原文 > Perisno > quick_strings1

qstr_You_have_equipped_an_item_restricted_for|You have equipped an item restricted for this race. It will be returned to your inventory once you enter the world map, or destroyed if you lack inventory space.
qstr_Restricted_Item|Restricted Item
qstr_{reg1}.0|{reg1}.0
qstr_{reg1}.00{reg2}|{reg1}.00{reg2}
qstr_{reg1}.0{reg2}|{reg1}.0{reg2}
qstr_{reg1}.{reg2}|{reg1}.{reg2}
qstr_v{s1}_|v{s1}
qstr_Next_Page|Next Page
qstr_Continue...|Continue...
qstr_Candidate_#1:_{s1}|Candidate #1: {s1}
qstr_Candidate_#2:_{s1}|Candidate #2: {s1}
qstr_{s3}_of_{s4}_wishes_to_select_a_new_mars|{s3} of {s4} wishes to select a new marshall and invites his vassals for a counsel. {s1} and {s2} are the likely candidates.
qstr_Who_do_you_wish_to_support?|Who do you wish to support?
qstr_{s1}_gives_his_support_to_{s2}.|{s1} gives his support to {s2}.
qstr_Number_of_Supporters:_{reg0}|Number of Supporters: {reg0}
qstr_{s2}_has_heard_his_vassals__counsel._He_|{s2} has heard his vassals' counsel. He selects {s1} as the marshall of {s3}.
qstr_Action|Action
qstr_Mount|Mount
qstr_Attack_Type|Attack Type
qstr_Stand_Ground|Stand Ground
qstr_Charge|Charge
qstr_Follow_Me|Follow Me
qstr_Hold_This_Position|Hold This Position
qstr_Spread_Out|Spread Out
qstr_Stand_Closer|Stand Closer
qstr_Fall_Back|Fall Back
qstr_Advance|Advance
qstr_Dismount|Dismount
qstr_Fire_At_Will|Fire At Will
qstr_Hold_Your_Fire|Hold Your Fire
qstr_Use_Blunt_Weapons|Use Blunt Weapons
qstr_Use_Any_Weapon|Use Any Weapon
qstr_Ready|Ready
qstr_Wounded|Wounded
qstr_Dead|Dead
qstr_Number_of_men_knocked_down:_{reg1}|Number of men knocked down: {reg1}
qstr_Number_of_men_left:_{reg1}|Number of men left: {reg1}
qstr_Opponents_Beaten:_{reg1}|Opponents Beaten: {reg1}
qstr_Opponents_Remaining:_{reg1}|Opponents Remaining: {reg1}
qstr_Remain_in_retirement.|Remain in retirement.
qstr_Go_back_to_the_adventuring.|Go back to the adventuring.
qstr_You_have_retired_at_level_{reg4}_after_{|You have retired at level {reg4} after {reg5} days of adventuring.
qstr_Effect_on_Score|Effect on Score
qstr_Settlements_owned_by_you:_{reg0}|Settlements owned by you: {reg0}
qstr_Friendly_Settlements:_{reg0}|Friendly Settlements: {reg0}
qstr_Hostile_Settlements:_{reg0}|Hostile Settlements: {reg0}
qstr_Friendly_Lords:_{reg0}|Friendly Lords: {reg0}
qstr_Enemy_Lords:_{reg0}|Enemy Lords: {reg0}
qstr_Victories:_{reg0}|Victories: {reg0}
qstr_Defeats:_{reg0}|Defeats: {reg0}
qstr_Quests_Completed:_{reg0}|Quests Completed: {reg0}
qstr_Companions_Found:_{reg0}|Companions Found: {reg0}
qstr_Companions_Lost/Departed:_{reg0}|Companions Lost/Departed: {reg0}
qstr_Wealth:_{reg0}_aurums|Wealth: {reg0} aurums
qstr_Inventory:_{reg0}_aurums|Inventory: {reg0} aurums
qstr_Renown:_{reg0}|Renown: {reg0}
qstr_Experience:_{reg0}|Experience: {reg0}
qstr_Days_Passed:_{reg0}|Days Passed: {reg0}
qstr_Difficulty:_{reg0}%|Difficulty: {reg0}%
qstr_TOTAL_SCORE:_{reg0}|TOTAL SCORE: {reg0}
qstr_unknown_yet|unknown yet
qstr_tomorrow|tomorrow
qstr_Next_Payday:_{s22}|Next Payday: {s22}
qstr_{s0}__{s50}_|{s0} ({s50})
qstr_None|None
qstr_Wages_for_{s0}__you_pay_{reg7}_aurums_:|Wages for {s0} (you pay {reg7} aurums):
qstr_Staff:|Staff:
qstr_Collection_date_should_encourage_acccura|Collection date should encourage acccurate counting
qstr_Collection_date_causes_large_inaccuracie|Collection date causes large inaccuracies when counting
qstr_Collection_date_causes_moderate_inaccura|Collection date causes moderate inaccuracies when counting
qstr_Collection_date_causes_some_inaccuracies|Collection date causes some inaccuracies when counting
qstr_Collection_date_has_given_your_people_ti|Collection date has given your people time to pay their taxes
qstr_Earlier_cash:|Earlier cash:
qstr_New_cash:|New cash:
qstr_Done|Done
qstr_Name:_{s1}^Level:_{reg1}|Name: {s1}^Level: {reg1}
qstr_{s1}^HP:_{reg1}/{reg2}|{s1}^HP: {reg1}/{reg2}
qstr_{s1}|{s1}
qstr_Weapon_upgrade_settings:|Weapon upgrade settings:
qstr_Apply_to_everyone|Apply to everyone
qstr_Upgrade_armor_|Upgrade armor
qstr_Upgrade_horse_|Upgrade horse
qstr_Select_your_domestic_policy|Select your domestic policy
qstr_Centralization:|Centralization:
qstr_Aristocracy:|Aristocracy:
qstr_Serfdom:|Serfdom:
qstr_Mercantilism:|Mercantilism:
qstr_High_centralization_reduces_tax_ineffici|High centralization reduces tax inefficiency for the king and raises it for vassals. This will interfere with the relations between the ruler and the vassals.
qstr_High_aristocracy_will_improve_the_relati|High aristocracy will improve the relations between the ruler and the vassals. The vassals will be able to raise bigger armies, but it will decrease trade.
qstr_High_serfdom_reduces_tax_inefficiency_fo|High serfdom reduces tax inefficiency for the ruler and vassals. Vassals can maintain a bigger army but troops will lose morale quicker.
qstr_Mercantilistic_policies_maximize_exports|Mercantilistic policies maximize exports while minimizing imports, and increase government regulation of the industry.
qstr_Cancel|Cancel
qstr_Dictate_the_peace_terms|Dictate the peace terms
qstr_Select_the_castle_and_the_amount_of_mone|Select the castle and the amount of money and check the boxes to activate the demand. The demands are combined if both boxes are checked.
qstr_1000_aurums|1000 aurums
qstr__Faction_Relations_Report_| Faction Relations Report
qstr__Return_to_menu_| Return to menu
qstr_Your_kingdom|Your kingdom
qstr_Player^Relation|Player^Relation
qstr_War|War
qstr_Casus_Belli|Casus Belli
qstr_Peace|Peace
qstr_Truce|Truce
qstr_Alliance|Alliance
qstr_Defense|Defense
qstr_Trade|Trade
qstr_{reg59?{reg59}_days:}|{reg59?{reg59} days:}
qstr_{reg61}|{reg61}
qstr_{s9}|{s9}
qstr_Loyal|Loyal
qstr_Devoted|Devoted
qstr_Fond|Fond
qstr_Gracious|Gracious
qstr_Friendly|Friendly
qstr_Supportive|Supportive
qstr_Favorable|Favorable
qstr_Cooperative|Cooperative
qstr_Accepting|Accepting
qstr_Indifferent|Indifferent
qstr_Suspicious|Suspicious
qstr_Grumbling|Grumbling
qstr_Hostile|Hostile
qstr_Resentful|Resentful
qstr_Angry|Angry
qstr_Hateful|Hateful
qstr_Revengeful|Revengeful
qstr_Vengeful|Vengeful
qstr_{reg1}|{reg1}
qstr_{s3}|{s3}
qstr_{reg61}_{reg58?_{reg58}_U__:}Centers|{reg61} {reg58?({reg58} U) :}Centers
qstr_{reg62}_Caravans|{reg62} Caravans
qstr_{reg60}_{reg59?_{reg59}_P__:}Lords|{reg60} {reg59?({reg59} P) :}Lords
qstr_How_will_your_male_vassals_be_known?|How will your male vassals be known?
qstr_How_will_your_female_vassals_be_known?|How will your female vassals be known?
qstr_Use_the_Titles_Entered_Above.|Use the Titles Entered Above.
qstr_Use_Default_Titles__Lord/Lady_.|Use Default Titles (Lord/Lady).
qstr_Sell_items_automatically_when_leaving:|Sell items automatically when leaving:
qstr_Price_limit_for_auto_sell:|Price limit for auto-sell:
qstr_Item_types_for_auto_sell:|Item types for auto-sell:
qstr_Select_all|Select all
qstr_Select_invert|Select invert
qstr_Buy_food_automatically_when_leaving:|Buy food automatically when leaving:
qstr_*|*
qstr__Courtships_in_progress_| Courtships in progress
qstr__Known_Lords_by_Relation_| Known Lords by Relation
qstr__Character_&_Companions_| Character & Companions
qstr__Done_| Done
qstr_Your_supporters|Your supporters
qstr_Tolrania|Tolrania
qstr_Reich_Des_Drachen|Reich Des Drachen
qstr_Drahara|Drahara
qstr_Maccavia|Maccavia
qstr_Elintor|Elintor
qstr_Hakkon_Empire|Hakkon Empire
qstr_Realm_Of_The_Falcon|Realm Of The Falcon
qstr_The_Valahir_Clan|The Valahir Clan
qstr_Kaikoth_Confederation|Kaikoth Confederation
qstr_Geldar|Geldar
qstr_Cretas_&_Illica_Alliance|Cretas & Illica Alliance
qstr_Kuu_lan_Horde|Kuu-lan Horde
qstr_Bakhal_Giants|Bakhal Giants
qstr_Sut_Giants|Sut Giants
qstr_Aroulo_Ojibwakan|Aroulo Ojibwakan
qstr_Zann_Dynasty|Zann Dynasty
qstr_All_Factions|All Factions
qstr_What_will_your_party_be_known_as?|What will your party be known as?
qstr_By_the_name_entered_above.|By the name entered above.
qstr_Simply_by_my_name:_{s5}.|Simply by my name: {s5}.
qstr_Weapons|Weapons
qstr_Armors|Armors
qstr_Others|Others
qstr_This_area_of_{s1}_can_best_be_described_|This area of {s1} can best be described as the very core of the town.^^ You can almost see the strings that are being pulled from here, the money that comes and goes at seemingly endless rates. Here you can buy the land that is cultivated outside the towns gates and benefit from the ones working hard. Of course you might not have the aurums required to do so, but the moneylenders are known to have some spare change.
qstr_{reg1}_people_live_in_{s1}._There_are_cu|{reg1} people live in {s1}. There are currently {reg2} acres of land available for cultivation to provide them with food and other goods. You own {reg3} acres of land in this town. You currently owe the moneylenders of {s1} {reg4} aurums. The interest rate is 20% and the contract period amounts to 2 weeks. If you don't manage to pay off your debt until the deadline, the interest is raised to 40%. Buying an existing acre costs {reg9} aurums, while it sells for {reg10} aurums. Building a new one requires {reg11} aurums. The rent paid to landowners currently accumulates to {reg13} aurums per acre every week and has to be collected in the town. Land won't be rented if a town is already well supplied.
qstr_Choose_how_many_acres_you_wish_to_buy_:|Choose how many acres you wish to buy :
qstr_0|0
qstr_Buy_Land|Buy Land
qstr_Choose_how_much_money_you_wish_to_borrow|Choose how much money you wish to borrow :
qstr_Borrow|Borrow
qstr_Choose_how_many_acres_you_wish_to_sell_:|Choose how many acres you wish to sell :
qstr_Sell_Land|Sell Land
qstr_Pay_off_your_debt_:|Pay off your debt :
qstr_Make_Payment|Make Payment
qstr_{reg5}|{reg5}
qstr_You_cant_buy_0_acres_of_land.|You cant buy 0 acres of land.
qstr_{reg6}|{reg6}
qstr_You_cant_borrow_0_aurums.|You cant borrow 0 aurums.
qstr_{reg7}|{reg7}
qstr_You_cant_sell_0_acres_of_land.|You cant sell 0 acres of land.
qstr_{reg8}|{reg8}
qstr_You_cant_pay_back_0_aurums.|You cant pay back 0 aurums.
qstr_Town|Town
qstr_Acres|Acres
qstr_Owned|Owned
qstr_Expected_Biweekly|Expected Biweekly
qstr_Assets|Assets
qstr_Debt|Debt
qstr_Deadline|Deadline
qstr_{reg2}|{reg2}
qstr_{reg3}|{reg3}
qstr_{reg4}|{reg4}
qstr_Reset_Inventory|Reset Inventory
qstr_This_is_the_gambling_screen._Hold_down_c|This is the gambling screen. Hold down control key while clicking on an item to purchase or sell it.
qstr_Money:_{s1}|Money: {s1}
qstr_You_don_t_have_enough_money.|You don't have enough money.
qstr_He_don_t_have_enough_money.|He don't have enough money.
qstr_Merchant_Ledger|Merchant Ledger
qstr_____Assessed_Profit_by_Subtitle_Here| Assessed Profit by Subtitle Here
qstr_{s0}_products_from_{s1}:|{s0}, products from {s1}:
qstr_^{s1}_sold_in_{s2}_would_earn_{reg0}_aur|^{s1} sold in {s2} would earn {reg0} aurums.{s3}
qstr___Assessed_Profit_by_Log_Entry_Date| Assessed Profit by Log Entry Date
qstr_^{s1}_sold_in_{s2}_would_earn_{reg0}_auru|^{s1} sold in {s2} would earn {reg0} aurums (as of {s0}).{s3}
qstr_Production_in_{s1}|Production in {s1}
qstr_Assessed_Profit_by_Town_of_Production|Assessed Profit by Town of Production
qstr_^{s1}_purchased_in_{s2}_would_earn_{reg0|^{s1} purchased in {s2} would earn {reg0} aurums (as of {s0}).{s3}
qstr_Demand_in_{s1}|Demand in {s1}
qstr_Assessed_Profit_by_Town_of_Demand|Assessed Profit by Town of Demand
qstr_^Buy_in:_{s1}___sell_in:_{s2}_for_{reg0}|^Buy in: {s1} - sell in: {s2} for {reg0} aurums profit (as of {s0}).{s3}
qstr_Supply_and_Demand_of_{s1}|Supply and Demand of {s1}
qstr_____Assessed_Profit_by_Trade_Good| Assessed Profit by Trade Good
qstr_Trim_ledger_entries_older_than:_________|Trim ledger entries older than: days:
qstr_Remove_entries.|Remove entries.
qstr_Trim_ledger_entries_covering_the_followi|Trim ledger entries covering the following trade good:
qstr_Use_slider_to_choose_item|Use slider to choose item
qstr_Trim_ledger_entries_for_goods_tied_to_th|Trim ledger entries for goods tied to this town:
qstr_Use_slider_to_choose_town|Use slider to choose town
qstr_Remove_entries__Production_.|Remove entries (Production).
qstr_Remove_entries__Demand_.|Remove entries (Demand).
qstr_Trim_ledger_entries_with_less_than:_____|Trim ledger entries with less than: aurums profit:
qstr_Ask_about_the_potential_profit_of_the_fo|Ask about the potential profit of the following items^ every time you assess prices in a marketplace:
qstr____________Log_Entry_Options| Log Entry Options
qstr_Add_Note|Add Note
qstr_Clear_Notes|Clear Notes
qstr_Use_a_/\__caret__for_a_line_break.|Use a /\ (caret) for a line break.
qstr_Chronological_Log|Chronological Log
qstr_Production_Towns|Production Towns
qstr_Purchasing_Towns|Purchasing Towns
qstr_Trade_Goods|Trade Goods
qstr_Manage_Ledger|Manage Ledger
qstr_{s1}^+{s0}|{s1}^+{s0}
qstr_{reg0}_entries_removed_from_ledger.|{reg0} entries removed from ledger.
qstr_Faction_color_of_{s0}:|Faction color of {s0}:
qstr_Red:|Red:
qstr_Green:|Green:
qstr_Blue:|Blue:
qstr__|
qstr_HTML_code:_{s0}|HTML code: {s0}
qstr_Default|Default
qstr_Randomize|Randomize
qstr_Factions|Factions
qstr_Show_towns|Show towns
qstr_Show_castles|Show castles
qstr_Show_villages|Show villages
qstr_Tip:_move_the_mouse_onto_the_black_block|Tip: move the mouse onto the black blocks to show their names.
qstr_The_World_Map|The World Map
qstr_Keys_Configuration|Keys Configuration
qstr_Press_Esc_to^^Disable_a_key|Press Esc to^^Disable a key
qstr_OK|OK
qstr_Reset|Reset
qstr_Disable_all|Disable all
qstr_Press_a_key|Press a key
qstr_What_will_your_settlement_be_known_as?|What will your settlement be known as?
qstr_Settlement|Settlement
qstr_Simply_by_the_name_of_{s5}.|Simply by the name of {s5}.
qstr_Developer_Menu|Developer Menu
qstr_Get_soldiers__50_|Get soldiers (50)
qstr_Give_soldiers|Give soldiers
qstr_Cosplay_as...|Cosplay as...
qstr_Companions_as_Player|Companions as Player
qstr_Companions_Cosplay|Companions Cosplay
qstr_Get_MaFSs|Get MaFSs
qstr_Get_MiFSs|Get MiFSs
qstr_Get_Reinforcements|Get Reinforcements
qstr_Get_All_Enterprises|Get All Enterprises
qstr_Get_Clothing|Get Clothing
qstr_Get_Light_Armor|Get Light Armor
qstr_Get_Medium_Armor|Get Medium Armor
qstr_Get_Medium+_Armor|Get Medium+ Armor
qstr_Get_Heavy_Armor|Get Heavy Armor
qstr_Get_Very_Heavy_Armor|Get Very Heavy Armor
qstr_Get_Footwear|Get Footwear
qstr_Get_Gloves+New_Items|Get Gloves+New Items
qstr_Get_Light_HG|Get Light HG
qstr_Get_Medium_HG|Get Medium HG
qstr_Get_Heavy_HG|Get Heavy HG
qstr_Get_Very_Heavy_HG|Get Very Heavy HG
qstr_Get_Very_Heavy_HG_2|Get Very Heavy HG 2
qstr_Get_Dwarven_Armor|Get Dwarven Armor
qstr_Get_DwHe_+_TTL_Arm.|Get DwHe + TTL Arm.
qstr_Get_Giant_Armor|Get Giant Armor
qstr_Get_Goods|Get Goods
qstr_Get_Shields_1|Get Shields 1
qstr_Get_Shields_2|Get Shields 2
qstr_Get_Bows+Arrows|Get Bows+Arrows
qstr_Get_Xb+B_ThrWs_Knives_RSs|Get Xb+B, ThrWs, Knives, RSs
qstr_Get_1H_Swords|Get 1H Swords
qstr_Get_1H_Swords_2|Get 1H Swords 2
qstr_Get_1H_Axes|Get 1H Axes
qstr_Get_1H_Maces_+_GWs|Get 1H Maces + GWs
qstr_Get_Bastard_Weapons|Get Bastard Weapons
qstr_Get_2H_Swords|Get 2H Swords
qstr_Get_2H_Axes+Maces|Get 2H Axes+Maces
qstr_Get_Lances+Pikes|Get Lances+Pikes
qstr_Get_Other_Polearms|Get Other Polearms
qstr_Get_Mounts_1|Get Mounts 1
qstr_Get_Mounts_2|Get Mounts 2
qstr_Get_Mounts_3|Get Mounts 3
qstr_Get_Locked_Items|Get Locked Items
qstr_Get_Locked_Items_2|Get Locked Items 2
qstr_Get_M/U_Civ._Cl.|Get M/U Civ. Cl.
qstr_Get_Other_Civ._Cl.|Get Other Civ. Cl.
qstr_Give_Sold._As_Pris.|Give Sold. As Pris.
qstr_Get_Companions_+_GF_Lords|Get Companions + GF Lords
qstr_Get_Lords_etc.|Get Lords etc.
qstr_Get_Civilians|Get Civilians
qstr_Get_etc.|Get etc.
qstr_Return|Return
qstr_General_Goods_Merchant|General Goods Merchant
qstr_Horse_Merchant|Horse Merchant
qstr_Armourer|Armourer
qstr_Weaponsmith|Weaponsmith
qstr_Head_Armor:_{reg58}|Head Armor: {reg58}
qstr_Body_Armor:_{reg59}|Body Armor: {reg59}
qstr_Leg_Armor:_{reg60}|Leg Armor: {reg60}
qstr_Weight:_{reg61}|Weight: {reg61}
qstr_Outfit|Outfit
qstr_Arms|Arms
qstr_{s1}_s_money:_{reg58}_aurums|{s1}'s money: {reg58} aurums
qstr_Your_money:_{reg59}_aurums|Your money: {reg59} aurums
qstr_Deal!|Deal!
qstr_Sell_Before|Sell Before
qstr_Sell_After|Sell After
qstr_You_don_t_have_enough_money!|You don't have enough money!
qstr_The_merchant_doesn_t_have_enough_money!|The merchant doesn't have enough money!
qstr_The_merchant_s_inventory_is_full!|The merchant's inventory is full!
qstr_Your_inventory_is_full!|Your inventory is full!
qstr_You_have_to_select_an_item_that_will_be_|You have to select an item that will be the beginning/end of your selling queue!
qstr_You_have_to_select_only_1_item_that_will|You have to select only 1 item that will be the beginning/end of your selling queue!
qstr_{s2}_was_sold_to_{s1}_for_{reg0}|{s2} was sold to {s1} for {reg0}
qstr_A_total_of_{reg0}_items_were_sold_for_a_|A total of {reg0} items were sold for a total price of {reg1}.
qstr_What_will_this_place_be_known_as?|What will this place be known as?
qstr_Simply_by:_{s5}.|Simply by: {s5}.
qstr_F4___Complex_formations|F4 - Complex formations
qstr_F7___Memorize_div._placement|F7 - Memorize div. placement
qstr_F8___Default_division_placement|F8 - Default division placement
qstr_F4___Ranks|F4 - Ranks
qstr_F5___Shield_Wall|F5 - Shield Wall
qstr_F6___Wedge|F6 - Wedge
qstr_F7___Square|F7 - Square
qstr_F8___No_Formation|F8 - No Formation
qstr_General_Options|General Options
qstr_Sort_Parties:|Sort Parties:
qstr_Sort_Player_Fiefs:|Sort Player Fiefs:
qstr_Sort_AI_Prisoners:|Sort AI Prisoners:
qstr_Sort_Player_Prisoners:|Sort Player Prisoners:
qstr_Use_Old_Random_Scenes|Use Old Random Scenes
qstr_Companion_Options|Companion Options
qstr_Disable_Companions__complaints:|Disable Companions' complaints:
qstr_Companions_in_Every_Tavern:|Companions in Every Tavern:
qstr_Battle_Options|Battle Options
qstr_Disable_Advanced_Horse_Archer_AI|Disable Advanced Horse Archer AI
qstr_Disable_Healing_Abilities_for_both_the_P|Disable Healing Abilities for both the Player and AI:
qstr_Do_Not_Force_Cavalry_To_Mount:|Do Not Force Cavalry To Mount:
qstr_Reassign_Soldiers_To_Appropriate_Categor|Reassign Soldiers To Appropriate Categories
qstr_Disable_War_Cries|Disable War Cries
qstr_Enable_Leaf_Bomb_DMG_Notifications|Enable Leaf Bomb DMG Notifications
qstr_Battle_Overview_Map:|Battle Overview Map:
qstr_Disable_Battle_Advantage:|Disable Battle Advantage:
qstr_Reinforcement_Waves:|Reinforcement Waves:
qstr_Reinforcement_Threshold_Multiplier:|Reinforcement Threshold Multiplier:
qstr_Reinforcement_Amount_Multiplier:|Reinforcement Amount Multiplier:
qstr_Over_world_Options|Over-world Options
qstr_Wait_Time_Multiplier:|Wait Time Multiplier:
qstr_Center_Waiting_Time:|Center Waiting Time:
qstr_Disable_Ships|Disable Ships
qstr_Enable_Old_Trade_Screen|Enable Old Trade Screen
qstr_Disable_Freelancer_Upgrades:|Disable Freelancer Upgrades:
qstr_Enable_Freelancer|Enable Freelancer
qstr_Enable_Adventurers__Guild|Enable Adventurers' Guild
qstr_Highlight_Captured_Lords:|Highlight Captured Lords:
qstr_Highlight_Besieges:|Highlight Besieges:
qstr_Ignore_Village_Alerts:|Ignore Village Alerts:
qstr_Ignore_Marshal_Tasks:|Ignore Marshal Tasks:
qstr_Ignore_Weekly_Financial_Report:|Ignore Weekly Financial Report:
qstr_Ignore_Weekly_Budget:|Ignore Weekly Budget:
qstr_Ignore_Faction_Declaration_Notifications|Ignore Faction Declaration Notifications:
qstr_Traveller_in_Every_Tavern:|Traveller in Every Tavern:
qstr_Disable_Debug_Messages:|Disable Debug Messages:
qstr_Zann_Invasion_Date:|Zann Invasion Date:
qstr_Diplomacy_Options|Diplomacy Options
qstr_Horse_speed_limitation:|Horse speed limitation:
qstr_Terrain_advantage_in_Autocalc_battles:|Terrain advantage in Autocalc battles:
qstr_Lords_returning_from_exile:|Lords returning from exile:
qstr___Disabled__|- Disabled -
qstr_Enabled|Enabled
qstr_Frequent|Frequent
qstr_Diplomacy_AI_changes:|Diplomacy AI changes:
qstr_Low|Low
qstr_Medium|Medium
qstr_High/Experimental|High/Experimental
qstr_Diplomacy_economic_changes:|Diplomacy economic changes:
qstr_Anti_woman_prejudice_level:|Anti-woman prejudice level:
qstr_High|High
qstr_Formations_Options|Formations Options
qstr_Allow_Formation_Rotation:|Allow Formation Rotation:
qstr_Anxious_AI_Defenders:|Anxious AI Defenders:
qstr_Silverstag_Mod_Toggle_Options|Silverstag Mod Toggle Options
qstr_Disable_village_allies:|Disable village allies:
qstr_Siege_Options|Siege Options
qstr_Charge_On_Death:|Charge On Death:
qstr_Unlimited_Siege_Reinforcements:|Unlimited Siege Reinforcements:
qstr_Enable_Siege_Reassignments_while_Attacki|Enable Siege Reassignments while Attacking:
qstr_Enable_Siege_Reassignments_while_Defendi|Enable Siege Reassignments while Defending:
qstr_Reassign_Ranged_Infantry_To:|Reassign Ranged Infantry To:
qstr_Reassign_Ranged_Cavalry_To:|Reassign Ranged Cavalry To:
qstr_Reassign_Ammo_Exhausted_Archers_To:|Reassign Ammo Exhausted Archers To:
qstr_Reassign_Ammo_Exhausted_Horse_Archers_To|Reassign Ammo Exhausted Horse Archers To:
qstr_Perisno^Options|Perisno^Options
qstr_Faction_Colors|Faction Colors
qstr_You_must_enable_NPC_party_sorting_for_pl|You must enable NPC party sorting for player fief sorting to take effect.
qstr_If_Enabled_party_sorting_will_be_turned_|If Enabled, party sorting will be turned on.^^This will sort all NPC parties (including garrisons), as well as allow the possibility of sorting player fiefs. Player's party cannot be sorted because it inevitably causes an engine bug!^^Default = Enabled
qstr_If_Enabled_all_garrisons_in_player_fiefs|If Enabled, all garrisons in player fiefs will be sorted automatically (Must enable party sorting)^^Default = Disabled
qstr_If_Enabled_all_parties_will_have_their_p|If Enabled, all parties will have their prisoners sorted automatically every 12 hours. Can cause lag.^^Default = Enabled.
qstr_If_Enabled_the_player_s_party_will_have_|If Enabled, the player's party will have their prisoners sorted automatically every 12 hours^^Default = Enabled.
qstr_If_Enabled_will_use_Native_random_scene_|If Enabled, will use Native random scene generator (80-degree slopes included).^^Default = Disabled
qstr_Disabling_NPC_Complaints_will_mute_your_|Disabling NPC Complaints will mute your companion's complaints about each other or your decisions. While disabled, companions will not leave the party regardless of how they feel about your leadership.
qstr_Enabling_this_will_force_all_companions_|Enabling this will force all companions to appear in every tavern you enter.
qstr_Disables_improved_AI_for_horse_archers.^|Disables improved AI for horse archers.^^Default = Disabled
qstr_If_Enabled_the_player_and_the_AI_can_no_|If Enabled, the player and the AI can no longer use First Aid or Battlecry.^^Default = Disabled
qstr_If_Disabled_cavalry_will_not_dismount_in|If Disabled, cavalry will not dismount in crowds (drawback - when dehorsed, riders will rather passively look for a new horse).^^Default = Disabled
qstr_When_Enabled_during_field_battles_it_wil|When Enabled, during field battles it will reassign archers without ammo to infantry, horse archers without ammo to cavalry, cavalry without horses to infantry etc. - the same way it reassigns them for the AI or when your character gets knocked out. It only affects the (primary) first 4 divisions. ^^Default = Disabled
qstr_When_Enabled_soldiers_will_shout_faction|When Enabled, soldiers will shout faction-specific warcries during battles.^^Default = Disabled
qstr_If_enabled_shows_you_damage_notification|If enabled, shows you damage notifications when using leaf bombs. When hitting large crowds of enemies they will usually be so numerous they will kill the log. If disabled, it doesn't show any DMG notifications for leaf bombs at all. Alas, there is no third way.^^Default = Disabled
qstr_When_enabled_a_small_transparent_map_of_|When enabled a small transparent map of the current battle will appear in the upper right corner of the combat screen.^^If unchecked, this will not appear.
qstr_If_enabled_you_will_always_have_equal__o|If enabled, you will always have equal (or mostly equal) troops on the field compared to the enemies and vice versa.^^Default = Disabled
qstr_This_sets_the_maximum_number_of_reinforc|This sets the maximum number of reinforcement waves.^^Default = 6
qstr_This_sets_the_threshold_for_troops_befor|This sets the threshold for troops before a reinforcement is spawned.^^The actual threshold will depend on battle advantage and battle size options^^Default = 6
qstr_This_sets_the_number_of_troops_that_appe|This sets the number of troops that appear in each reinforcement wave.^^The actual amount depends on battle advantage and battle size options^^Is not limited by battle size options^^Default = 5
qstr_This_sets_the_time_multiplier_while_rest|This sets the time multiplier while resting and waiting.^^Default = 5
qstr_This_sets_how_many_hours_you_will_spend_|This sets how many hours you will spend while resting at a town or village.^^Default = 24^^24 Hours = 1 Day^168 Hours = 1 Week^336 Hours = 2 Weeks^504 Hours = 3 Weeks^672 Hours = 4 Weeks
qstr_When_Enabled_parties__icons_change_into_|When Enabled, parties' icons change into ships when they traverse bodies of water (rather performance-unfriendly), otherwise they just walk across water.^^Default = Enabled
qstr_When_Enabled_uses_Native_trade_screen_wi|When Enabled, uses Native trade screen without new buttons.^^Default = Disabled
qstr_Turn_this_on_if_you_want_to_prevent_your|Turn this on if you want to prevent yourself from ranking up while you are freelancing. For example if you are enlisted with Elintor and want to remain as an Elintoran Scout, enable this to stop yourself from being forced to upgrade.
qstr_Enable_Freelancer_minimod_to_play_it._It|Enable Freelancer minimod to play it. It was reported to be bugged so do it at your own risk.^^Default = Disabled
qstr_Enable_Adventurers__Guild_and_their_ques|Enable Adventurers' Guild and their questline.^^Default = Enabled^^
qstr_When_enabled_captured_lords_from_any_fac|When enabled, captured lords from any faction will be highlighted yellow.
qstr_When_enabled_every_time_a_garrison_has_b|When enabled, every time a garrison has been besieged it will be highlighted yellow.
qstr_When_enabled_you_will_ignore_notificatio|When enabled, you will ignore notifications from your kingdom's villages whenever they are under attack.
qstr_When_enabled_marshal_tasks_will_no_longe|When enabled, marshal tasks will no longer inform you via a full screen display. You will instead receive a message at the bottom.
qstr_When_enabled_you_will_no_longer_receive_|When enabled, you will no longer receive a weekly Financial reports on landowning.
qstr_When_enabled_you_will_no_longer_receive_a|When enabled, you will no longer receive a weekly Budget reports.
qstr_Prevents_most_overworld_Faction_based_no|Prevents most overworld Faction-based notifications from interrupting your gameplay, which usually involves factions going to war, peace, etc.^^Default = Disabled
qstr_Teleports_a_traveller_into_any_tavern_yo|Teleports a traveller into any tavern you enter.
qstr_Only_matters_if_you_have_cheats_on._Enab|Only matters if you have cheats on. Enable this to prevent most debug messages.
qstr_After_this_date_the_Zann_will_invade__DO|After this date, the Zann will invade (DO NOT SET IT TO AN EARLIER DATE THAN 35 DAYS FROM CURRENT DAY)^^Default = 156
qstr_When_enabled_this_causes_horses_to_trave|When enabled, this causes horses to travel slower as they take damage.
qstr_Ticked_autocalculated_battles_give_advan|Ticked, autocalculated battles give advantage to factions on their home terrain. Unticked, as in Native and auto-battles are only based on party size and troop levels.
qstr_Allows_exiled_lords_to_be_pardoned_after|Allows exiled lords to be pardoned after a time and rejoin a faction to prevent 'lord-drain' in the late game.
qstr_Low:^^___Center_points_for_fief_allocati|Low:^^ - Center points for fief allocation are calculated (villages 1 / castles 2 / towns 3) instead of (villages 1 / castles 1 / towns 2).^^ - For qst rescue prisoner and qst offer gift, the relatives that can be a target of the quest have been extended to include uncles and aunts and in-laws.^^ - Alterations to script calculate troop score for center (these changes currently are only relevant during claimant quests).^^ - When picking a new faction, lords are more likely to return to their original faction (except when that's the faction they're being exiled from), if the ordinary conditions for rejoining are met. A lord's decision may also be influenced by his relations with other lords in the various factions, instead of just his relations with the faction leaders.^^Medium:^^ - Some changes for lord relation gains/losses when fiefs are allocated.^^ - Kings overrule lords slightly less frequently on faction issues.^^ - In deciding who to support for a fief, minor parameter changes for certain personalities. Some lords will still give priority to fiefless lords or to the lord who conquered the center if they have a slightly negative relation (normally the cutoff is 0 for all personalities).^^ - When a lord can't find any good candidates for a fief under the normal rules, instead of automatically supporting himself he uses a weighted scoring scheme.^^ - In various places where 'average renown * 3/2' appears, an alternate calculation is sometimes used.^^High:^^ - The 'renown factor' when an NPC lord or the player courts and NPC lady is adjusted by the prestige of the lady's guardian.^^ - When a faction has fiefless lords and no free fiefs left, under some circumstances the king will redistribute a village he owns.^^
qstr_Low:^^___Caravan_trade_benefits_both_the|Low:^^ - Caravan trade benefits both the source and the destination^^ - When the player surrenders, there is a chance his personal equipment will not be looted, based on who accepted the surrender and the difficulty setting. (This is meant to address a gameplay issue. In the first 700 days or so, there is no possible benefit to surrendering rather than fighting to the last man.) Also, a bug that made it possible for books etc. to be looted was corrected.^^ - AI caravans take into consideration distance when choosing their next destination and will be slightly more like to visit their own faction. This strategy is mixed with the Native one, so the trade pattern will differ but not wildly.^^ - Scale town merchant gold by prosperity (up to a maximum 40% change).^^ - Food prices increase in towns that have been under siege for at least 48 hours.^^ - In towns the trade penalty script has been tweaked to make it more efficient to sell goods to merchants specializing in them.^^Medium:^^ - Food consumption increases in towns as prosperity increases.^^ Consumption also increases with garrison sizes.^^ - Lords' looting skill affects how much gold they take from the player when they defeat him.^^ - Lords' leadership skill modifies their troop wage costs the same way it does for the player.^^ - The player can lose gold when his fiefs are looted, like lords.^^ - The same way that lord party sizes increase as the player progresses, mercenary party sizes also increase to maintain their relevance. (The rate is the same as for lords: a 1.25% increase per level.)^^ - If the player has a kingdom of his own, his spouse will receive part of the bonus that ordinarily would be due a liege. The extent of this bonus depends on the number of fiefs the players holds. This bonus is non-cumulative with the marshall bonus.^^ - Attrition is inflicted on NPC-owned centers if they can't pay wages, but only above a certain threshold.^^ - Strangers cannot acquire enterprises (enforced at 1 instead of at 0, so you have to do something).^^High: - The total amount of weekly bonus gold awarded to kings in Calradia remains constant: as kings go into exile, their bonuses are divided among the remaining kings.^^ - If lord's run a personal gold surplus after party wages, the extra is divided among the lord and his garrisons budgets (each castle and town has its own pool of funds to pay for soldiers) on the basis of whether the lord is low on gold or any of his fortresses are. (If none are low on gold, the lord takes everything, like before.)^^ - The honor loss from an offense depends in part on the player's honor at the time. The purer the reputation, the greater the effect of a single disagrace.^^ - Raiding change: village gold lost is removed from uncollected taxes before the balance (if any) is removed from the lord.^^ - Cash for prisoners
qstr_Disabled_levels_the_playing_field_for_fe|Disabled levels the playing-field for female player characters. Default as in Native. High increases the sexism/anti-woman prejudice of the medieval setting for female player characters.
qstr_If_enabled_this_allows_your_formations_t|If enabled, this allows your formations to pivot to face the center of the enemy's party.^^Default = Enabled
qstr_If_enabled_the_AI_Defenders_will_charge_|If enabled, the AI Defenders will charge out after a period of time.^^Default = Enabled
qstr_When_enabled_this_prevents_villagers_fro|When enabled, this prevents villagers from joining your side while you're defending their village.
qstr_If_Enabled_your_units_will_break_formati|If Enabled, your units will break formation and charge when you die.^^Default = Enabled
qstr_Enabling_this_will_revert_Perisno_s_sieg|Enabling this will revert Perisno's sieges back to how they used to be. Reinforcements will continuously spawn, which may result in very long sieges. You should enable this anyway if you have made any adjustments to the Reinforcements numbers.^^Default = Disabled.
qstr_Enabling_this_will_allow_the_lower_optio|Enabling this will allow the lower options to trigger. Can be a potential performance issue.^^Default = Disabled.
qstr_Any_Infantry_that_spawn_with_a_bow_or_cr|Any Infantry that spawn with a bow or crossbow will be reassigned to this group.^^Default = 0^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions
qstr_Any_Cavalry_that_spawn_with_a_bow_or_cro|Any Cavalry that spawn with a bow or crossbow will be reassigned to this group.^^Default = 2^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions
qstr_Any_Archers_that_run_out_of_arrows_will_|Any Archers that run out of arrows will be assigned to this group.^^Default = 1^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions
qstr_Any_Horse_Archers_that_run_out_of_arrows|Any Horse Archers that run out of arrows will be assigned to this group.^^Default = 3^^0 = Infantry^^1 = Archers^^2 = Cavalry^^3 = Horse Archers^^4 = Companions
qstr_CURRENT_COMMANDER_S_REPORT!|CURRENT COMMANDER'S REPORT!
qstr_Your_Commander:_{s19}|Your Commander: {s19}
qstr_Commander_Relation:_{reg0}|Commander Relation: {reg0}
qstr_Enlisted_Faction:_{s20}|Enlisted Faction: {s20}
qstr_Current_Rank:_{s21}|Current Rank: {s21}
qstr_N/A|N/A
qstr_Experience_to_next_promotion:_{s1}|Experience to next promotion: {s1}
qstr_Days_in_service:_{reg20}|Days in service: {reg20}
qstr_Current_Wage:_{reg23}_aurums.|Current Wage: {reg23} aurums.
qstr_Next_Pay/Promotion_day:_{s25}|Next Pay/Promotion day: {s25}
qstr_Army_size:_{reg26}|Army size: {reg26}
qstr_Commander_s_Army|Commander's Army
qstr_General_Information:_|General Information:
qstr_Armor_Rating:|Armor Rating:
qstr_Level:|Level:
qstr_{reg21}|{reg21}
qstr_Melee_Rating:|Melee Rating:
qstr_Health:|Health:
qstr_{reg0}|{reg0}
qstr_Ranged_Rating:|Ranged Rating:
qstr_Ranged:|Ranged:
qstr_Yes|Yes
qstr_No|No
qstr_Mounted:|Mounted:
qstr_Base_Wages:|Base Wages:
qstr_Current_Wages:|Current Wages:
qstr_Attributes:|Attributes:
qstr_Strength:|Strength:
qstr_Intelligence:|Intelligence:
qstr_Agility:|Agility:
qstr_Charisma:|Charisma:
qstr_Skills:|Skills:
qstr_Iron_Flesh:|Iron Flesh:
qstr_Tactics:|Tactics:
qstr_Power_Strike:|Power Strike:
qstr_Path_Finding:|Path-Finding:
qstr_Power_Throw:|Power Throw:
qstr_Spotting:|Spotting:
qstr_Power_Draw:|Power Draw:
qstr_Inventory_Management:|Inventory Management:
qstr_Weapon_Master:|Weapon Master:
qstr_Wound_Treatment:|Wound Treatment:
qstr_Shield:|Shield:
qstr_Surgery:|Surgery:
qstr_Athletics:|Athletics:
qstr_First_Aid:|First Aid:
qstr_Riding:|Riding:
qstr_Engineer:|Engineer:
qstr_Horse_Archery:|Horse Archery:
qstr_Persuasion:|Persuasion:
qstr_Looting:|Looting:
qstr_Prisoner_Management:|Prisoner Management:
qstr_Foraging:|Foraging:
qstr_Leadership:|Leadership:
qstr_Trainer:|Trainer:
qstr_Trade:|Trade:
qstr_Tracking:|Tracking:
qstr_Weapon_Proficiencies:|Weapon Proficiencies:
qstr_One_Handed:|One Handed:
qstr_Archery:|Archery:
qstr_Two_Handed:|Two Handed:
qstr_Crossbows:|Crossbows:
qstr_Polearms:|Polearms:
qstr_Throwing:|Throwing:
qstr_Equipment:|Equipment:
qstr_HHG:_{s22}|HHG: {s22}
qstr_Spouse:|Spouse:
qstr_Player_Faction|Player Faction
qstr_{s21}|{s21}
qstr_Faction_Design^by_Perisno|Faction Design^by Perisno
qstr_TIER_{reg21}|TIER {reg21}
qstr_Outlaws|Outlaws
qstr_Neutrals|Neutrals
qstr_Mercenaries|Mercenaries
qstr_Church_of_Faith|Church of Faith
qstr_Lymbard|Lymbard
qstr_Klymorians|Klymorians
qstr_Bandit_Camp_Leaders|Bandit Camp Leaders
qstr_Other_Religious_Troops|Other Religious Troops
qstr_Player_Mercenaries_and_HHG|Player Mercenaries and HHG
qstr_Perisno_Maidens_and_Religious_Troops|Perisno Maidens and Religious Troops
qstr_Monarchs_and_Pretenders|Monarchs and Pretenders
qstr_Companions|Companions
qstr_All_Monarchs|All Monarchs
qstr_Female_Perisno_Troops|Female Perisno Troops
qstr_Perisno_Pilgrims|Perisno Pilgrims
qstr_Female_Perisno_Pilgrims|Female Perisno Pilgrims
qstr_Male_Mercenaries|Male Mercenaries
qstr_Female_Mercenaries|Female Mercenaries
qstr_Female_Troops|Female Troops
qstr_Border_Patrol|Border Patrol
qstr_Freelancer_Guild_Troops|Freelancer Guild Troops
qstr_Bandits|Bandits
qstr_Player_s_Mercenaries|Player's Mercenaries
qstr_Mosoru|Mosoru
qstr_Illica_Falki|Illica Falki
qstr_Wolf_Knights|Wolf Knights
qstr_Lymbard_Knights|Lymbard Knights
qstr_Eagle_Knights|Eagle Knights
qstr_Slave_Rebels|Slave Rebels
qstr_Klymorian_Konqunites|Klymorian Konqunites
qstr_Change_The_First_Word_For_All|Change The First Word For All
qstr__other_words_will_be_reset_to_default!_|(other words will be reset to default!)
qstr_{s1}^HP:_{reg0}|{s1}^HP: {reg0}
qstr_{s3}^STR:_{reg1}^INT:_{reg2}^^Skills:|{s3}^STR: {reg1}^INT: {reg2}^^Skills:
qstr_{s3}^Power_Strike:_{reg1}^Power_Draw:_{r|{s3}^Power Strike: {reg1}^Power Draw: {reg2}^Power Throw: {reg3}^Horse Archery: {reg4}^^Weapon Proficiencies:
qstr_{s3}^1_Hand_Wpns:_{reg1}^2_Hand_Wpns:_{r|{s3}^1 Hand Wpns: {reg1}^2 Hand Wpns: {reg2}^Polearms: {reg3}
qstr_{s4}^AGI:_{reg1}^CHA:_{reg2}^^|{s4}^AGI: {reg1}^CHA: {reg2}^^
qstr_{s4}^Ironflesh:_{reg1}^Athletics:_{reg2}|{s4}^Ironflesh: {reg1}^Athletics: {reg2}^Shield: {reg3}^Riding: {reg4}^^
qstr_{s4}^Archery:_{reg1}^Crossbows:_{reg2}^T|{s4}^Archery: {reg1}^Crossbows: {reg2}^Throwing: {reg3}
qstr_{s4}|{s4}
qstr_Equipments:_|Equipments:
qstr_Singular_Name:|Singular Name:
qstr_Plural_Name:|Plural Name:
qstr_Choose_Your_Gender|Choose Your Gender
qstr_Man|Man
qstr_Woman|Woman
qstr_Information:|Information:
qstr_Choose_Your_Race|Choose Your Race
qstr_Human|Human
qstr_Naphali|Naphali
qstr_Dwarf|Dwarf
qstr_Giant|Giant
qstr_Race_Information:|Race Information:
qstr_Background|Background
qstr_Where_were_you_born?|Where were you born?
qstr_A_land_far_from_Perisno.__default_|A land far from Perisno. (default)
qstr_A_cold_island_far_to_the_north.|A cold island far to the north.
qstr_A_small_village_on_Perisno_s_western_coa|A small village on Perisno's western coast.
qstr_Karnoth_the_capital_of_the_Dwarven_Kingd|Karnoth, the capital of the Dwarven Kingdom.
qstr_Who_was_your_father?|Who was your father?
qstr_An_impoverished_noble|An impoverished noble
qstr_A_travelling_merchant|A travelling merchant
qstr_A_veteran_warrior|A veteran warrior
qstr_A_hunter|A hunter
qstr_A_simple_messanger|A simple messanger
qstr_A_thief|A thief
qstr_A_religious_zealot|A religious zealot
qstr_What_did_you_enjoy_as_a_child?|What did you enjoy as a child?
qstr__You_can_read_your_character_s_story^on_|(You can read your character's story^on the 'Review' page)
qstr_Swimming|Swimming
qstr_Shooting|Shooting
qstr_Riding|Riding
qstr_Scouting|Scouting
qstr_Reading|Reading
qstr_Crafting|Crafting
qstr_Stealing|Stealing
qstr_What_was_your_first_adult_job?|What was your first adult job?
qstr_An_army_recruit__M_|An army recruit (M)
qstr_An_army_recruit__F_|An army recruit (F)
qstr_A_bounty_hunter|A bounty hunter
qstr_A_bandit|A bandit
qstr_A_smith|A smith
qstr_A_physician|A physician
qstr_A_spy|A spy
qstr_A_squire|A squire
qstr_A_lady_in_waiting|A lady-in-waiting
qstr_Why_did_you_begin_adventuring?|Why did you begin adventuring?
qstr_For_personal_revenge|For personal revenge
qstr_Because_I_lost_a_loved_one|Because I lost a loved one
qstr_Because_of_wanderlust|Because of wanderlust
qstr_Because_I_was_forced_out_of_my_home|Because I was forced out of my home
qstr_For_money_and_power|For money and power
qstr_To_learn_more_about_the_old_Kingdom_of_P|To learn more about the old Kingdom of Perisno
qstr_Because_of_a_strange_accident|Because of a strange accident
qstr_Stats:|Stats:
qstr_Str|Str
qstr_Agi|Agi
qstr_Int|Int
qstr_Cha|Cha
qstr_Gold|Gold
qstr_Renown|Renown
qstr_One_Handed|One Handed
qstr_Two_Handed|Two Handed
qstr_Polearms|Polearms
qstr_Bows|Bows
qstr_Crossbows|Crossbows
qstr_Throwing|Throwing
qstr_Biography|Biography
qstr_Crafting_armor_is_very_memory_intensive!|Crafting armor is very memory intensive! You risk running into black texture issues or straight up having a runtime error!^^Use this menu carefully. Try scrolling slowly. You may have to reduce your texture details if you are running into issues.
qstr_WARNING|WARNING
qstr_Armor_Crafting|Armor Crafting
qstr_Return_to_menu|Return to menu
qstr_Race:|Race:
qstr_male_Giants|male Giants
qstr_male_Dwarves|male Dwarves
qstr_default|default
qstr_Type:|Type:
qstr_shields|shields
qstr_gloves|gloves
qstr_footwear|footwear
qstr_headgear|headgear
qstr_body_armor|body armor
qstr__custom_gloves_cannot_be_worn_without_cu|(custom gloves cannot be worn without custom body armor)
qstr__alas_male_Dwarves_and_Giants_can_t_use_|(alas, male Dwarves and Giants can't use custom gloves)
qstr__custom_footwear_cannot_be_worn_without_|(custom footwear cannot be worn without custom body armor)
qstr__R___rigged__separate_assortment__N___no|(R - rigged (separate assortment), N - normal, CB - covers beard, CH - covers head)
qstr_Kind:|Kind:
qstr_light|light
qstr_medium|medium
qstr_heavy|heavy
qstr_Design|Design
qstr_Category|Category
qstr_Stats|Stats
qstr_Base_Version|Base Version
qstr_Thick_Version|Thick Version
qstr_Reinforced_Version|Reinforced Version
qstr_Lordly_Version|Lordly Version
qstr_Light^_Weight_{reg2}^STR_Req_{reg3}_|Light^(Weight {reg2},^STR Req {reg3})
qstr_Medium^_Weight_{reg2}^STR_Req_{reg3}_|Medium^(Weight {reg2},^STR Req {reg3})
qstr_Heavy^_Weight_{reg2}^STR_Req_{reg3}_|Heavy^(Weight {reg2},^STR Req {reg3})
qstr_R_|R,
qstr_CB_|CB,
qstr_CH_|CH,
qstr_N_|N,
qstr_{s1}{s2}Light^_Weight_{reg2}^STR_Req_{re|{s1}{s2}Light^(Weight {reg2},^STR Req {reg3})
qstr_{s1}{s2}Med^_Weight_{reg2}^STR_Req_{reg3|{s1}{s2}Med^(Weight {reg2},^STR Req {reg3})
qstr_{s1}{s2}Heavy^_Weight_{reg2}^STR_Req_{re|{s1}{s2}Heavy^(Weight {reg2},^STR Req {reg3})
qstr_Light^_Weight_{reg2}^SH_Req_{reg3}_|Light^(Weight {reg2},^SH Req {reg3})
qstr_Medium^_Weight_{reg2}^SH_Req_{reg3}_|Medium^(Weight {reg2},^SH Req {reg3})
qstr_Heavy^_Weight_{reg2}^SH_Req_{reg3}_|Heavy^(Weight {reg2},^SH Req {reg3})
qstr_HP:_{reg3}^ARM:_{reg4}^WD:_{reg5}^SP:_{r|HP: {reg3}^ARM: {reg4}^WD: {reg5}^SP: {reg6}
qstr_HA:_{reg3}^BA:_{reg4}^LA:_{reg5}|HA: {reg3}^BA: {reg4}^LA: {reg5}
qstr_Req.:_Engineer_{reg3}^{reg4}_aurums.|Req.: Engineer {reg3},^{reg4} aurums.
qstr_Craft|Craft
qstr_Choose_a_prototype_for_the_current_armor|Choose a prototype for the current armor:
qstr_You_successfully_crafted_this_armor!|You successfully crafted this armor!
qstr__near_{s10}| near {s10}
qstr_Your_recruiter_who_was_commissioned_to_r|Your recruiter who was commissioned to recruit {reg10} recruits to {s13} has been defeated{s10}!
qstr_Your_caravan_sending_{s12}_to_{s13}_has_|Your caravan sending {s12} to {s13} has been defeated{s10}!
qstr_Your_messenger_on_the_way_to_{s13}_has_b|Your messenger on the way to {s13} has been defeated{s10}!
qstr_randomly|randomly
qstr_Your_soldiers_patrolling_{s13}_have_been|Your soldiers patrolling {s13} have been defeated{s10} by {s11}!
qstr_A_scout_trying_to_gather_information_abo|A scout trying to gather information about {s13} has been slain{s10}!
qstr_{s1}_of_{s3}_was_defeated_in_battle_but_|{s1} of {s3} was defeated in battle but managed to escape.
qstr_{s1}_is_now_a_prisoner_of_{s2}.|{s1} is now a prisoner of {s2}.
qstr_^Age:_unknown|^Age: unknown
qstr_^Age:_{reg1}|^Age: {reg1}
qstr_{s54}_is_a_claimant_to_the_throne_of_{s5|{s54} is a claimant to the throne of {s56}.
qstr_nowhere|nowhere
qstr_{s57}_and_{s58}|{s57} and {s58}
qstr_{reg3?She:He}|{reg3?She:He}
qstr_unknown|unknown
qstr_{reg26}|{reg26}
qstr_The_town_of_{s50}|The town of {s50}
qstr_The_village_of_{s50}_near_{s52}|The village of {s50} near {s52}
qstr_{s51}_belongs_to_{s1}_of_{s2}_and_is_whe|{s51} belongs to {s1} of {s2}, and is where you make your court.^
qstr_{s51}_belongs_to_{s1}_of_{s2}_and_is_wher|{s51} belongs to {s1} of {s2}, and is where {reg0?she:he} makes {reg0?her:his} court.^
qstr_{s51}_belongs_to_{s1}_of_{s2}_and_is_where|{s51} belongs to {s1} of {s2}, and is where {reg0?she:he} makes {reg0?her:his} home.^
qstr_{s51}_belongs_to_{s1}_of_{s2}.^|{s51} belongs to {s1} of {s2}.^
qstr_{s51}_belongs_to_{s2}_but_has_not_yet_be|{s51} belongs to {s2} but has not yet been granted to a lord.^
qstr_{s51}_belongs_to_{s2}.^|{s51} belongs to {s2}.^
qstr_{s2}Its_market_town_is_{s8}.^|{s2}Its market town is {s8}.^
qstr_{s7}_and_{s8}|{s7} and {s8}
qstr_{s2}It_has_no_villages.^|{s2}It has no villages.^
qstr_{s2}{reg0?Its_villages_are:Its_village_i|{s2}{reg0?Its villages are:Its village is} {s8}.^
qstr_{s2}Its_prosperity_is:_{s50}|{s2}Its prosperity is: {s50}
qstr_noone|noone
qstr_{s9}_and_{s10}|{s9} and {s10}
qstr_{s5}_has_been_defeated!|{s5} has been defeated!
qstr_{s7}_opened_the_gate|{s7} opened the gate
qstr_{s7}_closed_the_gate|{s7} closed the gate
qstr_{s0}|{s0}
qstr_Remaining_amount:__{reg59}/{reg60}_|Remaining amount: ({reg59}/{reg60})
qstr_Requires_Power_Draw:_{reg60}|Requires Power Draw: {reg60}
qstr_Requires_Power_Throw:_{reg60}|Requires Power Throw: {reg60}
qstr_Requires_Riding:_{reg60}|Requires Riding: {reg60}
qstr_Requires_Shield:_{reg60}|Requires Shield: {reg60}
qstr_Requires_Strength:_{reg60}|Requires Strength: {reg60}
qstr_Can_knock_down|Can knock down
qstr_+{reg1}_to_party_morale|+{reg1} to party morale
qstr_Requires_{reg1}_intelligence_to_read|Requires {reg1} intelligence to read
qstr_Reading_Progress:_{reg1}%|Reading Progress: {reg1}%
qstr_wound_treament|wound treament
qstr_trainer|trainer
qstr_surgery|surgery
qstr_trade|trade
qstr_+1_to_{s1}_while_in_inventory|+1 to {s1} while in inventory
qstr_Made_by_Dwarves_for_Dwarf_men!|Made by Dwarves for Dwarf men!
qstr_Made_by_humans_for_humans!|Made by humans for humans!
qstr_Made_by_Giants_for_male_Giants!|Made by Giants for male Giants!
qstr_A_frying_pan._Deals_3x_damage_when_used_|A frying pan. Deals 3x damage when used by a woman against a man.
qstr_A_cast_iron_frying_pan._Small_but_durabl|A cast iron frying pan. Small, but durable.
qstr_Missile_Speed:_{reg1}|Missile Speed: {reg1}
qstr_Forged_by_Master_Blacksmith_Einsvarth^im|Forged by Master Blacksmith Einsvarth,^imbued with element of fire.^Its blade brings flame upon the battlefield,^slices its opponent in half like 'hot' knife through butter.
qstr_Deals_double_damage_to_all_heroes.|Deals double damage to all heroes.
qstr_Fell_from_the_sky_as_a_meteorite^forged_|Fell from the sky as a meteorite,^forged in the fire mountain by the Sky King.^This is the sword of the Chosen One.
qstr_The_long_lost_treasure_of_Nisaynian_peop|The long lost treasure of Nisaynian people,^a relic sword that gets sharper with time.^It holds the symbol of a true ruler, said to^have once belonged to the first ruler of Nisaynia.^Damage has increased by {reg0}c.
qstr_There_is_no_understanding_of_what_this_s|There is no understanding of what this sword is or from whence it came.^It gives off a fearsome aura, is very heavy^despite its looks and certainly is a monstrous weapon.^Recovers health per hit
qstr_The_sword_wielded_by_Giulien_during_the_|The sword wielded by Giulien during the Battle^for Enlightenment. It glows with the blessing of the^Lord of Faith, seeking to cut down every last Grazir.^Deals 130% damage to Grazir troops
qstr_Created_from_Ventrilien_Shards_by_the_Ar|Created from Ventrilien Shards by the Arcane Scientists,^these weapons were wielded by the Arcane Defenders to fight the^Klymorian empire, and their vicious beasts.^Not implemented yet
qstr_Old_rusted_but_strangely_as_light_as_a_f|Old, rusted, but strangely as light as a feather.^The lack of care for this weapon is obvious.^It seems as if you can still hear the voices of those^who were silenced forever by this eerie spear.
qstr_Passed_down_for_generations_Krysanna_s_f|Passed down for generations, Krysanna's family heirloom.^The older sister of Eleison.
qstr_Empress_Tofu_s_Developer_Weapon.|Empress Tofu's Developer Weapon.
qstr_Not_yet_implemented._Effects_are_not_rep|Not yet implemented. Effects are not representative of its actual release.
qstr_Passed_down_for_generations_Kaiyrithe_s_|Passed down for generations, Kaiyrithe's family heirloom.^The younger sister of Requiem.
qstr_Teyva_s_relinquisher._Forged_from_the_de|Teyva's relinquisher. Forged from the desert^in which she protects.
qstr_Move_here|Move here
qstr_View_notes|View notes
qstr_Estimate_Potential_Party_Size|Estimate Potential Party Size
qstr_CHEAT:_Get_Daily_Wage|CHEAT: Get Daily Wage
qstr_Estimate_Party_Strength|Estimate Party Strength
qstr_CHEAT:_Get_Normal_Party_s_Weekly_Wage|CHEAT: Get Normal Party's Weekly Wage
qstr_CHEAT:_Give_10000_XP|CHEAT: Give 10000 XP
qstr_CHEAT:_Give_5000000_XP|CHEAT: Give 5000000 XP
qstr_DANGEROUS_CHEAT:_Remove_This_Party|DANGEROUS CHEAT: Remove This Party
qstr_Relation_report_for_this_party_s_faction|Relation report for this party's faction
qstr_Accompany|Accompany
qstr_Ideal_Party_Size_is_{reg0}.|Ideal Party Size is {reg0}.
qstr_Daily_payment_is_{reg0}.|Daily payment is {reg0}.
qstr_Cashed_daily_net_income_is_{reg0}.|Cashed daily net income is {reg0}.
qstr_Estimated_party_strength_on_current_terr|Estimated party strength on current terrain = {reg0} points
qstr_STR_=_{reg0}|STR = {reg0}
qstr_Weekly_wage_=_{reg0}|Weekly wage = {reg0}
qstr_{s1}:_{reg0}|{s1}: {reg0}
qstr_killed|killed
qstr_wounded|wounded
qstr_{s0}^TOTAL:_{reg3}__{s2}_|{s0}^TOTAL: {reg3} ({s2})
qstr_^None|^None
qstr_nothing|nothing
qstr_{reg0}_village{reg1?s:}|{reg0} village{reg1?s:}
qstr_{reg0}_castle{reg1?s:}|{reg0} castle{reg1?s:}
qstr_{reg0}_castle{reg1?s:}_and_{s0}|{reg0} castle{reg1?s:} and {s0}
qstr_{reg0}_town{reg1?s:}|{reg0} town{reg1?s:}
qstr_{reg0}_town{reg1?s:}_and_{s0}|{reg0} town{reg1?s:} and {s0}
qstr_{reg0}_town{reg1?s:}_{s0}|{reg0} town{reg1?s:}, {s0}
qstr_Your_opponents_are_ready_for_the_fight.|Your opponents are ready for the fight.
qstr_Try_to_destroy_as_many_targets_as_you_ca|Try to destroy as many targets as you can. You have two and a half minutes to clear the track.
qstr_Stay_behind_the_line_on_the_ground_and_s|Stay behind the line on the ground and shoot the targets. Try not to waste any shots.
qstr_Battle_Advantage_=_{reg0}.|Battle Advantage = {reg0}.
qstr_{s9}_wants_you_to_resume_following_his_a|{s9} wants you to resume following his army until further notice.
qstr_Enlisted_as_a_{s5}_in_the_party_of_{s13}|Enlisted as a {s5} in the party of {s13} of {s14}.
qstr_{s5}_of_the_{s7}_has_taken_ownership_of_|{s5} of the {s7} has taken ownership of {s4}.
qstr_{s4}_has_been_awarded_to_{s5}_of_the_{s7|{s4} has been awarded to {s5} of the {s7}.
qstr__Being_Raided_|(Being Raided)
qstr__Looted_|(Looted)
qstr__Under_Siege_|(Under Siege)
qstr_The_village_of_{s1}_has_been_looted_by_{|The village of {s1} has been looted by {s2}.
qstr_{s3}_is_no_longer_under_siege.|{s3} is no longer under siege.
qstr_Small_bands_of_enemies_spotted_near_{s1}|Small bands of enemies spotted near {s1}.
qstr_Enemy_patrols_spotted_near_{s1}.|Enemy patrols spotted near {s1}.
qstr_Medium_sized_group_of_enemies_spotted_ne|Medium-sized group of enemies spotted near {s1}.
qstr_Significant_group_of_enemies_spotted_nea|Significant group of enemies spotted near {s1}.
qstr_Army_of_enemies_spotted_near_{s1}.|Army of enemies spotted near {s1}.
qstr_Large_army_of_enemies_spotted_near_{s1}.|Large army of enemies spotted near {s1}.
qstr_Great_host_of_enemies_spotted_near_{s1}.|Great host of enemies spotted near {s1}.
qstr__{s10}_of_{s13}_recruits_{s11}_{s12}_in_| {s10} of {s13} recruits {s11} {s12} in {s14}
qstr_{s1}_has_been_besieged_by_{s2}_of_{s3}.|{s1} has been besieged by {s2} of {s3}.
qstr_{s5}_Mercenary_Guards|{s5} Mercenary Guards
qstr__{s1}__{s11}:_{s14}|({s1}) {s11}: {s14}
qstr_{s14}__{s21}_|{s14} ({s21})
qstr_{s5}_has_the_greatest_support_among_the_|{s5} has the greatest support among the lords of the {s4} to be the next marshall. {s0} is indisposed and cannot overrule their choice.
qstr_{s5}_has_the_greatest_support_among_the_l|{s5} has the greatest support among the lords of the {s4} to receive {s1}. {s0} is indisposed and cannot overrule their choice.
qstr_{s5}_has_the_greatest_support_among_the_lo|{s5} has the greatest support among the lords of the {s4} to be the next marshall, but {s0} overrules their choice.
qstr_{s5}_has_the_greatest_support_among_the_lor|{s5} has the greatest support among the lords of the {s4} to receive {s1}, but {s0} overrules their choice.
qstr_{s1}_is_the_new_marshal_of_{s2}.|{s1} is the new marshal of {s2}.
qstr_You_gained_{reg12}_renown.|You gained {reg12} renown.
qstr_You_lose_{reg12}_renown.|You lose {reg12} renown.
qstr_Your_relation_with_{s1}_has_improved_by_|Your relation with {s1} has improved by {reg0}. It is now {reg4}.
qstr_Your_relation_with_{s1}_has_deteriorated|Your relation with {s1} has deteriorated by {reg0}. It is now {reg4}.
qstr_You_gained_{reg0}_honour.|You gained {reg0} honour.
qstr_You_lost_{reg0}_honour.|You lost {reg0} honour.
qstr_People_of_the_Realm_Of_The_Falcon_are_ap|People of the Realm Of The Falcon are appalled at your decision and are leaving your kingdom.
qstr_{s1}_has_declared_war_against_{s2}.|{s1} has declared war against {s2}.
qstr_{s0}_is_laying_siege_to_{s1}.|{s0} is laying siege to {s1}.
qstr_{s0}_is_patrolling_around_{s1}.|{s0} is patrolling around {s1}.
qstr_{s0}_is_raiding_around_{s1}.|{s0} is raiding around {s1}.
qstr_{s0}_is_engaging_{s1}.|{s0} is engaging {s1}.
qstr_{s0}_is_accompanying_{s1}.|{s0} is accompanying {s1}.
qstr_{s0}_is_screening_the_advance_of_{s1}.|{s0} is screening the advance of {s1}.
qstr_{s0}_is_trading_with_{s1}.|{s0} is trading with {s1}.
qstr_{s0}_is_retreating_to_{s1}.|{s0} is retreating to {s1}.
qstr_{s0}_is_visiting_{s1}.|{s0} is visiting {s1}.
qstr_{s1}_and_{s2}_have_made_peace_with_each_|{s1} and {s2} have made peace with each other.
qstr_{s2}_{reg3?was:is_currently}_at_{s3}.|{s2} {reg3?was:is currently} at {s3}.
qstr_{s2}_{reg3?was:is}_travelling_to_{s3}_an|{s2} {reg3?was:is} travelling to {s3} and {reg4?she:he} {reg3?was:should be} close to {s4}{reg3?: at the moment}.
qstr_{s2}_{reg3?was:is}_travelling_to_{s3}_and|{s2} {reg3?was:is} travelling to {s3} and {reg4?she:he} {reg3?was:should be} between {s4} and {s1}{reg3?: at the moment}.
qstr_{s2}_{reg3?was:is}_in_the_field_and_{reg|{s2} {reg3?was:is} in the field and {reg4?she:he} {reg3?was:should be} close to {s3}{reg3?: at the moment}.
qstr_{s2}_{reg3?was:is}_in_the_field_and_{reg4|{s2} {reg3?was:is} in the field and {reg4?she:he} {reg3?was:should be} between {s3} and {s1}{reg3?: at the moment}.
qstr_{s2}_{reg3?was:is}_being_held_captive_at|{s2} {reg3?was:is} being held captive at {s3}.
qstr_{s2}_{reg3?was:has_been}_taken_captive_b|{s2} {reg3?was:has been} taken captive by {reg4?her:his} enemies.
qstr_{reg3?{s2}_s_location_was_unknown:I_don_|{reg3?{s2}'s location was unknown:I don't know where {s2} is}.
qstr_{s6}_has_joined_your_party.|{s6} has joined your party.
qstr_Hold_LEFT_or_RIGHT_CONTROL_and_press_NUM|Hold LEFT or RIGHT CONTROL and press NUM1/Up Arrow to store 10000 aurums in this fief's treasury or NUM2/Down Arrow to withdraw 10000 aurums (50000 aurums if holding down shift). Press NUM3 to switch on/off this fief accumulating money from rents/tariffs/enterprises instead of sending them to you.
qstr_Player_s_distance_to_target_pos_is_{reg3|Player's distance to target pos is {reg3}
qstr_You_now_owe_{reg2}_aurums_to_{s1}.|You now owe {reg2} aurums to {s1}.
qstr_You_have_deserted_from_the_party_of_{s13|You have deserted from the party of {s13}!
qstr_Notice!|Notice!
qstr_Total_friends_STR_=_{reg3}_main_party_ST|Total friends STR = {reg3}, main party STR = {reg5}, total enemy STR = {reg4}
qstr_BS_bonus_=_{reg3}.|BS bonus = {reg3}.
qstr_Renown_value_for_this_battle_is_{reg8}.|Renown value for this battle is {reg8}.
qstr_You_have_a_bad_reputation_here!|You have a bad reputation here!
qstr_You_are_attacked_by_a_group_of_angry_loc|You are attacked by a group of angry locals!
qstr_You_have_run_into_a_trap!|You have run into a trap!
qstr_You_are_attacked_by_a_group_of_bandits!|You are attacked by a group of bandits!
qstr_Your_party_consumed_{reg1}_units_of_food|Your party consumed {reg1} units of food{reg4?, {reg4} from foraging : }({reg2} days left). Due to the amount of foraging your party has done, your morale boosts!
qstr_Your_party_consumed_{reg1}_units_of_food{|Your party consumed {reg1} units of food{reg4?, {reg4} from foraging : }({reg2} days left).
qstr_{s2}_managed_to_forage_{reg4}_units_of_f|{s2} managed to forage {reg4} units of food to compliment supplies.
qstr_Holding|Holding
qstr_Following|Following
qstr_Charging|Charging
qstr_Advancing|Advancing
qstr_Falling_Back|Falling Back
qstr_Standing_Closer|Standing Closer
qstr_Spreading_Out|Spreading Out
qstr_Standing|Standing
qstr_Free|Free
qstr_Any_Weapon|Any Weapon
qstr_Blunt_Weapons|Blunt Weapons
qstr_Your_soldiers_patrolling_{s6}_disbanded_|Your soldiers patrolling {s6} disbanded because you left the faction!
qstr_{s1}_Rebels|{s1} Rebels
qstr_Given_by:_{s62}|Given by: {s62}
qstr_Given_on:_{s60}|Given on: {s60}
qstr_You_have_{reg0}_days_to_finish_this_ques|You have {reg0} days to finish this quest.
qstr_This_quest_has_been_concluded._Talk_to_{|This quest has been concluded. Talk to {s59} to finish it.
qstr_The_quest_is_complete._The_customer_is_s|The quest is complete. The customer is satisfied. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely or Meadbrewer.
qstr_The_quest_is_complete._The_customer_is_sa|The quest is complete. The customer is satisfied. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely.
qstr_This_quest_has_been_successfully_complet|This quest has been successfully completed. Talk to {s59} to claim your reward.
qstr_This_quest_has_failed._Talk_to_the_Cheva|This quest has failed. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely or Meadbrewer to explain the situation.
qstr_This_quest_has_failed._Talk_to_the_Cheval|This quest has failed. Talk to the Chevalier of Fortune Michael Enigmatic or Knight of Fortune Alik Grizzled or Adventuress Melanie Comely to explain the situation.
qstr_This_quest_has_failed._Talk_to_{s59}_to_|This quest has failed. Talk to {s59} to explain the situation.
qstr_At_the_time_quest_was_given:^{s1}|At the time quest was given:^{s1}
qstr_{s5}_has_a_strength_of_{reg1}_men_in_tot|{s5} has a strength of {reg1} men in total.
qstr_The_last_time_you_saw_{reg1?her:him}_{s1|The last time you saw {reg1?her:him}, {s1}
qstr_The_last_time_you_heard_about_{reg1?her:|The last time you heard about {reg1?her:him}, {s1}
qstr_Current_garrison_consists_of_{reg5}_men.|Current garrison consists of {reg5} men.^Has food stock for {reg6} days.
qstr_Very_Poor|Very Poor
qstr_Poor|Poor
qstr_Average|Average
qstr_Rich|Rich
qstr_Very_Rich|Very Rich
qstr_Scouts_report_that_the_Horde_of_Moshowki|Scouts report that the Horde of Moshowki is heading to {s3}.
qstr_Scouts_report_that_the_Horde_of_Sine_is_|Scouts report that the Horde of Sine is heading to {s3}.
qstr_Scouts_report_that_the_Horde_of_Shun_Ha_|Scouts report that the Horde of Shun Ha is heading to {s3}.
qstr_Scouts_report_that_the_Horde_of_Jin_is_h|Scouts report that the Horde of Jin is heading to {s3}.
qstr_Manor|Manor
qstr_A_manor_lets_you_rest_at_the_village_and|A manor lets you rest at the village and pay your troops half wages while you rest.
qstr_Mill|Mill
qstr_A_mill_increases_village_prosperity_by_5|A mill increases village prosperity by 5%.
qstr_Well|Well
qstr_A_well_increases_village_prosperity_by_5|A well increases village prosperity by 5%.
qstr_Watch_Tower|Watch Tower
qstr_A_watch_tower_lets_the_villagers_raise_a|A watch tower lets the villagers raise alarm earlier. The time it takes for enemies to loot the village increases by 50%.
qstr_Guard_Post|Guard Post
qstr_A_guard_post_allows_the_villagers_to_be_|A guard post allows the villagers to be accompanied by a small mercenary party to ensure safe travels. This also allows mercenaries to defend the village during infestations and raids.
qstr_School|School
qstr_A_shool_increases_the_loyality_of_the_vi|A shool increases the loyality of the villagers to you by +1 every month.
qstr_Academy|Academy
qstr_An_academy_grants_your_villagers_the_pot|An academy grants your villagers the potential for a higher education. +1 more relation every month and prevents negative events from happening to your village.
qstr_Messenger_Post|Messenger Post
qstr_A_messenger_post_lets_the_inhabitants_se|A messenger post lets the inhabitants send you a message whenever enemies are nearby, even if you are far away from here.
qstr_Prison_Tower|Prison Tower
qstr_A_prison_tower_reduces_the_chance_of_cap|A prison tower reduces the chance of captives held here running away successfully.
qstr_Palisade|Palisade
qstr_A_palisade_is_a_simple_wooden_wall_aroun|A palisade is a simple wooden wall around the village that helps protect from enemies. The time it takes for enemies to loot the village increases by 25%.
qstr_Caltrops|Caltrops
qstr_Caltrops_are_set_around_the_village_when|Caltrops are set around the village when enemies are sighted. It prevents horses from being used in the attack, but it also prevents them from being used in the defense.
qstr_Merchant_Guild_Hall|Merchant Guild Hall
qstr_Build_it_to_please_the_merchant_communit|Build it to please the merchant community and engage in trade enterprises. Increases the town prosperity every week.
qstr_University|University
qstr_Build_it_to_increase_and_spread_knowledg|Build it to increase and spread knowledge in your name. Increases your renown and town/s relation every week.
qstr_Blacksmith|Blacksmith
qstr_A_blacksmith_refills_your_and_your_troop|A blacksmith refills your and your troops ammo every minute during a defensive siege.
qstr_Caravan_Escort_Outpost|Caravan Escort Outpost
qstr_A_caravan_escort_outpost_sends_30_extra_|A caravan escort outpost sends 30 extra mercenaries with any caravan that originates from the town, more than enough to defend from the wandering mercenary war parties.
qstr_Bookstore|Bookstore
qstr_A_bookstore_adds_a_random_weekly_selecti|A bookstore adds a random weekly selection of books to the goods vendor.
qstr_Festival_Square|Festival Square
qstr_A_festival_square_allows_the_town_to_hav|A festival square allows the town to have a regular bazaar and hold monthly festivals. The loyalty of a town increases monthly and party morale increases for every day spent in town.
qstr_Mercenary_Guild|Mercenary Guild
qstr_A_mercenary_guild_is_established_in_town|A mercenary guild is established in town, opening up the doors to mercenary work for the locals. You will also be able to recruit them into your party.
qstr_Prosperity_of_{s2}_has_changed_from_{s3}|Prosperity of {s2} has changed from {s3} to {s4}.
qstr_{s4}_looks_upset.|{s4} looks upset.
qstr_your_party|your party
qstr_{reg0?One_of_your_prisoners_:}{s1}_of_{s|{reg0?One of your prisoners, :}{s1} of {s3} has escaped from captivity!
qstr_You_brought_{reg3}_heads_of_cattle_to_{s|You brought {reg3} heads of cattle to {s1}.
qstr_I_heard_that_there_will_be_a_tournament_|I heard that there will be a tournament in {s62} soon.
qstr_I_heard_some_people_say_they_don_t_belie|I heard some people say they don't believe {s6} is really dead.
qstr_I_heard_a_traveller_say_that_he_came_acr|I heard a traveller say that he came across {s6} while journeying outside these lands.
qstr_I_heard_that_{s6}_intends_to_raise_an_ar|I heard that {s6} intends to raise an army and seize the throne from {s61}.
qstr_I_heard_that_one_can_buy_{s62}_very_chea|I heard that one can buy {s62} very cheap at {s63}.
qstr_I_heard_that_they_pay_a_very_high_price_|I heard that they pay a very high price for {s62} at {s63}.
qstr_martial_2|martial 2
qstr_martial|martial
qstr_quarrelsome_2|quarrelsome 2
qstr_quarrelsome|quarrelsome
qstr_selfrighteous_2|selfrighteous 2
qstr_selfrighteous|selfrighteous
qstr_cunning_2|cunning 2
qstr_cunning|cunning
qstr_debauched_2|debauched 2
qstr_debauched|debauched
qstr_goodnatured_2|goodnatured 2
qstr_goodnatured|goodnatured
qstr_upstanding_2|upstanding 2
qstr_upstanding|upstanding
qstr_Relation_with_faction_leader:_{reg0}|Relation with faction leader: {reg0}
qstr_Relation_with_faction:_{reg0}|Relation with faction: {reg0}
qstr_two_days_ago|two days ago
qstr_Falcons|Falcons
qstr_Valahir|Valahir
qstr_Kaikoth|Kaikoth
qstr_Geldarin|Geldarin
qstr_Cretas|Cretas
qstr_Kuu_lans|Kuu-lans
qstr_Bakhals|Bakhals
qstr_Sut|Sut
qstr_Aroulians|Aroulians
qstr_Venetoran|Venetoran
qstr_Zannese|Zannese
qstr_You_gain_right_to_rule.|You gain right to rule.
qstr_You_lose_right_to_rule.|You lose right to rule.
qstr_{s0}^{s1}|{s0}^{s1}
qstr_{reg0}_aurums_added_to_treasury.|{reg0} aurums added to treasury.
qstr_{reg0}_aurums_removed_from_the_treasury_|{reg0} aurums removed from the treasury of {s26}.
qstr_{s1}_and_{s2}_have_entered_into_an_allia|{s1} and {s2} have entered into an alliance with each other.
qstr_{s1}_and_{s2}_have_concluded_a_defensive|{s1} and {s2} have concluded a defensive pact with each other.
qstr_{s1}_and_{s2}_have_concluded_a_trade_agr|{s1} and {s2} have concluded a trade agreement with each other.
qstr_{s1}_and_{s2}_have_concluded_a_non_aggre|{s1} and {s2} have concluded a non aggression pact with each other.
qstr_{s5}_Patrol|{s5} Patrol
qstr_Transfer_to_{s5}|Transfer to {s5}
qstr_{s5}_scout|{s5} scout
qstr_{s4}_has_returned_from_exile_seeking_ref|{s4} has returned from exile, seeking refuge with {s6} of {s5}.
qstr_{s4}_has_been_granted_a_pardon_by_{s6}_o|{s4} has been granted a pardon by {s6} of {s5} and has returned from exile.
qstr_Given_the_way_things_stand_between_us_at|Given the way things stand between us at the moment, {playername}, I would not consider it prudent to enter into such an arrangement.
qstr_{playername}_I_am_grateful_to_you_but_in|{playername}, I am grateful to you, but in the eyes of the people you do not have sufficient legitimacy as a potential co-ruler. Marrying you would undermine my own claim to the throne.
qstr_{playername}_I_know_that_if_it_were_not_|{playername}, I know that if it were not for you I would not sit on this throne, but your name is little renowned in Perisno. Marrying you would be perceived as an uneven match and would call into question my own claim to the throne.
qstr_{playername}_I_am_grateful_for_your_assi|{playername}, I am grateful for your assistance in regaining my rightful throne, but you do not have sufficient personal holdings to be a suitable match for me. It would be an uneven partnership.
qstr_{playername}_I_am_grateful_to_you_but_if|{playername}, I am grateful to you, but if I were to accept at this time I would risk offending powerful lords such as {s15}, who may consider themselves to have honor equal to or greater than your own.
qstr_{playername}_I_am_grateful_to_you_but_if_|{playername}, I am grateful to you, but if I were to accept at this time I would risk offending great lords such as {s15}, who may consider themselves to have honor equal to or greater than your own.
qstr_{playername}_while_I_am_grateful_to_you_|{playername}, while I am grateful to you, I must confess I am fond of {s15}.
qstr_Our_realm_has_too_few_vassals.__In_the_c|Our realm has too few vassals. In the current precarious state of the affairs I must use the lure of a potential political alliance to attract new vassals, and cannot yet be seen to commit to any single {reg65?suitor:candidate}.
qstr_Because_I_have_insufficient_personal_hol|Because I have insufficient personal holdings compared to {s15}, if I entered into such an arrangement I would risk appearing to be a puppet, throwing the stability of the realm into jeopardy.
qstr_Because_my_personal_holdings_are_insuffi|Because my personal holdings are insufficiently large compared to other lords of the {s14}, if I entered into such an arrangement I would risk appearing to be a puppet, throwing the stability of the realm into jeopardy.
qstr_I_am_grateful_to_you_{playername}_but_yo|I am grateful to you, {playername}, but you have too many enemies among the lords of the {s14} for your proposal to be politically viable. If I were to accept, there might be a revolt.
qstr_You_have_engendered_too_much_controversy|You have engendered too much controversy recently, {playername} . If I were to accept at this time, there might be a revolt among the lords of the {s14}. Let us speak of this later when the furor has died down.
qstr_If_you_desire_to_lead_the_{s14}_alongsid|If you desire to lead the {s14} alongside me, gather support among my vassals to become marshall, and demonstrate to them your abilities as a war leader.
qstr_Our_realm_has_lost_too_much_territory.__|Our realm has lost too much territory. We once held {s1} but now only hold {s0}. In the current precarious state of affairs I must retain the possibility of a political alliance to use as a bargaining chip with the other sovereigns, so I yet be seen to commit to any single {reg65?suitor:candidate}. Restore the {s14} to its former glory, and I will gladly have you rule beside me as my {husband/wife}.
qstr_{s0}_{reg0?have:has}_been_lost_to_foreig|{s0} {reg0?have:has} been lost to foreign hands. Restore the {s14} to its rightful boundaries, and I will gladly have you rule beside me as my {husband/wife}.
qstr_You_have_only_been_marshall_for_{reg0}_{|You have only been marshall for {reg0} {reg1?days:day}. Let us speak of this after you have held the post for at least two weeks.
qstr_If_not_for_you_I_would_not_sit_on_this_t|If not for you I would not sit on this throne, {playername}. When we started our long walk, few people had the courage to support me. And fewer still would be willing to put their lives at risk for my cause. But you didn't hesitate for a moment in throwing yourself at my enemies. We have gone through a lot together, and with God's help, we prevailed. I will gladly accept you as both my {husband/wife} and co-ruler of the {s14}.
qstr_You_sold_{reg1}_{reg3?items:item}_to_{s0|You sold {reg1} {reg3?items:item} to {s0} and gained {reg0} {reg3?aurums:aurum}.
qstr_You_sold_{reg1}_{reg3?items:item}_to_the|You sold {reg1} {reg3?items:item} to the {s0} and gained {reg0} {reg3?aurums:aurum}.
qstr_You_have_bought_{reg2}_{reg4?kinds:kind}|You have bought {reg2} {reg4?kinds:kind} of food and lost {reg1} {reg3?aurums:aurum}.
qstr_You_sold_{reg2}_{reg4?kinds:kind}_of_rot|You sold {reg2} {reg4?kinds:kind} of rotten food and gained {reg1} {reg3?aurums:aurum}.
qstr_axe|axe
qstr_spear|spear
qstr_bow|bow
qstr_sword|sword
qstr_axes|axes
qstr_spears|spears
qstr_bows|bows
qstr_swords|swords
qstr_swing_my_axe|swing my axe
qstr_lift_my_spear|lift my spear
qstr_loose_my_arrows|loose my arrows
qstr_swing_my_sword|swing my sword
qstr_sultan|sultan
qstr_khans|khans
qstr_sultans|sultans
qstr_kings|kings
qstr_lord|lord
qstr_lords|lords
qstr_goatherd|goatherd
qstr_swineherd|swineherd
qstr_stable_{reg33?girl:boy}|stable {reg33?girl:boy}
qstr_shepherd_{reg33?girl:boy}|shepherd {reg33?girl:boy}
qstr_kvass|kvass
qstr_kumis|kumis
qstr_mead|mead
qstr_wine|wine
qstr_You_attempt_to_collect_all_your_funds_bu|You attempt to collect all your funds, but realize you still have {reg0} aurums in debt to pay.
qstr_You_have_successfully_withdrawn_all_the_|You have successfully withdrawn all the funds from your treasuries and assets, but you paid some debt in the process.
qstr_You_have_no_funds_to_be_withdrawn.|You have no funds to be withdrawn.
qstr_You_have_successfully_withdrawn_all_the_f|You have successfully withdrawn all the funds from your treasuries and assets.
qstr_{reg0?Y:y}ou|{reg0?Y:y}ou
qstr_{reg0?M:m}yself|{reg0?M:m}yself
qstr_{reg0?O:o}ur_{s1}_{s0}|{reg0?O:o}ur {s1} {s0}
qstr_{reg0?M:m}y_{s1}_{s0}|{reg0?M:m}y {s1} {s0}
qstr_{reg0?Y:y}our_{s1}_{s0}|{reg0?Y:y}our {s1} {s0}
qstr_{s2}:_{reg3}_{reg4}_days|{s2}: {reg3}, {reg4} days
qstr_{s4}:_{reg4}|{s4}: {reg4}
qstr_{s1}_gathering_support_|{s1}(gathering support)
qstr_{s1}__intelligence_|{s1} (intelligence)
qstr_{s1}__ambassy_|{s1} (ambassy)
qstr_{s1}__minister|{s1} (minister
qstr_{s1}__under_arms_|{s1} (under arms)
qstr_{s1}__attempting_to_rejoin_|{s1} (attempting to rejoin)
qstr_{s1}__separated_after_battle_|{s1} (separated after battle)
qstr__knows_of_you.| knows of you.
qstr__has_no_opinion_about_you.| has no opinion about you.
qstr_{s57}_and_{s50}|{s57} and {s50}
qstr_Perisno.|Perisno.
qstr_sworn_man|sworn man
qstr_ruler|ruler
qstr_free_man|free man
qstr_{s1}_Renown:_{reg40}_Controversy:_{reg41|{s1} Renown: {reg40}, Controversy: {reg41}^Honor: {reg42}, Right to rule: {reg43}^You are a {s44} of {s45}^{reg45?{reg46?Your liege, {s46},{s47}:You are the ruler of {s45}}:}^^Friends: ^Enemies: ^^Fiefs:^ {reg50?{s50}:no fief}
qstr_{s1}{s2}_{reg46?Reputed_to_be_{s42}:}^Re|{s1}{s2} {reg46?Reputed to be {s42}:}^Renown: {reg40}, Controversy: {reg41} {reg46?Impatience: {reg43}:}^{s44} noble of the {s45}^{reg46?Liege: {s46}, Relation: {reg47}:Ruler of the {s45}}^^{reg48?Currently prisoner of the {s48}:}^Days since last meeting: {reg49}^^Fiefs {reg51?(was promised a fief):}:^ {reg50?{s50}:no fief}
qstr_conventional|conventional
qstr_adventurous|adventurous
qstr_otherwordly|otherwordly
qstr_ambitious|ambitious
qstr_moralist|moralist
qstr_just_met|just met
qstr_admirer|admirer
qstr_promised|promised
qstr_breakup|breakup
qstr_Heroic_{s50}|Heroic {s50}
qstr_Allegoric_{s50}|Allegoric {s50}
qstr_Comic_{s50}|Comic {s50}
qstr_Mystic_{s50}|Mystic {s50}
qstr_Tragic_{s50}|Tragic {s50}
qstr_{s1}{s2}_Controversy:_{reg41}^Reputation|{s1}{s2} Controversy: {reg41}^Reputation: {s42}, Courtship state: {s43}^Belongs to the {s45}^{reg46?Her father, {s46}:Her guardian, {s46}}{s47}^Allowed to visit: {reg45?yes:no} {reg48?Betrothed to {s48}:}^^Days since last meeting: {reg49}^^Poems:^ {reg50?{s50}:no poem heard}
qstr_Gathering_support|Gathering support
qstr_Gathering_intelligence_in_the_{s66}|Gathering intelligence in the {s66}
qstr_Ambassy_to_{s66}|Ambassy to {s66}
qstr_Minister|Minister
qstr_none|none
qstr_{s1}_{s2}^Reputation:_{s42}^Born_at_{s43|{s1}, {s2}^Reputation: {s42}^Born at {s43}^Contact in {s44} of the {s45}.^^{reg48?Currently prisoner of the {s48}:}^Days since last talked to: {reg49}^^Current mission:^ {s50}{reg50?, back in {reg50} days.:}
qstr_{s1}^|{s1}^
qstr_{s0}_Trade_Ledger_Array|{s0} Trade Ledger Array
qstr_Hard_Mode:_Setting_damage_to_player_to_m|Hard Mode: Setting damage to player to maximum
qstr_Hard_Mode:_Setting_damage_to_allies_to_m|Hard Mode: Setting damage to allies to maximum
qstr_Hard_Mode:_Setting_combat_speed_to_maxim|Hard Mode: Setting combat speed to maximum
qstr_Hard_Mode:_Setting_campaign_AI_to_maximu|Hard Mode: Setting campaign AI to maximum
qstr_Hard_Mode:_Setting_combat_AI_to_maximum|Hard Mode: Setting combat AI to maximum
qstr_#|#
qstr_{s0}{s1}|{s0}{s1}
qstr_Best_threat_of_{s4}_has_value_level_of_{|Best threat of {s4} has value level of {reg1}
qstr_No_center_found_to_defend|No center found to defend
qstr_DEBUG_:_attack_of_{s8}_is_{reg0}_{reg11}|DEBUG : attack of {s8} is {reg0}({reg11}), prs:{reg7}, pow:{reg8}, dis:{reg9}, lst:{reg10}
qstr_You_don_t_understand_why_you_failed.|You don't understand why you failed.
qstr_You_understand_why_you_failed_and_so_gai|You understand why you failed, and so gain {reg6} extra experience from your failure.
qstr_{s2}{s1}_|{s2}{s1},
qstr__The_following_food_items_were_destroyed| The following food items were destroyed or looted: {s2}.
qstr__A_pack_horse_has_ran_off!!| A pack horse has ran off!!
qstr__Some_tools_have_been_broken_or_misplace| Some tools have been broken or misplaced.
qstr__{reg3}| {reg3}
qstr_avoid_melee|avoid melee
qstr_stand_and_fight|stand and fight
qstr_Everyone|Everyone
qstr_Disabled|Disabled
qstr_Undefined!|Undefined!
qstr_Morale_of_your_troops_wavers!|Morale of your troops wavers!
qstr_Morale_of_your_enemies_wavers!|Morale of your enemies wavers!
qstr_You_lost_{reg1}_experience_points.|You lost {reg1} experience points.
qstr_Armor_was_assessed._The_quality_of_this_|Armor was assessed. The quality of this soldier is {reg1}%.
qstr_Horses_were_assessed._The_quality_of_thi|Horses were assessed. The quality of this soldier is {reg1}%.
qstr_Shields_were_assessed._The_quality_of_th|Shields were assessed. The quality of this soldier is {reg1}%.
qstr_Bows_were_assessed._The_quality_of_this_|Bows were assessed. The quality of this soldier is {reg1}%.
qstr_Crossbows_were_assessed._The_quality_of_|Crossbows were assessed. The quality of this soldier is {reg1}%.
qstr_Throwing_weapons_were_assessed._The_qual|Throwing weapons were assessed. The quality of this soldier is {reg1}%.
qstr_Melee_weapons_were_assessed._The_quality|Melee weapons were assessed. The quality of this soldier is {reg1}%. The limit is 150%.
qstr_Melee_weapons_were_assessed._The_quality_|Melee weapons were assessed. The quality of this soldier is {reg1}%. The limit is 120%.
qstr__{reg50}{reg51}_|({reg50},{reg51})
qstr_Galwe_Incendirim_Crossbows_and_Galwe_Exp|Galwe Incendirim Crossbows and Galwe Explosive Bolts must be used together!
qstr_You_cannot_equip_Tolranian_Incendirim_Cr|You cannot equip Tolranian Incendirim Crossbow without Tolranian Explosive Bolts and vice versa!
qstr_Each_dialogue_is_tied_to_your_attributes|Each dialogue is tied to your attributes! Repeating the same option will reduce its effectiveness. The scale is between 0 to 10 and begins on 5. If you reach 10, you succeed! If you fall to 0, you fail!^^Option 1: STR^Option 2: AGI^Option 3: INT^Option 4: CHA
qstr_Welcome_to_the_Perisno_Persuasion_Check!|Welcome to the Perisno Persuasion Check!
qstr___{reg0}%_Success_| ({reg0}% Success)
qstr_Hmm..._I_don_t_know.|Hmm... I don't know.
qstr_I_just_want_to_be_a_free_man.|I just want to be a free man.
qstr_Please_why_can_t_people_just_leave_me_al|Please, why can't people just leave me alone?
qstr_No..._You_re_bluffing!|No... You're bluffing!
qstr_Surely?_I_doubt_that.|Surely? I doubt that.
qstr_Hmm..._Perhaps.|Hmm... Perhaps.
qstr_You_might_be_right._Surely_some_men_will|You might be right. Surely some men will wish to not do battle.
qstr_I_have_the_upperhand_here._I_don_t_belie|I have the upperhand here. I don't believe you are convincing enough.
qstr_Attempting_to_snake_your_way_out_of_this|Attempting to snake your way out of this one?
qstr_I_think_you_ll_have_to_try_harder_than_t|I think you'll have to try harder than that.
qstr_That_doesn_t_sound_right.|That doesn't sound right.
qstr_I_m_not_sure_if_I_m_convinced.|I'm not sure if I'm convinced.
qstr_Krysanna_would_not_be_happy_about_this.|Krysanna would not be happy about this.
qstr_Mhm.|Mhm.
qstr_...Mhm.|...Mhm.
qstr_Mhm...|Mhm...
qstr_A_messenger_rides_up_to_you_and_tells_yo|A messenger rides up to you and tells you that your income has arrived.
qstr_A_messenger_rides_up_to_you_and_tells_you|A messenger rides up to you and tells you that your income has arrived, but you had debt to pay.
qstr_DEBUG__GPU_:_Label__{s31}__stored_in_slo|DEBUG (GPU): Label '{s31}' stored in slot {reg32}, value {reg31}.
qstr___{reg1}_{reg2}__|( {reg1}, {reg2} )
qstr_array[{reg0}]_created|array[{reg0}] created
qstr_array[{reg0}]_destroyed|array[{reg0}] destroyed
qstr_array_p_shift_range_array={reg21}_start_|array p shift range array={reg21}, start index={reg22}, end index={reg23}, shift offset={reg24}, default value={reg25}
qstr_While_equipped:_Eagle_Eye|While equipped: Eagle Eye
qstr_+_2_Spotting_+_1_Path_finding|+ 2 Spotting, + 1 Path-finding
qstr_While_equipped:_Noble_Enchantment|While equipped: Noble Enchantment
qstr_+_3_Ironflesh|+ 3 Ironflesh
qstr_While_equipped:_Fleetsole|While equipped: Fleetsole
qstr_+_2_Athletics|+ 2 Athletics
qstr_While_equipped:_Hound|While equipped: Hound
qstr_+_2_Foraging_+_1_Path_finding|+ 2 Foraging, + 1 Path-finding
qstr_While_equipped:_Cat|While equipped: Cat
qstr_+_2_Foraging_+_2_Path_finding|+ 2 Foraging, + 2 Path-finding
qstr_While_equipped:_Royal_Enchantment|While equipped: Royal Enchantment
qstr_+_4_Ironflesh|+ 4 Ironflesh
qstr_While_equipped:_Advanced_Enchantment|While equipped: Advanced Enchantment
qstr_+_2_Ironflesh|+ 2 Ironflesh
qstr_While_equipped:_Goat|While equipped: Goat
qstr_While_in_possession:_Merchant|While in possession: Merchant
qstr_+_2_Trade_+_2_Inventory_Management|+ 2 Trade, + 2 Inventory Management
qstr_While_equipped:_Simple_Enchantment|While equipped: Simple Enchantment
qstr_+_1_Ironflesh|+ 1 Ironflesh
qstr_While_equipped:_Peddler|While equipped: Peddler
qstr_+_1_Trade_+_1_Inventory_Management|+ 1 Trade, + 1 Inventory Management
qstr_While_equipped:_Nurses_Aid|While equipped: Nurses Aid
qstr_+_1_Wound_Treatment_+_1_Surgery|+ 1 Wound Treatment, + 1 Surgery

タグ:

+ タグ編集
  • タグ:
最終更新:2022年07月16日 23:54