greetingInTownMagicWell" : "%s a restauré vos points de sort au maximum.",
"vcmi.townHall.missingBase" : "Base building %s must be built first",
"vcmi.townHall.noCreaturesToRecruit" : "There are no creatures to recruit!",
"vcmi.townHall.greetingManaVortex" : "As you near the %s your body is filled with new energy. You have doubled your normal spell points.",
"vcmi.townHall.greetingKnowledge" : "You study the glyphs on the %s and gain insight into the workings of various magics (+1 Knowledge).",
"vcmi.townHall.greetingSpellPower" : "The %s teaches you new ways to focus your magical powers (+1 Power).",
"vcmi.townHall.greetingExperience" : "A visit to the %s teaches you many new skills (+1000 Experience).",
"vcmi.townHall.greetingAttack" : "Some time spent at the %s allows you to learn more effective combat skills (+1 Attack Skill).",
"vcmi.townHall.greetingDefence" : "Spending time in the %s, the experienced warriors therein teach you additional defensive skills (+1 Defense).",
"vcmi.townHall.hasNotProduced" : "The %s has not produced anything yet.",
"vcmi.townHall.hasProduced" : "The %s produced %d %s this week.",
"vcmi.townHall.greetingCustomBonus" : "%s gives you +%d %s%s",
"vcmi.townHall.greetingCustomUntil" : " until next battle.",
"vcmi.townHall.greetingInTownMagicWell" : "%s has restored your spell points to maximum.",
"vcmi.logicalExpressions.anyOf" : "L'un des éléments suivants :",
"vcmi.logicalExpressions.allOf" : "Tous les éléments suivants :",
"vcmi.logicalExpressions.noneOf" : "Aucun des éléments suivants :",
"vcmi.logicalExpressions.anyOf" : "Any of the following:",
"vcmi.logicalExpressions.allOf" : "All of the following:",
"vcmi.logicalExpressions.noneOf" : "None of the following:",
"vcmi.heroWindow.openCommander.hover" : "Ouvrir la fenêtre d'informations du commandant",
"vcmi.heroWindow.openCommander.help" : "Affiche des détails sur le commandant de ce héros",
"vcmi.heroWindow.openCommander.hover" : "Open commander info window",
"vcmi.heroWindow.openCommander.help" : "Shows details about the commander of this hero.",
"vcmi.heroWindow.openBackpack.hover" : "Open artifact backpack window",
"vcmi.heroWindow.openBackpack.help" : "Opens window that allows easier artifact backpack management.",
"vcmi.commanderWindow.artifactMessage" : "Voulez-vous rendre cet artefact au héros ?",
"vcmi.commanderWindow.artifactMessage" : "Do you want to return this artifact to the hero?",
"vcmi.creatureWindow.showBonuses.hover" : "Passer en vue bonus",
"vcmi.creatureWindow.showBonuses.help" : "Afficher tous les bonus actifs du commandant",
"vcmi.creatureWindow.showSkills.hover" : "Passer à la vue des compétences",
"vcmi.creatureWindow.showSkills.help" : "Afficher toutes les compétences apprises du commandant",
"vcmi.creatureWindow.returnArtifact.hover" : "Remettre l'artefact",
"vcmi.creatureWindow.returnArtifact.help" : "Cliquez sur ce bouton pour remettre l'artefact dans le sac à dos du héros",
"vcmi.creatureWindow.showBonuses.hover" : "Switch to bonuses view",
"vcmi.creatureWindow.showBonuses.help" : "Display all active bonuses of the commander.",
"vcmi.creatureWindow.showSkills.hover" : "Switch to skills view",
"vcmi.creatureWindow.showSkills.help" : "Display all learned skills of the commander.",
"vcmi.creatureWindow.returnArtifact.hover" : "Return artifact",
"vcmi.creatureWindow.returnArtifact.help" : "Click this button to return the artifact to the hero's backpack.",
"vcmi.questLog.hideComplete.hover" : "Masquer les quêtes terminées",
"vcmi.questLog.hideComplete.help" : "Masquer toutes les quêtes terminées",
"vcmi.questLog.hideComplete.hover" : "Hide complete quests",
"vcmi.questLog.hideComplete.help" : "Hide all completed quests.",
"vcmi.randomMapTab.widgets.randomTemplate" : "(Random)",
"vcmi.randomMapTab.widgets.templateLabel" : "Template",
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Setup...",
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Team Alignments",
"vcmi.randomMapTab.widgets.roadTypesLabel" : "Road Types",
"vcmi.optionsTab.widgets.chessFieldBase.help" : "{Extra timer}\n\nStarts counting down when the {turn timer} reaches zero. It is set only once at the beginning of the game. When this timer reaches zero, the player's turn ends.",
"vcmi.optionsTab.widgets.chessFieldTurn.help" : "{Turn timer}\n\nStarts counting down when the player starts their turn on the adventure map. It is reset to its initial value at the start of each turn. Any unused turn time will be added to the {Extra timer} if it is in use.",
"vcmi.optionsTab.widgets.chessFieldBattle.help" : "{Battle timer}\n\nCounts down during battles when the {stack timer} reaches zero. It is reset to its initial value at the start of each battle. If the timer reaches zero, the currently active stack will defend.",
"vcmi.optionsTab.widgets.chessFieldCreature.help" : "{Stack timer}\n\nStarts counting down when the player is selecting an action for the current stack during battle. It resets to its initial value after the stack's action is completed.",
"vcmi.optionsTab.widgets.labelTimer" : "Timer",
"vcmi.optionsTab.widgets.timerModeSwitch.classic" : "Classic timer",
"vcmi.optionsTab.widgets.timerModeSwitch.chess" : "Chess timer",
"vcmi.randomMapTab.widgets.templateLabel" : "Modèle",
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Configuration...",
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Alignements d'équipe",
"vcmi.randomMapTab.widgets.roadTypesLabel" : "Types de routes",
// Custom victory conditions for H3 campaigns and HotA maps
"vcmi.map.victoryCondition.daysPassed.toOthers" : "L'ennemi a réussi à survivre jusqu'à ce jour. La victoire est à eux !",
"vcmi.map.victoryCondition.daysPassed.toSelf" : "Félicitations ! Vous avez réussi à survivre. La victoire est à vous !",
"vcmi.map.victoryCondition.eliminateMonsters.toOthers" : "L'ennemi a vaincu tous les monstres qui sévissent sur cette terre et revendique la victoire !",
"vcmi.map.victoryCondition.eliminateMonsters.toSelf" : "Félicitations ! Vous avez vaincu tous les monstres qui affligent ce pays et vous pouvez revendiquer la victoire !",
"vcmi.map.victoryCondition.collectArtifacts.message" : "Acquérir trois artefacts",
"vcmi.map.victoryCondition.angelicAlliance.toSelf" : "Félicitations ! Tous vos ennemis ont été vaincus et vous avez l'alliance angélique ! La victoire est à vous !",
"vcmi.map.victoryCondition.angelicAlliance.message" : "Vaincre tous les ennemis et créer une alliance angélique",
"vcmi.map.victoryCondition.daysPassed.toOthers" : "The enemy has managed to survive till this day. Victory is theirs!",
"vcmi.map.victoryCondition.daysPassed.toSelf" : "Congratulations! You have managed to survive. Victory is yours!",
"vcmi.map.victoryCondition.eliminateMonsters.toOthers" : "The enemy has defeated all of the monsters plaguing this land and claims victory!",
"vcmi.map.victoryCondition.eliminateMonsters.toSelf" : "Congratulations! You have defeated all of the monsters plaguing this land and can claim victory!",
"vcmi.map.victoryCondition.collectArtifacts.message" : "Acquire Three Artifacts",
"vcmi.map.victoryCondition.angelicAlliance.toSelf" : "Congratulations! All your enemies have been defeated and you have Angelic Alliance! Victory is yours!",
"vcmi.map.victoryCondition.angelicAlliance.message" : "Defeat All Enemies and create Angelic Alliance",
// few strings from WoG used by vcmi
"vcmi.stackExperience.description" : D é t a i l s d e P i l e d ' E x p é r i e n c e «\n\nType de créature ................ : %s\nRang d'expérience ............... : %s (%i)\nPoints d'expérience ............. : %i\nPoints d'XP au rang suivant ..... : %i\nExpérience maximum par bataille . : %i%% (%i)\nNb de créatures dans la pile .... : %i\nMaximum de nouvelles recrues\n sans perdre le rang actuel ..... : %i\nMultiplicateur d'expérience ..... : %.2f\nMultiplicateur d'amélioration ... : %.2f\nExpérience après le rang 10 ..... : %i\nMaximum de Nouvelles Recrues pour\n rester au Rang 10 si\n l'Expérience Maximum ........... : %i",
"vcmi.stackExperience.rank.0" : "Basique",
"vcmi.stackExperience.description" : S t a c k E x p e r i e n c e D e t a i l s «\n\nCreature Type ................... : %s\nExperience Rank ................. : %s (%i)\nExperience Points ............... : %i\nExperience Points to Next Rank .. : %i\nMaximum Experience per Battle ... : %i%% (%i)\nNumber of Creatures in stack .... : %i\nMaximum New Recruits\n without losing current Rank .... : %i\nExperience Multiplier ........... : %.2f\nUpgrade Multiplier .............. : %.2f\nExperience after Rank 10 ........ : %i\nMaximum New Recruits to remain at\n Rank 10 if at Maximum Experience : %i",
"vcmi.stackExperience.rank.0" : "Basic",
"vcmi.stackExperience.rank.1" : "Novice",
"vcmi.stackExperience.rank.2" : "Formé",
"vcmi.stackExperience.rank.3" : "Qualifié",
"vcmi.stackExperience.rank.4" : "Éprouvé",
"vcmi.stackExperience.rank.5" : "Vétéran",
"vcmi.stackExperience.rank.6" : "Adepte",
"vcmi.stackExperience.rank.2" : "Trained",
"vcmi.stackExperience.rank.3" : "Skilled",
"vcmi.stackExperience.rank.4" : "Proven",
"vcmi.stackExperience.rank.5" : "Veteran",
"vcmi.stackExperience.rank.6" : "Adept",
"vcmi.stackExperience.rank.7" : "Expert",
"vcmi.stackExperience.rank.8" : "Élite",
"vcmi.stackExperience.rank.9" : "Maître",
"vcmi.stackExperience.rank.10" : "As",
"vcmi.stackExperience.rank.8" : "Elite",
"vcmi.stackExperience.rank.9" : "Master",
"vcmi.stackExperience.rank.10" : "Ace",
"core.bonus.ADDITIONAL_ATTACK.name": "Double frappe",
"core.bonus.ADDITIONAL_ATTACK.description": "Attaque deux fois",
"core.bonus.ADDITIONAL_RETALIATION.name": "Représailles supplémentaires",
"core.bonus.ADDITIONAL_RETALIATION.description": "Peut riposter ${val} fois de plus",
"core.bonus.AIR_IMMUNITY.name": "Immunité aérienne",
"core.bonus.AIR_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie de l'Air",
"core.bonus.ATTACKS_ALL_ADJACENT.name": "Attaque tout autour",
"core.bonus.ATTACKS_ALL_ADJACENT.description": "Attaque tous les ennemis adjacents",
"core.bonus.BLOCKS_RETALIATION.name": "Pas de représailles",
"core.bonus.BLOCKS_RETALIATION.description": "L'ennemi ne peut pas riposter",
"core.bonus.BLOCKS_RANGED_RETALIATION.name": "Pas de représailles à distance",
"core.bonus.BLOCKS_RANGED_RETALIATION.description": "L'ennemi ne peut pas riposter en utilisant une attaque à distance",
"core.bonus.CATAPULT.name": "Catapulte",
"core.bonus.CATAPULT.description": "Attaque les murs de siège",
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Réduire le coût de lancement (${val})",
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Réduit le coût d'incantation du héros de ${val}",
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Amortisseur magique (${val})",
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Augmente le coût d'incantation des sorts ennemis de ${val}",
"core.bonus.CHARGE_IMMUNITY.name": "Immunisé contre la charge",
"core.bonus.CHARGE_IMMUNITY.description": "Immunisé contre la charge du cavalier et du champion",
"core.bonus.DARKNESS.name": "Couverture de ténèbres",
"core.bonus.DARKNESS.description": "Crée un linceul de ténèbres avec un rayon de ${val}",
"core.bonus.DEATH_STARE.name": "Regard mortel (${val}%)",
"core.bonus.DEATH_STARE.description": "A ${val}% de chances de tuer une seule créature",
"core.bonus.DEFENSIVE_STANCE.name": "Bonus de défense",
"core.bonus.DEFENSIVE_STANCE.description": "+${val} Défense en défense",
"core.bonus.ADDITIONAL_ATTACK.name": "Double Strike",
"core.bonus.ADDITIONAL_ATTACK.description": "Attacks twice",
"core.bonus.ADDITIONAL_RETALIATION.name": "Additional retaliations",
"core.bonus.ADDITIONAL_RETALIATION.description": "May retaliate ${val} extra times",
"core.bonus.AIR_IMMUNITY.name": "Air immunity",
"core.bonus.AIR_IMMUNITY.description": "Immune to all spells from the school of Air magic",
"core.bonus.ATTACKS_ALL_ADJACENT.name": "Attack all around",
"core.bonus.ATTACKS_ALL_ADJACENT.description": "Attacks all adjacent enemies",
"core.bonus.BLOCKS_RETALIATION.name": "No retaliation",
"core.bonus.BLOCKS_RETALIATION.description": "Enemy cannot retaliate",
"core.bonus.BLOCKS_RANGED_RETALIATION.name": "No ranged retaliation",
"core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot retaliate by using a ranged attack",
"core.bonus.CATAPULT.name": "Catapult",
"core.bonus.CATAPULT.description": "Attacks siege walls",
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Reduce Casting Cost (${val})",
"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces the spellcasting cost for the hero by ${val}",
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Magic Damper (${val})",
"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases spellcasting cost of enemy spells by ${val}",
"core.bonus.CHARGE_IMMUNITY.name": "Immune to Charge",
"core.bonus.CHARGE_IMMUNITY.description": "Immune to Cavalier's and Champion's Charge",
"core.bonus.DARKNESS.name": "Darkness cover",
"core.bonus.DARKNESS.description": "Creates a shroud of darkness with a ${val} radius",
"core.bonus.DEATH_STARE.name": "Death Stare (${val}%)",
"core.bonus.DEATH_STARE.description": "Has a ${val}% chance to kill a single creature",
"core.bonus.DEFENSIVE_STANCE.name": "Defense Bonus",
"core.bonus.DEFENSIVE_STANCE.description": "+${val} Defense when defending",
"core.bonus.DESTRUCTION.name": "Destruction",
"core.bonus.DESTRUCTION.description": "A ${val} % de chances de tuer des unités supplémentaires après l'attaque",
"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Coup mortel",
"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "A ${val}% de chances d'infliger des dégâts de base doublés en attaquant",
"core.bonus.DESTRUCTION.description": "Has ${val}% chance to kill extra units after attack",
"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Death Blow",
"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "Has a ${val}% chance of dealing double base damage when attacking",
"core.bonus.DRAGON_NATURE.name": "Dragon",
"core.bonus.DRAGON_NATURE.description": "La créature a une nature de dragon",
"core.bonus.EARTH_IMMUNITY.name": "Immunité terrestre",
"core.bonus.EARTH_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie de la Terre",
"core.bonus.ENCHANTER.name": "Enchanteur",
"core.bonus.ENCHANTER.description": "Peut lancer en masse ${subtype.spell} à chaque tour",
"core.bonus.ENCHANTED.name": "Enchanté",
"core.bonus.ENCHANTED.description": "Affecté par ${subtype.spell} permanent",
"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignorer la défense (${val}%)",
"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "Lors de l'attaque, ${val}% de la défense du défenseur est ignorée",
"core.bonus.FIRE_IMMUNITY.name": "Immunité au feu",
"core.bonus.FIRE_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie du Feu",
"core.bonus.FIRE_SHIELD.name": "Bouclier de feu (${val}%)",
"core.bonus.FIRE_SHIELD.description": "Reflète une partie des dégâts de mêlée",
"core.bonus.FIRST_STRIKE.name": "Premier coup",
"core.bonus.FIRST_STRIKE.description": "Cette créature riposte avant d'être attaquée",
"core.bonus.FEAR.name": "Peur",
"core.bonus.FEAR.description": "Provoque la peur sur une pile ennemie",
"core.bonus.FEARLESS.name": "Intrépide",
"core.bonus.FEARLESS.description": "Immunité à la peur",
"core.bonus.FLYING.name": "Vol",
"core.bonus.FLYING.description": "Vole en se déplaçant (ignore les obstacles)",
"core.bonus.FREE_SHOOTING.name": "Tirer de près",
"core.bonus.FREE_SHOOTING.description": "Peut utiliser des attaques à distance au corps à corps",
"core.bonus.GARGOYLE.name": "Gargouille",
"core.bonus.GARGOYLE.description": "Ne peut pas être réanimé ou soigné",
"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Réduit les dégâts (${val}%)",
"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Réduit les dégâts physiques des attaques à distance ou de mêlée",
"core.bonus.HATE.name": "teste ${subtype.creature}",
"core.bonus.HATE.description": "Inflige ${val} % de dégâts supplémentaires à ${subtype.creature}",
"core.bonus.HEALER.name": "Guérisseur",
"core.bonus.HEALER.description": "Soigne les unités alliées",
"core.bonus.HP_REGENERATION.name": "Régénération",
"core.bonus.HP_REGENERATION.description": "Soigne ${val} points de vie à chaque tour",
"core.bonus.JOUSTING.name": "Charge de champion",
"core.bonus.JOUSTING.description": "+${val}% de dégâts pour chaque hexagone parcouru",
"core.bonus.KING.name": "Roi",
"core.bonus.KING.description": "Vulnérable au niveau POURFENDEUR ${val} ou supérieur",
"core.bonus.LEVEL_SPELL_IMMUNITY.name": "Immunité aux sorts 1-${val}",
"core.bonus.LEVEL_SPELL_IMMUNITY.description": "Immunisé aux sorts de niveaux 1-${val}",
"core.bonus.LIMITED_SHOOTING_RANGE.name" : "Portée de tir limitée",
"core.bonus.LIMITED_SHOOTING_RANGE.description" : "Impossible de cibler des unités plus loin que ${val} hexagones",
"core.bonus.LIFE_DRAIN.name": "Durée de vie du drain (${val}%)",
"core.bonus.LIFE_DRAIN.description": "Draine ${val}% des dégâts infligés",
"core.bonus.MANA_CHANNELING.name": "Chaîne magique ${val}%",
"core.bonus.MANA_CHANNELING.description": "Donne à votre héros ${val}% du mana pensé par l'ennemi",
"core.bonus.MANA_DRAIN.name": "Drain de mana",
"core.bonus.MANA_DRAIN.description": "Draine ${val} mana à chaque tour",
"core.bonus.MAGIC_MIRROR.name": "Miroir magique (${val}%)",
"core.bonus.MAGIC_MIRROR.description": "A ${val} % de chances de rediriger un sort offensif vers une unité ennemie",
"core.bonus.MAGIC_RESISTANCE.name": "Résistance magique (${val}%)",
"core.bonus.MAGIC_RESISTANCE.description": "A ${val}% de chances de résister à un sort ennemi",
"core.bonus.MIND_IMMUNITY.name": "Immunité contre les sorts de l'esprit",
"core.bonus.MIND_IMMUNITY.description": "Immunisé contre les sorts de type Mental",
"core.bonus.NO_DISTANCE_PENALTY.name": "Aucune pénalité de distance",
"core.bonus.NO_DISTANCE_PENALTY.description": "Inflige des dégâts complets à n'importe quelle distance",
"core.bonus.NO_MELEE_PENALTY.name": "Aucune pénalité de mêlée",
"core.bonus.NO_MELEE_PENALTY.description": "La créature n'a pas de pénalité de mêlée",
"core.bonus.NO_MORALE.name": "Moral neutre",
"core.bonus.NO_MORALE.description": "La créature est immunisée contre les effets de moral",
"core.bonus.NO_WALL_PENALTY.name": "Aucune pénalité de mur",
"core.bonus.NO_WALL_PENALTY.description": "Dégâts complets pendant le siège",
"core.bonus.NON_LIVING.name": "Non vivant",
"core.bonus.NON_LIVING.description": "Immunité à de nombreux effets",
"core.bonus.RANDOM_SPELLCASTER.name": "Lanceur de sorts aléatoire",
"core.bonus.RANDOM_SPELLCASTER.description": "Peut lancer un sort aléatoire",
"core.bonus.RANGED_RETALIATION.name": "Représailles à distance",
"core.bonus.RANGED_RETALIATION.description": "Peut effectuer une contre-attaque à distance",
"core.bonus.RECEPTIVE.name": "Réceptif",
"core.bonus.RECEPTIVE.description": "Pas d'immunité aux sorts amicaux",
"core.bonus.REBIRTH.name": "Renaissance (${val}%)",
"core.bonus.REBIRTH.description": "${val}% de la pile augmentera après la mort",
"core.bonus.RETURN_AFTER_STRIKE.name": "Attaque et retour",
"core.bonus.RETURN_AFTER_STRIKE.description": "Revient après une attaque au corps à corps",
"core.bonus.SHOOTER.name": "Distance",
"core.bonus.SHOOTER.description": "La créature peut tirer",
"core.bonus.SHOOTS_ALL_ADJACENT.name": "Tirer tout autour",
"core.bonus.SHOOTS_ALL_ADJACENT.description": "Les attaques à distance de cette créature touchent toutes les cibles dans une petite zone",
"core.bonus.SOUL_STEAL.name": "Vol d'âme",
"core.bonus.SOUL_STEAL.description": "Gagne ${val} nouvelles créatures pour chaque ennemi tué",
"core.bonus.SPELLCASTER.name": "Lanceur de sorts",
"core.bonus.SPELLCASTER.description": "Peut lancer ${subtype.spell}",
"core.bonus.SPELL_AFTER_ATTACK.name": "Lancer après l'attaque",
"core.bonus.SPELL_AFTER_ATTACK.description": "A ${val}% de chances de lancer ${subtype.spell} après avoir attaqué",
"core.bonus.SPELL_BEFORE_ATTACK.name": "Lancer avant l'attaque",
"core.bonus.SPELL_BEFORE_ATTACK.description": "A ${val}% de chances de lancer ${subtype.spell} avant qu'il n'attaque",
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "Résistance aux sorts",
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "Dégâts des sorts réduits de ${val}%.",
"core.bonus.SPELL_IMMUNITY.name": "Immunité aux sorts",
"core.bonus.SPELL_IMMUNITY.description": "Immunisé contre ${subtype.spell}",
"core.bonus.SPELL_LIKE_ATTACK.name": "Attaque semblable à un sort",
"core.bonus.SPELL_LIKE_ATTACK.description": "Attaque avec ${subtype.spell}",
"core.bonus.SPELL_RESISTANCE_AURA.name": "Aura de résistance",
"core.bonus.SPELL_RESISTANCE_AURA.description": "Les piles à proximité obtiennent ${val}% de résistance magique",
"core.bonus.SUMMON_GUARDIANS.name": "Invoquer des gardiens",
"core.bonus.SUMMON_GUARDIANS.description": "Au début de la bataille, invoque ${subtype.creature} (${val}%)",
"core.bonus.SYNERGY_TARGET.name": "Synergique",
"core.bonus.SYNERGY_TARGET.description": "Cette créature est vulnérable à l'effet de synergie",
"core.bonus.TWO_HEX_ATTACK_BREATH.name": "Souffle",
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "Attaque de souffle (portée de 2 hexagones)",
"core.bonus.THREE_HEADED_ATTACK.name": "Attaque à trois têtes",
"core.bonus.THREE_HEADED_ATTACK.description": "Attaque trois unités adjacentes",
"core.bonus.DRAGON_NATURE.description": "Creature has a Dragon Nature",
"core.bonus.EARTH_IMMUNITY.name": "Earth immunity",
"core.bonus.EARTH_IMMUNITY.description": "Immune to all spells from the school of Earth magic",
"core.bonus.ENCHANTER.name": "Enchanter",
"core.bonus.ENCHANTER.description": "Can cast mass ${subtype.spell} every turn",
"core.bonus.ENCHANTED.name": "Enchanted",
"core.bonus.ENCHANTED.description": "Affected by permanent ${subtype.spell}",
"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignore Defense (${val}%)",
"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "When attacking, ${val}% of the defender's defense is ignored",
"core.bonus.FIRE_IMMUNITY.name": "Fire immunity",
"core.bonus.FIRE_IMMUNITY.description": "Immune to all spells from the school of Fire magic",
"core.bonus.FIRE_SHIELD.name": "Fire Shield (${val}%)",
"core.bonus.FIRE_SHIELD.description": "Reflects part of melee damage",
"core.bonus.FIRST_STRIKE.name": "First Strike",
"core.bonus.FIRST_STRIKE.description": "This creature retaliates before being attacked",
"core.bonus.FEAR.name": "Fear",
"core.bonus.FEAR.description": "Causes Fear on an enemy stack",
"core.bonus.FEARLESS.name": "Fearless",
"core.bonus.FEARLESS.description": "Immune to Fear ability",
"core.bonus.FLYING.name": "Fly",
"core.bonus.FLYING.description": "Flies when moving (ignores obstacles)",
"core.bonus.FREE_SHOOTING.name": "Shoot Close",
"core.bonus.FREE_SHOOTING.description": "Can use ranged attacks at melee range",
"core.bonus.GARGOYLE.name": "Gargoyle",
"core.bonus.GARGOYLE.description": "Cannot be raised or healed",
"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Reduce Damage (${val}%)",
"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee attacks",
"core.bonus.HATE.name": "Hates ${subtype.creature}",
"core.bonus.HATE.description": "Does ${val}% more damage to ${subtype.creature}",
"core.bonus.HEALER.name": "Healer",
"core.bonus.HEALER.description": "Heals allied units",
"core.bonus.HP_REGENERATION.name": "Regeneration",
"core.bonus.HP_REGENERATION.description": "Heals ${val} hit points every round",
"core.bonus.JOUSTING.name": "Champion charge",
"core.bonus.JOUSTING.description": "+${val}% damage for each hex travelled",
"core.bonus.KING.name": "King",
"core.bonus.KING.description": "Vulnerable to SLAYER level ${val} or higher",
"core.bonus.LEVEL_SPELL_IMMUNITY.name": "Spell immunity 1-${val}",
"core.bonus.LEVEL_SPELL_IMMUNITY.description": "Immune to spells of levels 1-${val}",
"core.bonus.LIMITED_SHOOTING_RANGE.name" : "Limited shooting range",
"core.bonus.LIMITED_SHOOTING_RANGE.description" : "Unable to target units farther than ${val} hexes",
"core.bonus.LIFE_DRAIN.name": "Drain life (${val}%)",
"core.bonus.LIFE_DRAIN.description": "Drains ${val}% of damage dealt",
"core.bonus.MANA_CHANNELING.name": "Magic Channel ${val}%",
"core.bonus.MANA_CHANNELING.description": "Gives your hero ${val}% of the mana spent by the enemy",
"core.bonus.MANA_DRAIN.name": "Mana Drain",
"core.bonus.MANA_DRAIN.description": "Drains ${val} mana every turn",
"core.bonus.MAGIC_MIRROR.name": "Magic Mirror (${val}%)",
"core.bonus.MAGIC_MIRROR.description": "Has a ${val}% chance to redirect an offensive spell to an enemy unit",
"core.bonus.MAGIC_RESISTANCE.name": "Magic Resistance (${val}%)",
"core.bonus.MAGIC_RESISTANCE.description": "Has a ${val}% chance to resist an enemy spell",
"core.bonus.MIND_IMMUNITY.name": "Mind Spell Immunity",
"core.bonus.MIND_IMMUNITY.description": "Immune to Mind-type spells",
"core.bonus.NO_DISTANCE_PENALTY.name": "No distance penalty",
"core.bonus.NO_DISTANCE_PENALTY.description": "Does full damage at any distance",
"core.bonus.NO_MELEE_PENALTY.name": "No melee penalty",
"core.bonus.NO_MELEE_PENALTY.description": "Creature has no Melee Penalty",
"core.bonus.NO_MORALE.name": "Neutral Morale",
"core.bonus.NO_MORALE.description": "Creature is immune to morale effects",
"core.bonus.NO_WALL_PENALTY.name": "No wall penalty",
"core.bonus.NO_WALL_PENALTY.description": "Full damage during siege",
"core.bonus.NON_LIVING.name": "Non living",
"core.bonus.NON_LIVING.description": "Immunity to many effects",
"core.bonus.RANDOM_SPELLCASTER.name": "Random spellcaster",
"core.bonus.RANDOM_SPELLCASTER.description": "Can cast random spell",
"core.bonus.RANGED_RETALIATION.name": "Ranged retaliation",
"core.bonus.RANGED_RETALIATION.description": "Can perform ranged counterattack",
"core.bonus.RECEPTIVE.name": "Receptive",
"core.bonus.RECEPTIVE.description": "No Immunity to Friendly Spells",
"core.bonus.REBIRTH.name": "Rebirth (${val}%)",
"core.bonus.REBIRTH.description": "${val}% of stack will rise after death",
"core.bonus.RETURN_AFTER_STRIKE.name": "Attack and Return",
"core.bonus.RETURN_AFTER_STRIKE.description": "Returns after melee attack",
"core.bonus.SHOOTER.name": "Ranged",
"core.bonus.SHOOTER.description": "Creature can shoot",
"core.bonus.SHOOTS_ALL_ADJACENT.name": "Shoot all around",
"core.bonus.SHOOTS_ALL_ADJACENT.description": "This creature's ranged attacks strike all targets in a small area",
"core.bonus.SOUL_STEAL.name": "Soul Steal",
"core.bonus.SOUL_STEAL.description": "Gains ${val} new creatures for each enemy killed",
"core.bonus.SPELLCASTER.name": "Spellcaster",
"core.bonus.SPELLCASTER.description": "Can cast ${subtype.spell}",
"core.bonus.SPELL_AFTER_ATTACK.name": "Cast After Attack",
"core.bonus.SPELL_AFTER_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} after it attacks",
"core.bonus.SPELL_BEFORE_ATTACK.name": "Cast Before Attack",
"core.bonus.SPELL_BEFORE_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} before it attacks",
"core.bonus.SPELL_DAMAGE_REDUCTION.name": "Spell Resistance",
"core.bonus.SPELL_DAMAGE_REDUCTION.description": "Damage from spells reduced by ${val}%.",
"core.bonus.SPELL_IMMUNITY.name": "Spell immunity",
"core.bonus.SPELL_IMMUNITY.description": "Immune to ${subtype.spell}",
"core.bonus.SPELL_LIKE_ATTACK.name": "Spell-like attack",
"core.bonus.SPELL_LIKE_ATTACK.description": "Attacks with ${subtype.spell}",
"core.bonus.SPELL_RESISTANCE_AURA.name": "Aura of Resistance",
"core.bonus.SPELL_RESISTANCE_AURA.description": "Nearby stacks get ${val}% magic resistance",
"core.bonus.SUMMON_GUARDIANS.name": "Summon guardians",
"core.bonus.SUMMON_GUARDIANS.description": "At the start of battle summons ${subtype.creature} (${val}%)",
"core.bonus.SYNERGY_TARGET.name": "Synergizable",
"core.bonus.SYNERGY_TARGET.description": "This creature is vulnerable to synergy effect",
"core.bonus.TWO_HEX_ATTACK_BREATH.name": "Breath",
"core.bonus.TWO_HEX_ATTACK_BREATH.description": "Breath Attack (2-hex range)",
"core.bonus.THREE_HEADED_ATTACK.name": "Three-headed attack",
"core.bonus.THREE_HEADED_ATTACK.description": "Attacks three adjacent units",
"core.bonus.TRANSMUTATION.name": "Transmutation",
"core.bonus.TRANSMUTATION.description": "${val}% de chances de transformer l'unité attaquée en un type différent",
"core.bonus.UNDEAD.name": "Morts-vivants",
"core.bonus.UNDEAD.description": "La créature est un mort-vivant",
"core.bonus.UNLIMITED_RETALIATIONS.name": "Représailles illimitées",
"core.bonus.UNLIMITED_RETALIATIONS.description": "Peut riposter contre un nombre illimité d'attaques",
"core.bonus.WATER_IMMUNITY.name": "Immunité à l'eau",
"core.bonus.WATER_IMMUNITY.description": "Immunisé contre tous les sorts de l'école de magie de l'Eau",
"core.bonus.WIDE_BREATH.name": "Large souffle",
"core.bonus.WIDE_BREATH.description": "Attaque à souffle large (plusieurs hexagones)"
"core.bonus.TRANSMUTATION.description": "${val}% chance to transform attacked unit to a different type",
"core.bonus.UNDEAD.name": "Undead",
"core.bonus.UNDEAD.description": "Creature is Undead",
"core.bonus.UNLIMITED_RETALIATIONS.name": "Unlimited retaliations",
"core.bonus.UNLIMITED_RETALIATIONS.description": "Can retaliate against an unlimited number of attacks",
"core.bonus.WATER_IMMUNITY.name": "Water immunity",
"core.bonus.WATER_IMMUNITY.description": "Immune to all spells from the school of Water magic",
"core.bonus.WIDE_BREATH.name": "Wide breath",
"core.bonus.WIDE_BREATH.description": "Wide breath attack (multiple hexes)"
}