原文 > Perisno > quick_strings3

qstr_AI_Weapons_System|AI Weapons System
qstr_How_randomly_do_troo|How randomly do troops change weapons
qstr_Melee_Weapon_to_Prio|Melee Weapon to Prioritize:
qstr_Onehand__>_Twohand__|Onehand -> Twohand -> Polearm
qstr_Onehand__>_Polearm__|Onehand -> Polearm -> Twohand
qstr_Twohand__>_Onehand__|Twohand -> Onehand -> Polearm
qstr_Twohand__>_Polearm__|Twohand -> Polearm -> Onehand
qstr_Polearm__>_Onehand__|Polearm -> Onehand -> Twohand
qstr_Polearm__>_Twohand__|Polearm -> Twohand -> Onehand
qstr_Bastards_in_Twohande|Bastards in Twohanded Mode:
qstr___On__|- On -
qstr_Polearms_in_Twohande|Polearms in Twohanded Mode:
qstr_Siege_Options|Siege Options
qstr_Charge_On_Death:|Charge On Death:
qstr_Unlimited_Siege_Rein|Unlimited Siege Reinforcements:
qstr_Enable_Siege_Reassig|Enable Siege Reassignments while Attacking:
qstr_Enable_Siege_Reassign|Enable Siege Reassignments while Defending:
qstr_Reassign_Ranged_Infa|Reassign Ranged Infantry To:
qstr_Reassign_Ranged_Cava|Reassign Ranged Cavalry To:
qstr_Reassign_Ammo_Exhaus|Reassign Ammo Exhausted Archers To:
qstr_Reassign_Ammo_Exhaust|Reassign Ammo Exhausted Horse Archers To:
qstr_Perisno^Options|Perisno^Options
qstr_Faction_Colors|Faction Colors
qstr_You_must_enable_NPC_|You must enable NPC party sorting for player fief sorting to take effect.
qstr_If_Enabled_party_so|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_garr|If Enabled, all garrisons in player fiefs will be sorted automatically (Must enable party sorting)^^Default = Toggled Off
qstr_If_Enabled_all_part|If Enabled, all parties will have their prisoners sorted automatically every 12 hours. Can cause lag.^^Default = Enabled.
qstr_If_Enabled_the_play|If Enabled, the player's party will have their prisoners sorted automatically every 12 hours^^Default = Enabled.
qstr_If_Enabled_AI_Lords|If Enabled, AI Lords will get rid of all troops not associated with their party template whenever they replenish troops, and try to recover more.^^THIS IS A BETA FEATURE!!! IT ONLY AFFECTS LORDS!!! NOBODY ELSE!!!^^Default = Disabled
qstr_If_Enabled_AI_Lords_|If Enabled, AI Lords who do not have unique party templates will always try to use their current kingdom's troops.^^This affects strictly faction lords.^^Default = Disabled
qstr_If_Enabled_will_use|If Enabled, will use Native random scene generator (80-degree slopes included).^^Default = Toggled Off
qstr_If_enabled_the_inve|If enabled, the inventories of merchants upon refresh will be sorted categorically instead of from most expensive to least expensive.^^Default: Disabled
qstr_If_enabled_will_aut|If enabled, will automatically save every night.^^Default: Disabled
qstr_WSE2_players_should_|WSE2 players should enable this. Prevents the camera from entering custom camera mode with the default view changing key and forces it to only occur with END key.^^Default: Enabled
qstr_Disabling_NPC_Compla|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.^^Default = Toggled On
qstr_Enabling_this_will_f|Enabling this will force all companions to appear in every tavern you enter.^^Default = Toggled Off
qstr_If_Enabled_lords__p|If Enabled, lords' parties will attempt to always charge in battle instead of dancing in circles.^^Default = Enabled
qstr_Toggle_this_option_t|Toggle this option to disable the 'You prepare to fire multiple arrows.' message whenever activating Multishot.^^Default = Toggled Off
qstr_Disables_an_intended|Disables an intended Perisno mechanic that prevents enemies from surviving knockouts. Enabling this prevents deaths from blunt trauma.^^Default = Toggled Off
qstr_Disables_improved_AI|Disables improved AI for horse archers.^^Default = Toggled Off
qstr_If_Enabled_the_playe|If Enabled, the player and the AI can no longer use First Aid or Battlecry.^^Default = Toggled Off
qstr_If_Enabled_the_player|If Enabled, the player and the AI can no longer benefit from sprinting. ^^Does not affect the +25% speed bonus from battlecry.^^Default = Toggled Off
qstr_When_Enabled_soldie|When Enabled, soldiers will shout faction-specific warcries during battles.^^Default = Toggled Off
qstr_If_enabled_you_will|If enabled, you will always have equal (or mostly equal) troops on the field compared to the enemies and vice versa.^^Default = Toggled Off
qstr_If_Disabled_cavalry|If Disabled, cavalry will not dismount in crowds (drawback - when dehorsed, riders will rather passively look for a new horse).^^Default = Toggled Off
qstr_When_Enabled_during|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 = Toggled Off
qstr_If_enabled_shows_yo|If enabled, shows you damage notifications when using 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 bombs at all.^^Default = Toggled Off
qstr_If_enabled_displays|If enabled, displays a death message of whoever that burned to death.^^Default = Toggled On
qstr_When_enabled_a_small|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.^^Default = Toggled On
qstr_This_sets_the_maximu|This sets the maximum number of reinforcement waves.^^Default = 6
qstr_This_sets_the_thresh|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|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_m|This sets the time multiplier while resting and waiting.^^Default = 5^^WARNING: Raising this high can cause triggers to fire too quickly, crashing the game
qstr_This_sets_how_many_h|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_This_sets_how_many_d|This sets how many days it will take for the traders to refresh their inventory.^^Default = 4^^It will always reset at night at the end of the given date.^As an example setting it to 300 and waiting 14 days then setting it to 4 will have it reset that night and start over again.
qstr_While_holding_down_C|While holding down CTRL + SPACE to speed up the game, this will attempt to send you a warning if there is a hostile nearby.^^Default = Toggled Off
qstr_When_Enabled_uses_N|When Enabled, uses Native trade screen without new buttons.^^Default = Toggled Off
qstr_Enable_Freelancer_mi|Enable Freelancer minimod to play it. It was reported to be bugged so do it at your own risk.^^Default = Enabled
qstr_Turn_this_on_to_igno|Turn this on to ignore battles that your lord is most likely guaranteed to win.^^Default = Toggled Off
qstr_Turn_this_on_if_you_|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.^^Default = Toggled Off
qstr_Turn_this_off_if_you|Turn this off if you want to prevent yourself from being stripped when you rank up while freelancing. This will allow you to keep your equipment on even after ranking up.^^Default = Toggled Off
qstr_Enable_Adventurers__G|Enable Adventurers' Guild and their questline.^^Default = Enabled^^
qstr_When_disabled_notif|When disabled, notifications regarding where a lord was imprisoned will no longer appear.^^Default = Toggled On
qstr_When_enabled_captur|When enabled, captured lords from any faction will be highlighted yellow. This will also highlight the notification regarding the location of an imprisoned lord, when they become a prisoner.^^Default = Toggled Off
qstr_When_enabled_every_|When enabled, every time a garrison has been besieged it will be highlighted yellow.^^Default = Toggled Off
qstr_When_enabled_you_wi|When enabled, you will ignore notifications from your kingdom's villages whenever they are under attack.^^Default = Toggled Off
qstr_When_enabled_marsha|When enabled, marshal tasks will no longer inform you via a full screen display. You will instead receive a message at the bottom.^^Default = Toggled Off
qstr_When_enabled_you_wil|When enabled, you will no longer receive a weekly Financial reports on landowning.^^Default = Toggled Off
qstr_When_enabled_you_will|When enabled, you will no longer receive a weekly Budget reports.^^Default = Toggled Off
qstr_Prevents_most_overwo|Prevents most overworld Faction-based notifications from interrupting your gameplay, which usually involves factions going to war, peace, etc.^^Default = Toggled Off
qstr_Teleports_a_travelle|Teleports a traveller into any tavern you enter.^^Default = Toggled Off
qstr_Completely_disables_|Completely disables tracking. CTLR + T will still reveal tracks.^Default: Toggled Off
qstr_Only_matters_if_you_|Only matters if you have cheats on. Enable this to prevent most debug messages.^Default: Toggled On
qstr_In_Perisno_you_gain|In Perisno, you gain a randomly selected stat every 3 to 4 weeks. Ticking this box will disable it.^Default: Toggled Off
qstr_After_this_date_the|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_toggled_on_Zan|When toggled on, Zann will attempt to attack random castles and towns instead of pre-determined locations during the SECOND wave of spawns. First wave of attacks remain unchanged.^Default: Toggled Off
qstr_Overworld_Icon^^Defa|Overworld Icon^^Default = Default
qstr_When_enabled_this_c|When enabled, this causes horses to travel slower as they take damage.^^Default = Toggled Off
qstr_Ticked_autocalculat|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.^^Default = Enabled
qstr_Changes_how_frequent|Changes how frequent kingdoms go to war^^Default = Default
qstr_Allows_exiled_lords_|Allows exiled lords to be pardoned after a time and rejoin a faction to prevent 'lord-drain' in the late game.^^Default = Enabled
qstr_Default_=_Medium^^Lo|Default = Medium^^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_Default_=_Medium^^Low|Default = Medium^^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_|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.^^Default = Default
qstr_If_enabled_this_all|If enabled, this allows your formations to pivot to face the center of the enemy's party.^^Default = Enabled
qstr_If_enabled_the_AI_D|If enabled, the AI Defenders will charge out after a period of time.^^Default = Enabled
qstr_When_enabled_this_p|When enabled, this prevents villagers from joining your side while you're defending their village.
qstr_Changing_this_number|Changing this number will cause troops to swap weapons faster or slower to match the challenge in front of them.^^Higher Number = Swap weapons slower.^Lower Number = Swap weapons faster.^^Default Number = 25^0 = Instantly Swap
qstr_Changing_this_option|Changing this option will cause troops to attempt to use the chosen weapon^^Setting this to Default will have troops prioritize using Twohanders against Infantry, Polearms against Cavalry, and One-handed when anticipating ranged attacks^^Changing this option will force them to use the weapons in order regardless of who they are targeting.
qstr_Changing_this_number_|Changing this number will cause troops to attempt to use their bastard weapons in twohanded mode.
qstr_If_Enabled_your_uni|If Enabled, your units will break formation and charge when you die.^^Default = Enabled
qstr_Enabling_this_will_r|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 = Toggled Off.
qstr_Enabling_this_will_a|Enabling this will allow the lower options to trigger. Can be a potential performance issue.^^Default = Toggled Off.
qstr_Any_Infantry_that_sp|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_spa|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|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_th|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_|CURRENT COMMANDER'S REPORT!
qstr_Your_Commander:_{s19|Your Commander: {s19}
qstr_Commander_Relation:_|Commander Relation: {reg0}
qstr_Enlisted_Faction:_{s|Enlisted Faction: {s20}
qstr_Current_Rank:_{s21}|Current Rank: {s21}
qstr_Experience_to_next_p|Experience to next promotion: {s1}
qstr_Days_in_service:_{re|Days in service: {reg20}
qstr_Current_Wage:_{reg23|Current Wage: {reg23} aurums.
qstr_Today|Today
qstr_Days_until_Payment:_|Days until Payment: {s25}
qstr_Army_size:_{reg26}|Army size: {reg26}
qstr_Commander_s_Army|Commander's Army
qstr_Previous|Previous
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_Ranged_Rating:|Ranged Rating:
qstr_Ranged:|Ranged:
qstr_Mounted:|Mounted:
qstr_Base_Wages:|Base Wages:
qstr_Current_Wages:|Current Wages:
qstr_Household_Master:_{s|Household Master: {s22}
qstr_Household_Troop:_{s2|Household Troop: {s22}
qstr_Household:_{s22}|Household: {s22}
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_Race_Ability:|Race Ability:
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_Spouse:|Spouse:
qstr_Player_Faction|Player Faction
qstr_{s21}|{s21}
qstr_Cheats_are_enabled.^|Cheats are enabled.^10 troops = Shift + Left Click^Cosplay (REPLACES EVERYTHING IN YOUR INVENTORY, USE CAREFULLY) = Ctrl + Left Click
qstr_Faction_Design^by_Pe|Faction Design^by Perisno
qstr_TIER_{reg21}|TIER {reg21}
qstr_Master:_{s21}|Master: {s21}
qstr_CHEAT_____Cannot_add|CHEAT --- Cannot add {s11} into your party. Target is a hero.
qstr_CHEAT_____Added_10_{|CHEAT --- Added 10 {s11} into your party.
qstr_CHEAT_____Replaced_y|CHEAT --- Replaced your equipment with {s11} equipment.
qstr_Outlaws|Outlaws
qstr_Neutrals|Neutrals
qstr_Mercenaries|Mercenaries
qstr_Church_of_Faith|Church of Faith
qstr_Lymbard|Lymbard
qstr_Klymorians|Klymorians
qstr_Outlaw_Camp_Leaders|Outlaw Camp Leaders
qstr_Other_Religious_Troo|Other Religious Troops
qstr_Player_Mercenaries_a|Player Mercenaries and HHG
qstr_Perisno_Maidens_and_|Perisno Maidens and Religious Troops
qstr_Monarchs_and_Pretend|Monarchs and Pretenders
qstr_Companions|Companions
qstr_Other_Interesting_Ch|Other Interesting Characters
qstr_All_Monarchs|All Monarchs
qstr_Guard:_{s21}|Guard: {s21}
qstr_Female_Perisno_Troop|Female Perisno Troops
qstr_Perisno_Pilgrims|Perisno Pilgrims
qstr_Female_Perisno_Pilgr|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_Tro|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_Wor|Change The First Word For All
qstr__other_words_will_be|(other words will be reset to default!)
qstr_Name:_{s1}^Level:_{r|Name: {s1}^Level: {reg1}
qstr_{s1}^HP:_{reg0}|{s1}^HP: {reg0}
qstr_{s3}^STR:_{reg1}^INT|{s3}^STR: {reg1}^INT: {reg2}^^Skills:
qstr_{s3}^Power_Strike:_{|{s3}^Power Strike: {reg1}^Power Draw: {reg2}^Power Throw: {reg3}^Horse Archery: {reg4}^^Weapon Proficiencies:
qstr_{s3}^1_Hand_Wpns:_{r|{s3}^1 Hand Wpns: {reg1}^2 Hand Wpns: {reg2}^Polearms: {reg3}
qstr_{s3}|{s3}
qstr_{s4}^AGI:_{reg1}^CHA|{s4}^AGI: {reg1}^CHA: {reg2}^^
qstr_{s4}^Ironflesh:_{reg|{s4}^Ironflesh: {reg1}^Athletics: {reg2}^Shield: {reg3}^Riding: {reg4}^^
qstr_{s4}^Archery:_{reg1}|{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_Peri|A land far from Perisno. (default)
qstr_A_cold_island_far_to|A cold island far to the north.
qstr_A_small_village_on_P|A small village on Perisno's western coast.
qstr_Karnoth_the_capital|Karnoth, the capital of the Dwarven Kingdom.
qstr_Who_was_your_father?|Who was your father?
qstr_An_impoverished_nobl|An impoverished noble
qstr_A_travelling_merchan|A travelling merchant
qstr_A_veteran_warrior|A veteran warrior
qstr_A_hunter|A hunter
qstr_A_simple_messenger|A simple messenger
qstr_A_thief|A thief
qstr_A_religious_zealot|A religious zealot
qstr_What_did_you_enjoy_a|What did you enjoy as a child?
qstr__You_can_read_your_c|(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_|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_ad|Why did you begin adventuring?
qstr_For_personal_revenge|For personal revenge
qstr_Because_I_lost_a_lov|Because I lost a loved one
qstr_Because_of_wanderlus|Because of wanderlust
qstr_Because_I_was_forced|Because I was forced out of my home
qstr_For_money_and_power|For money and power
qstr_To_learn_more_about_|To learn more about the old Kingdom of Perisno
qstr_Because_of_a_strange|Because of a strange accident
qstr_What_was_most_import|What was most important to your family?
qstr_Nothing|Nothing
qstr_A_Sword|A Sword
qstr_A_Blunt|A Blunt
qstr_A_Spear|A Spear
qstr_A_Bow|A Bow
qstr_A_Crossbow|A Crossbow
qstr_A_Shield|A Shield
qstr_Our_Steed|Our Steed
qstr_A_Purse_of_Aurums|A Purse of Aurums
qstr_The_selected_family_|The selected family treasure will give you an item^based on the culture you begin in. If none^is found, you will get money instead.
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_Strength|Strength
qstr_Agility|Agility
qstr_Intelligence|Intelligence
qstr_Charisma|Charisma
qstr_Polearm|Polearm
qstr_Archery|Archery
qstr_Crossbow|Crossbow
qstr_Ironflesh|Ironflesh
qstr_Power_Strike|Power Strike
qstr_Power_Throw|Power Throw
qstr_Power_Draw|Power Draw
qstr_Weapon_Master|Weapon Master
qstr_Shield|Shield
qstr_Athletics|Athletics
qstr_Horse_Archery|Horse Archery
qstr_Looting|Looting
qstr_Tracking|Tracking
qstr_Tactics|Tactics
qstr_Path_finding|Path-finding
qstr_Inventory_Mgmt.|Inventory Mgmt.
qstr_Engineer|Engineer
qstr_Race_Ability|Race Ability
qstr_Persuasion|Persuasion
qstr_Prisoner_Mgmt.|Prisoner Mgmt.
qstr_Leadership|Leadership
qstr_Trade|Trade
qstr_Honor|Honor
qstr_Biography|Biography
qstr_Crafting_armor_is_ve|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_Cheats_are_enabled_|Cheats are enabled, so any crafting will be free.
qstr_CHEATER!|CHEATER!
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_canno|(custom gloves cannot be worn without custom body armor)
qstr__alas_male_Dwarves_|(alas, male Dwarves and Giants can't use custom gloves)
qstr__custom_footwear_can|(custom footwear cannot be worn without custom body armor)
qstr__R___rigged__separat|(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}|Light^(Weight {reg2},^STR Req {reg3})
qstr_Medium^_Weight_{reg2|Medium^(Weight {reg2},^STR Req {reg3})
qstr_Heavy^_Weight_{reg2}|Heavy^(Weight {reg2},^STR Req {reg3})
qstr_R_|R,
qstr_CB_|CB,
qstr_CH_|CH,
qstr_N_|N,
qstr_{s1}{s2}Light^_Weigh|{s1}{s2}Light^(Weight {reg2},^STR Req {reg3})
qstr_{s1}{s2}Med^_Weight_|{s1}{s2}Med^(Weight {reg2},^STR Req {reg3})
qstr_{s1}{s2}Heavy^_Weigh|{s1}{s2}Heavy^(Weight {reg2},^STR Req {reg3})
qstr_Light^_Weight_{reg2}^|Light^(Weight {reg2},^SH Req {reg3})
qstr_Medium^_Weight_{reg2}|Medium^(Weight {reg2},^SH Req {reg3})
qstr_Heavy^_Weight_{reg2}^|Heavy^(Weight {reg2},^SH Req {reg3})
qstr_HP:_{reg3}^ARM:_{reg|HP: {reg3}^ARM: {reg4}^WD: {reg5}^SP: {reg6}
qstr_HA:_{reg3}^BA:_{reg4|HA: {reg3}^BA: {reg4}^LA: {reg5}
qstr_Req.:_Engineer_{reg3|Req.: Engineer {reg3},^{reg4} aurums.
qstr_Craft|Craft
qstr_Choose_a_prototype_f|Choose a prototype for the current armor:
qstr_You_successfully_cra|You successfully crafted this armor!
qstr_Where_will_you_go_wi|Where will you go with your ship?
qstr_{reg0}_Hour|{reg0} Hour
qstr_{reg0}_Hours|{reg0} Hours
qstr_Now|Now
qstr_{reg0}_Days|{reg0} Days
qstr__Next_pay_day:_{s1}| Next pay day: {s1}
qstr_{s1}^^Affiliated_to_|{s1}^^Affiliated to {s5}
qstr_{s13}^^Mayhem_Mode_i|{s13}^^Mayhem Mode is Active^All Lords will now use mostly Elite troops, have their sizes tripled, and recruit significantly faster.^All Garrisons will now garrison mostly Elite troops, and have their sizes doubled.^This is for Veteran Players, beware.
qstr_{s13}^^Mayhem_Mode_is|{s13}^^Mayhem Mode is Active^All Lords will now use mostly Elite troops, and recruit significantly faster.^All Garrisons will now garrison mostly Elite troops.^This is for Veteran Players, beware.
qstr_{s13}^^Devoted_Lords|{s13}^^Devoted Lords is Active^Lords will never fall below 50 relations with their original monarchs. No changes to Player's lords.
qstr_{s13}^^Hard_mode_is_|{s13}^^Hard mode is Active^Fog of War is permanently active. Being captured loses all items. Dying in battle has a chance to lose a random skill. Troop wages are more expensive. More parties will spawn on the field.^This is for Veteran Players, beware.
qstr_{s13}^^Canonical_War|{s13}^^Canonical Wars is not Active^This will force all factions to enter peace on Day 1 for the first 20 days.
qstr_{s13}^^Troop_Profici|{s13}^^Troop Proficiency has been adjusted^This change affects every single troop, hero, and companion in the game except for the player. This also affects household guards when training. Any unit whose proficiency boosts above 1000 will reset to 1000.
qstr_{s13}^^Ironman_Mode_|{s13}^^Ironman Mode is Active^If you die under any circumstances, your save will end.
qstr_Eriallen_Tofu|Eriallen Tofu
qstr_Enabled__Large_Parti|Enabled (Large Parties)
qstr_Enabled__Normal_Part|Enabled (Normal Parties)
qstr_Enabled__Enabled_due|Enabled (Enabled due to Mayhem)
qstr_Enabled_due_to_Hard_|Enabled due to Hard Mode
qstr_75%__Easy_|75% (Easy)
qstr_50%__Easier_|50% (Easier)
qstr_25%__Easiest_|25% (Easiest)
qstr_200%__Very_Hard_|200% (Very Hard)
qstr_150%__Hard_|150% (Hard)
qstr_100%__Normal_|100% (Normal)
qstr_Back_to_the_beginnin|Back to the beginning...
qstr_View_next_segment...|View next segment...
qstr_^No_food:___{reg7}|^No food: -{reg7}
qstr_^Wage_debt:___{reg6}|^Wage debt: -{reg6}
qstr_On_loan|On loan,
qstr_Appoint_next_marshal|Appoint next marshal
qstr_Award_{s12}_as_fief|Award {s12} as fief
qstr_No_one|No one
qstr_Selected_faction_is:|Selected faction is: {s10}^^{s9}
qstr_Your_character_was_c|Your character was created on version: {s13}^
qstr_You_are_currently_re|You are currently reading {s8}.
qstr_You_are_not_reading_|You are not reading any books.
qstr_{s5}_and_{s6}|{s5} and {s6}
qstr_Your_estates_are:_{s|Your estates are: {s8}.^{s9}
qstr_You_own_enterprises_|You own enterprises in:^
qstr_{s13}_{s14}|{s13} {s14},
qstr_{s13}^^You_are_missi|{s13}^^You are missing enterprises in:^
qstr_Hero__Rank_6/6_|Hero (Rank 6/6)
qstr_Elite__Rank_5/6_{s11|Elite (Rank 5/6){s11}
qstr_Veteran__Rank_4/6_{s|Veteran (Rank 4/6){s11}
qstr_Friend__Rank_3/6_{s1|Friend (Rank 3/6){s11}
qstr_Associate__Rank_2/6_|Associate (Rank 2/6){s11}
qstr_Stranger__Rank_1/6_{|Stranger (Rank 1/6){s11}
qstr_Nobody__Rank_0/6_{s1|Nobody (Rank 0/6){s11}
qstr_Entrepreneur__Rank_5|Entrepreneur (Rank 5/5)
qstr_Broker__Rank_4/5_{s1|Broker (Rank 4/5){s11}
qstr_Merchant__Rank_3/5_{|Merchant (Rank 3/5){s11}
qstr_Peddler__Rank_2/5_{s|Peddler (Rank 2/5){s11}
qstr_Stranger__Rank_1/5_{|Stranger (Rank 1/5){s11}
qstr_Nobody__Rank_0/5_{s1|Nobody (Rank 0/5){s11}
qstr_Porcelain__Rank_6/6_|Porcelain (Rank 6/6)
qstr_Ceramic__Rank_5/6_{s|Ceramic (Rank 5/6){s11}
qstr_Glass__Rank_4/6_{s11|Glass (Rank 4/6){s11}
qstr_Stone__Rank_3/6_{s11|Stone (Rank 3/6){s11}
qstr_Clay__Rank_2/6_{s11}|Clay (Rank 2/6){s11}
qstr_Wood__Rank_1/6_{s11}|Wood (Rank 1/6){s11}
qstr_Diamond__Rank_7/7_|Diamond (Rank 7/7)
qstr_Platinum__Rank_6/7_{|Platinum (Rank 6/7){s11}
qstr_Gold__Rank_5/7_{s11}|Gold (Rank 5/7){s11}
qstr_Silver__Rank_4/7_{s1|Silver (Rank 4/7){s11}
qstr_Bronze__Rank_3/7_{s1|Bronze (Rank 3/7){s11}
qstr_Iron__Rank_2/7_{s11}|Iron (Rank 2/7){s11}
qstr_Copper__Rank_1/7_{s1|Copper (Rank 1/7){s11}
qstr_Nobody__Rank_0/7_{s1|Nobody (Rank 0/7){s11}
qstr_Knight_Commander__Ra|Knight Commander (Rank 5/5)
qstr_Commander__Rank_4/5_|Commander (Rank 4/5){s11}
qstr_Officer__Rank_3/5_{s|Officer (Rank 3/5){s11}
qstr_Companion__Rank_2/5_|Companion (Rank 2/5){s11}
qstr_Member__Rank_1/5_{s1|Member (Rank 1/5){s11}
qstr_Bonus_from_Companion|Bonus from Companions: +{reg0}^
qstr_Current_party_size_l|Current party size limit is {reg5}.^ Current party size modifiers are:^^Base size: +30^ Leadership: {s2}{reg1}^{s13} Charisma: {s3}{reg2}^ Renown: {s4}{reg3}^ TOTAL: {reg5}
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_Your_relation_with_t|Your relation with the factions are:^{s2}
qstr_{s6}_wanted_to_switc|{s6} wanted to switch to {s5}.
qstr_Redressed_all_compan|Redressed all companions
qstr_Total_Relations:_{re|Total Relations: {reg0}
qstr_Dishwashing_is_{reg0|Dishwashing is {reg0}
qstr_0_for_Persino._1_for|0 for Persino. 1 for Tolrania. 2 for Reichs. 3 for Drahara. 4 for Maccavia. 5 for Elintor. 6 for Hakkon. 7 for Falcon. 8 for Valahir. 9 for Kaikoth. Q for Geldar. W for Cretas. E for Kuu-lan. R for Bakhal. T for Sut. Y for Aroulo. U for Venetor. I for Zann. O for Ingvar. A for Mosoru. S for Klymoria. D for Krysanna. Z for Royal Household Guard. X for Noble Household Guard. C for Common Household Guard. V for Freelancer. B for Jin. N to Make All Allied Lords Like You. M to use Empress Tofu's Ingvar Setup. Period to superpower all Companions. Space to Sort Main Party
qstr_All_Heroes_in_Party_|All Heroes in Party powered up!
qstr_Heroes_in_party_stri|Heroes in party stripped and re-equipped!
qstr_Ingvar_s_Mercenaries_R|Ingvar's Mercenaries Re-Equipped!
qstr_Household_Guards_Re_|Household Guards Re-Equipped!
qstr_All_Player_Gear_Refi|All Player Gear Refined!
qstr_All_Companion_Gear_R|All Companion Gear Refined!
qstr_All_Items_Refined!|All Items Refined!
qstr__Religion_=_{reg1}| Religion = {reg1}
qstr__Messenger_has_spawn| Messenger has spawned!
qstr__Siegfried_has_spawn| Siegfried has spawned!
qstr__Nox_of_Zephilli_has| Nox of Zephilli has spawned!
qstr__Lord_Ceylius_has_sp| Lord Ceylius has spawned!
qstr__Queen_Aegea_has_spa| Queen Aegea has spawned!
qstr__Count_Eton_has_spaw| Count Eton has spawned!
qstr__General_Ialoch_has_| General Ialoch has spawned!
qstr_Niborhood_has_spawne|Niborhood has spawned!
qstr_Zolona_has_spawned!|Zolona has spawned!
qstr_High_Inquisitor_Esar|High Inquisitor Esarion has spawned!
qstr_Released_Prisoners|Released Prisoners
qstr_Kingdom|Kingdom
qstr_mercenary_contract|mercenary contract
qstr_enlisted_lord|enlisted lord
qstr_You_no_longer_have_a|You no longer have an active caravan.
qstr_You_are_preparing_to|You are preparing to leave your kingdom, which would upset your monarch, {s13}. Are you certain this is the path you wish to take?
qstr_You_are_preparing_to_|You are preparing to leave your kingdom, which would upset your lord, {s13}. Are you certain this is the path you wish to take?
qstr___Lose_Fiefs_| (Lose Fiefs)
qstr___Dishonorable_Actio| (Dishonorable Action)
qstr_You_have_deserted_a|You have deserted, and are now wanted!
qstr_{reg1}_{s1}_{reg2?ac|{reg1} {s1} {reg2?accept:accepts} the offer.
qstr_No_one_accepts_the_o|No one accepts the offer.
qstr_{s15}_was_lost...|{s15} was lost...
qstr_You_start_reading_{s|You start reading {s2}. After a few pages, you feel you could learn a lot from this book. You decide to keep it close by and read whenever you have the time.
qstr_You_flip_through_the|You flip through the pages of {s2}, but you find the text confusing and difficult to follow. Try as you might, it soon gives you a headache, and you're forced to give up the attempt.
qstr_You_lost_your_duel_a|You lost your duel against ^^{s3}
qstr_You_won_your_duel_ag|You won your duel against ^^{s3}
qstr_You_prepare_to_duel_|You prepare to duel ^^{s3}
qstr_^^^^You_have_fought_|^^^^You have fought {s3} {reg5} times. ^^You've won {reg6} times. ^^You've lost {reg7} times
qstr_^^^^Dueling_with_you|^^^^Dueling with your own troops will not count towards your dueling statistics.
qstr_Villagers|Villagers
qstr_You_have_encountered|You have encountered {s1}.
qstr_You_have_engaged_{s1|You have engaged {s1} while they were raiding {s3}.
qstr_You_were_caught_by_{|You were caught by {s1} while your forces were raiding {s3}.
qstr_Total_ally_STR_=_{re|Total ally STR = {reg3}, main party STR = {reg5}, total enemy STR = {reg4}
qstr_{s13}^{s12}__{reg0}_|{s13}^{s12} ({reg0} killed, {reg1} wounded)
qstr_You_were_victorious!|You were victorious!
qstr_Battle_was_lost._You|Battle was lost. Your forces were utterly crushed.
qstr_Your_companions_carr|Your companions carry you away from the fighting.
qstr_You_have_defeated_the_|You have defeated the enemy.
qstr_You_have_retreated_f|You have retreated from the fight, only to realize the battle was already over.
qstr_You_have_retreated_fr|You have retreated from the fight.
qstr_^^Ally_Casualties:{s|^^Ally Casualties:{s0}
qstr_{s1}_of_{s3}_managed|{s1} of {s3} managed to escape.
qstr_Pinned_ratio_=_{reg2|Pinned ratio = {reg2}, initial allies STR = {reg3}
qstr_Some_of_your_tendons|Some of your tendons have been damaged in the battle. You lose 1 strength.
qstr_You_took_a_nasty_wou|You took a nasty wound which will cause you to limp slightly even after it heals. You lose 1 agility.
qstr_You_have_trouble_thi|You have trouble thinking straight after the battle, perhaps from a particularly hard hit to your head, and frequent headaches now plague your existence. Your intelligence is reduced by 1.
qstr_Perhaps_I_m_getting_|Perhaps I'm getting unlucky...
qstr_Retirement_is_starti|Retirement is starting to sound better and better.
qstr_No_matter!_I_will_pe|No matter! I will persevere!
qstr_What_did_I_do_to_des|What did I do to deserve this?
qstr_I_suppose_it_ll_make|I suppose it'll make for a good story, at least...
qstr_{reg0}__num_enemy_re|{reg0} -num enemy regulars remaining
qstr_{reg0}___g_enemy_fit|{reg0} - g enemy fit for battle
qstr_Player_s_party_STR_=|Player's party STR = {reg0}
qstr_Ally_s_party_STR_=_{|Ally's party STR = {reg0}
qstr_Enemy_s_party_STR_=_|Enemy's party STR = {reg0}
qstr_{s9}_wants_you_to_fol|{s9} wants you to follow {reg0?her:his} army until further notice.
qstr_{s8}_of_{s9}|{s8} of {s9}
qstr_liege|liege
qstr_former_liege|former liege
qstr_affiliate|affiliate
qstr_former_companion|former companion
qstr_marshall|marshall
qstr_vassal|vassal
qstr__Your_own_banner_fli| Your own banner flies over the castle gate.
qstr__You_see_the_banner_| You see the banner of your {s11} {s7} over the castle gate.
qstr__You_see_the_banner_o| You see the banner of {s7} over the castle gate.
qstr__Your_own_banner_flie| Your own banner flies over the town gates.
qstr__You_see_the_banner_of| You see the banner of your {s11} {s7} over the town gates.
qstr__You_see_the_banner_of_| You see the banner of {s7} over the town gates.
qstr___Recently_plundered| (Recently plundered, cannot besiege)
qstr_The_{reg6?town_s:cas|The {reg6?town's:castle's} food stores should last for {reg3} more days.
qstr_The_{reg6?town_s:cast|The {reg6?town's:castle's} food stores have run out and the defenders are starving.
qstr_You_re_preparing_to_|You're preparing to attack the walls, the work should finish in {reg9} hours.
qstr_Your_forces_are_buil|Your forces are building a siege tower. They estimate another {reg9} hours to complete the build.
qstr_You_are_ready_to_att|You are ready to attack the walls at any time.
qstr_The_siege_tower_is_b|The siege tower is built and ready to make an assault.
qstr_Prepare_ladders_to_a|Prepare ladders to attack the walls.
qstr_Prepare_the_camp_to_|Prepare the camp to attack the walls.
qstr_You_ve_breached_the_|You've breached the town walls, but the stubborn defenders continue to resist you in the streets! You'll have to deal with them before you can attack the keep at the heart of the town.
qstr_The_town_centre_is_y|The town centre is yours, but the remaining defenders have retreated to the castle. It must fall before you can complete your victory.
qstr_The_remaining_defend|The remaining defenders have retreated to the castle as a last defense. You must go in and crush any remaining resistance.
qstr_hour|hour
qstr_hours|hours
qstr_{s14}_to_build_enoug|{s14} to build enough scaling ladders for the assault.
qstr_{s14}_to_prepare_the|{s14} to prepare the men for the assault.
qstr_However_since_you_a|However, since you are not a sworn {man/follower} of {s9}, there is no chance {reg0?she:he} would recognize you as the {lord/lady} of this {reg8?town:castle}.
qstr_Renew_your_contract_|Renew your contract with {s1} for another month.
qstr_{s1}_no_longer_requi|{s1} no longer requires your service.
qstr_The_enemy_has_been_f|The enemy has been forced to retreat. The assault is over, but the siege continues.
qstr_As_you_approach_you|As you approach, you are spotted by the castle guards, who welcome you and open the gates for their {s10}.
qstr_As_you_approach_you_|As you approach, you are spotted by the castle guards, who welcome you and open the gates for their {king/queen}.
qstr_As_you_approach_you_a|As you approach, you are spotted by the castle guards, who welcome you and open the gates for their {lord/lady}.
qstr_This_village_has_a_m|This village has a militia protecting it.
qstr_This_village_does_no|This village does not have a militia.
qstr__This_village_and_th| This village and the surrounding lands belong to you.
qstr__You_remember_that_t| You remember that this village and the surrounding lands belong to your {s11} {s7}.
qstr__You_remember_that_th| You remember that this village and the surrounding lands belong to {s7}.
qstr__These_lands_belong_| These lands belong to no one.
qstr__The_village_is_infe| The village is infested by {reg8} {s35}.
qstr__The_peasants_hired_| The peasants hired mercenaries and are rebelling against you.
qstr__The_village_has_bee| The village has been looted. A handful of souls scatter as you pass through the burnt out houses.
qstr__The_village_is_bein| The village is being raided.
qstr_You_notice_this_vill|You notice this village has a Well, which may produce drinking water. They also have a Mill, which may produce wood.
qstr_You_notice_this_villa|You notice this village has a Mill, capable of producing wood.
qstr_You_re_not_able_to_p|You're not able to pay for the recruits.
qstr_No_one_here_seems_to|No one here seems to be willing to join your party.
qstr_One_{s3}_volunteers_|One {s3} volunteers to follow you.
qstr_{reg5}_{s3}_voluntee|{reg5} {s3} volunteer to follow you.
qstr_Try_as_you_might_yo|Try as you might, you could not defeat the bandits. Infuriated, they raze the village to the ground to punish the peasants, and then leave the burning wasteland behind to find greener pastures to plunder.
qstr_The_{s17}_has_the_fol|The {s17} has the following improvements:{s18}.
qstr_You_have_fallen._The|You have fallen. The thugs search your body for every coin they can find, then vanish into the distance with your coin; leaving you for dead.
qstr_Luckily_some_of_your|Luckily some of your companions come to search for you when you do not return, and find you lying by the side of the road. They hurry you to safety and dress your wounds. It would be wise to improve your reputation here to avoid further attacks...
qstr_Luckily_you_manage_|Luckily, you manage retain enough conciousness to crawl away from danger. Your wounds are dressed safely outside the area. It would be wise to improve your reputation here to avoid further attacks...
qstr_The_assasins_beat_yo|The assasins beat you down and leave you for dead. .
qstr_You_have_fallen._The_|You have fallen. The bandits quickly search your body for every coin they can find, then vanish into the night. They have left you alive, if only barely.
qstr_Luckily_some_of_your_|Luckily some of your companions come to search for you when you do not return, and find you lying by the side of the road. They hurry you to safety and dress your wounds.
qstr_Luckily_some_passing|Luckily some passing townspeople find you lying by the side of the road, and recognise you as something other than a simple beggar. They carry you to the nearest inn and dress your wounds.
qstr_You_fail_to_steal_an|You fail to steal any cattle.
qstr_You_drive_away_{reg1|You drive away {reg17} {reg12?heads:head} of cattle from the village's herd.
qstr_Village_Lord_Found|Village Lord Found
qstr_Prosperity_Found|Prosperity Found
qstr_Cattles_Found|Cattles Found
qstr_You_are_at_{s2}.|You are at {s2}.
qstr__This_castle_has_no_| This castle has no lord.
qstr__The_banner_of_your_| The banner of your {s11} {s7} flies over the town gates.
qstr__This_town_has_no_lo| This town has no lord.
qstr__You_have_successful| You have successfully sneaked in.
qstr_{s13}_A_tournament_w|{s13} A tournament will be held here soon.
qstr__You_operate_a_{s4}_| You operate a {s4} here.
qstr_Join_the_Elongruate|Join the Elongruate
qstr_Join_the_tournament.|Join the tournament.
qstr_Mystic_Merchant|Mystic Merchant
qstr___{reg1}_aurums_per_| ({reg1} aurums per night)
qstr_Too_poor_to_pay_for_|Too poor to pay for lodging{s1}.
qstr_Wait_here_for_some_t|Wait here for some time{s1}.
qstr_Moreover_you_earn_{|Moreover, you earn {reg8} aurums from the clever bets you placed on yourself...
qstr_{s1}_giving_you_som|{s1}, giving you some of their reward,
qstr_Victory_is_yours!_Yo|Victory is yours! You have won this melee, but now you must prepare yourself for the next round.
qstr_You_have_been_bested|You have been bested in this melee, but the master of ceremonies declares a recognition of your skill and bravery, allowing you to take part in the next round.
qstr_You_were_beaten._The|You were beaten. The peasants are heartened by their success, but the lesson you wanted to teach them probably didn't get through...
qstr_After_beating_your_l|After beating your last opponent, you explain to the peasants how to better defend themselves against such an attack. Hopefully they'll take the experience on board and will be prepared next time.
qstr_The_bandits_are_brok|The bandits are broken! Those few who remain alive and conscious run off with their tails between their legs, terrified of the peasants and their new champion.
qstr_{s1}_s_Ship|{s1}'s Ship
qstr_Original_Nobles|Original Nobles
qstr_Faction_Nobles|Faction Nobles
qstr_Here|Here
qstr_Unset|Unset
qstr_Original_Culture|Original Culture
qstr_Current_Culture|Current Culture
qstr_Default__Mixed_|Default (Mixed)
qstr_However_{reg3?You_a|However, {reg3?You are:{s1} is} unable to find any trade goods that would bring a profit.
qstr_^Buying_{s4}_here_an|^Buying {s4} here and selling it at {s5} would bring a profit of {reg6} aurums per item.{s3}
qstr_{reg3?You_find:{s1}_|{reg3?You find:{s1} finds} out the following:^{s3}
qstr_{s2}^{reg1}_{s1}_gai|{s2}^{reg1} {s1} gained {reg0} experience.
qstr_{s2}^{s1}_gained_an_|{s2}^{s1} gained an additional {reg0} experience.
qstr_^You_gained_{reg0}_e|^You gained {reg0} experience.{s2}
qstr_The_training_didn_t_|The training didn't go well at all.
qstr_The_training_didn_t_g|The training didn't go very well.
qstr_The_training_went_qu|The training went quite well.
qstr_The_training_went_ve|The training went very well.
qstr_The_training_went_pe|The training went perfectly.
qstr_{s13}_asked_you_to_r|{s13} asked you to report to {reg4?her:him} with at least {reg13} troops.
qstr_{s13}_ordered_you_to|{s13} ordered you to join the assault against {s14}.
qstr_Find_and_speak_with_{|Find and speak with {s3} of {s4} to give {reg4?her:him} your oath of homage.
qstr_There_has_been_an_al|There has been an alleged border incident: {s9}
qstr_You_defeated_Nibor_s|You defeated Nibor's men. Those of them who survived, ran away.
qstr_You_were_defeated._S|You were defeated. Some people dragged you unconscious body out of the village.
qstr_You_won_the_battle._|You won the battle. Rogue nobles were either killed or ran away. The village is once again free from them.
qstr_You_lost._Rogue_nobl|You lost. Rogue nobles defeated your party.
qstr_You_managed_to_defea|You managed to defeat Nibor Hood's loyalists and regain control over the town.
qstr_You_were_defeated._N|You were defeated. Nibor Hood's people and their allies took continue their rebellion momentarily, but the remaining defenders managed to defeat the rebels on their own. You realize you will not be receiving a reward.
qstr_You_defeated_the_reb|You defeated the rebels. Talk to Ataman Omelian Kasap.
qstr__You_couldn_t_defeat| You couldn't defeat the rebels. You failed the task given to you by the Guild. Talk to Adventurer Guildsman.
qstr_You_ve_failed_to_pro|You ve failed to protect your wolf
qstr_You_ve_protected_the|You ve protected the wolf
qstr_You_have_taken_over_|You have taken over the bandit lair and found the relic. Report back to the Galwe scholar.
qstr_^^Note_that_so_long_|^^Note that so long as you remain marshal, the lords of the realm will be expecting you to lead them on campaign. So, if you are awaiting a feast, either for a wedding or for other purposes, you may wish to resign the marshalship by speaking to your liege.
qstr_You_require_both_too|You require both tools and velvet before you can move your court.
qstr_Unfortunately_you_d|Unfortunately, you don't have enough aurums.
qstr___No_Space_for_Upgra| (No Space for Upgrading)
qstr_Set_All_Companions_t|Set All Companions to Auto Sell: Yes (Currently: No)
qstr_Set_All_Companions_to|Set All Companions to Auto Sell: No (Currently: Yes)
qstr_Set_All_Companions_to_|Set All Companions to Loot: Yes (Currently: No)
qstr_Set_All_Companions_to_L|Set All Companions to Loot: No (Currently: Yes)
qstr_Try_as_you_might_you|Try as you might, you could not defeat the rebelling village.
qstr_{s11}^^_The_current_|{s11}^^ The current garrison consists of {reg5} men.^The food stock lasts for {reg6} days.
qstr_^^Additional_the_fol|^^Additional the following parties are currently inside:^
qstr_{s12}_{s3}_with_{reg|{s12} {s3} with {reg1} troops.^
qstr_{playername}_^^I_al|{playername}, ^^I always knew you were a bad egg, since the day you have pledged allegiance to my clan. ^Did you really think you could set my family against me? You've dropped your mask, you snake! You are an infliction, and I will not bear it anymore. ^Hereby, I disown and ban you from my house. I have urged my family to fight you, and I will warn Perisno lords about your infamy. ^Tremble with fear, you have a deadly enemy! ^^{s9}.
qstr_{playername}^^_I_ve|{playername},^^ I've received a letter from {s9}, telling me about your disgraceful jiggery-pokery. In the present circumstances, {s9} could not provide evidence. But unlike you, {reg1?she:he} is a distinguished member of my family; and since all these years, I never had any reason to distrust {reg1?her:him}. I take {reg1?her:him} charges for granted. ^Hopefully, you failed to breakup my family unit. Hereby I reject your pledge : you are no longer related to my house. Each membership will retaliate against you in all conscience... ^I would be ashamed to confess how you maliciously fooled me, so I will not challenge you, to not be accountable for your death to my {s11}. However I'm not used to telling {reg0?her:him} about every rat I crush in the wilderness, and someday I may find you there ! ^^{s10}
qstr_{s13}_Including_{reg|{s13} Including {reg0} unassigned troops.
qstr_Troops:_{reg1}{s13}|Troops: {reg1}{s13}
qstr_Prosperity_Report^|Prosperity Report^
qstr_Total|Total
qstr_{s0}^{s1}_Average_To|{s0}^{s1} Average Town Prosperity: {reg0}
qstr_{s0}^{s1}_towns_with|{s0}^{s1} towns with prosperity 400-500: {reg0}
qstr_{s0}^{s1}_towns_with_|{s0}^{s1} towns with prosperity 300-399: {reg0}
qstr_{s0}^{s1}_towns_with_p|{s0}^{s1} towns with prosperity 200-299: {reg0}
qstr_{s0}^{s1}_towns_with_pr|{s0}^{s1} towns with prosperity 100-199: {reg0}
qstr_{s0}^{s1}_towns_with_pro|{s0}^{s1} towns with prosperity 0-99: {reg0}
qstr_{s0}^{s1}_Average_Vi|{s0}^{s1} Average Village Prosperity: {reg0}
qstr_{s0}^{s1}_villages_w|{s0}^{s1} villages with prosperity 400-500: {reg0}
qstr_{s0}^{s1}_villages_wi|{s0}^{s1} villages with prosperity 300-399: {reg0}
qstr_{s0}^{s1}_villages_wit|{s0}^{s1} villages with prosperity 200-299: {reg0}
qstr_{s0}^{s1}_villages_with|{s0}^{s1} villages with prosperity 100-199: {reg0}
qstr_{s0}^{s1}_villages_with_|{s0}^{s1} villages with prosperity 0-99: {reg0}
qstr_my_lady|my lady
qstr_my_lord|my lord
qstr_You_don_t_have_enough_|You don't have enough gold. How embarassing!
qstr_You_don_t_have_enough_g|You don't have enough gold. You should be the one begging!
qstr_The_coward_preferred|The coward preferred to flee rather than duel with you!
qstr_The_{s9}_accepts_you|The {s9} accepts your challenge! A courier has informed you that he is located in the tavern at {s8}.
qstr_You_don_t_have_enough_go|You don't have enough gold. The assassins leave the meeting in disgust.
qstr_The_mushrooms_tasted|The mushrooms tasted great! You share the remaining with your party.
qstr_Your_men_eat_the_mus|Your men eat the mushrooms. They seem to like them a lot!
qstr_The_mushrooms_tasted_|The mushrooms tasted horrible. As a result, you feel sick. You lose health points.
qstr_Your_men_eat_the_mush|Your men eat the mushrooms. It results in them getting stomache aches and pains. They are angry now.
qstr_The_merchants_are_gr|The merchants are grateful and give you money.
qstr_He_joins_you.|He joins you.
qstr__You_leave_his_body_| You leave his body for the crows.
qstr_You_don_t_have_enough_gol|You don't have enough gold.
qstr_The_man_thanks_you_a|The man thanks you and walks off, promising to spread word of your noble deeds.
qstr_You_ignore_the_pleas|You ignore the pleas of the man and continue on.
qstr_The_man_thanks_you_an|The man thanks you and asks to join your party. You accept him.
qstr_Your_man_managed_to_|Your man managed to spot the assassin fleeing over the hills and ran him down and captured him. It turns out the assassin is wanted and has a small bounty over his head.
qstr_Your_man_managed_to_s|Your man managed to spot the assassin fleeing over the hills and ran him down and captured him.
qstr_The_assassin_managed|The assassin managed to lose your man over the hills.
qstr_Your_man_managed_to_sp|Your man managed to spot the assassin fleeing over the hills. After running him down, he killed the assassin and looted his corpse.
qstr_You_dig_your_hands_t|You dig your hands through the dirt and feel a sharp prick. As you recoil in pain, you realize the glint came from a shattered piece of blade stuck in the earth.
qstr_You_take_a_closer_lo|You take a closer look at the source of the glint, and see that it simply came from a shiny rock.
qstr_As_you_walk_closer_|As you walk closer, you see a few aurums scattered on the ground, clearly left by someone in a hurry.
qstr_You_walk_over_to_the|You walk over to the shiny object and pick it up. The gleam that caught your eye came from the hilt of an old sword.
qstr_As_you_walk_closer_y|As you walk closer, you realize that the glint came from a lump of material lodged in the earth. You dig around and pull up a good-sized bar of iron, a little worn but in good condition. How strange...
qstr_Shoving_your_hands_i|Shoving your hands into the dirt, you start digging as people look at you strangely. Suddenly, you realize you've struck gold! Literally! You blow the dirt off the block of gold, and stuff it into your pocket.
qstr_The_pup_wary_at_fir|The pup, wary at first, nibbles at the meat and then starts to devour it hungrily. After tossing it some more it pads over to you and licks your ankles.
qstr_You_don_t_have_any_m|You don't have any meat.
qstr_Return_to_the_kingdo|Return to the kingdom management menu.
qstr_Go_back.|Go back.
qstr_A_{s11}_has_been_hir|A {s11} has been hired and can be found in the castle of your capital.
qstr_You_do_not_have_enou|You do not have enough money to hire a {s11}.
qstr_Do_Nothing|Do Nothing
qstr_Always_Enabled|Always Enabled
qstr_Always_Disabled|Always Disabled
qstr_himself|himself
qstr_household_guard|household guard
qstr_household_guards|household guards
qstr__Not_enough_money_an|(Not enough money and renown)
qstr__Not_enough_money_|(Not enough money)
qstr__Not_enough_renown_|(Not enough renown)
qstr_You_failed_to_clear_|You failed to clear the stronghold of hostiles.
qstr_You_have_cleared_the|You have cleared the stronghold of hostiles. Report back to Atanos Austad with your findings.
qstr_You_have_been_defeat|You have been defeated, and the Shrine remains unscathed.
qstr_You_have_cleansed_th|You have cleansed the Shrine from the Grazir worshipping cult!
qstr_Your_show_of_force_h|Your show of force has unnerved Grazir Worshippers across Perisno... Though some remain and will continue to terrorize; their forces may soon dwindle to nothing. Well done, adventurer.
qstr_Sandwalkers|Sandwalkers
qstr_Volheere|Volheere
qstr_You_encounter_a_stro|You encounter a stronghold for {s13}.
qstr_{s13}_The_occupants_|{s13} The occupants notice you, keep their weapons close. They remember that you have assaulted them before, and are prepared to retaliate.
qstr_{s13}_The_occupants_n|{s13} The occupants notice you, and continue about their business. It seems that the locale is willing to trade some of their loot with you.
qstr__Your_men_notice_you| Your men notice you, and welcome you home.
qstr_{s12}^^Your_garrison|{s12}^^Your garrison reports that your prisoners are generating a net profit of up to {reg0} a day.
qstr_{s12}^Your_garrison_|{s12}^Your garrison grows weary of the strength of the prisoners.
qstr_You_approach_your_st|You approach your stronghold.{s12}
qstr_Attempting_to_get_cl|Attempting to get close to this location would be dangerous at this time.
qstr_You_cannot_manage_th|You cannot manage the garrison at this time. It belongs to the outlaws.
qstr_CHEAT_!!!___|CHEAT !!! -
qstr_{s12}_|{s12},
qstr_{s12}Secured_Prison|{s12}Secured Prison
qstr_{s12}Farm_Lands|{s12}Farm Lands
qstr_{s12}Armory|{s12}Armory
qstr_{s12}Garrison_Amenit|{s12}Garrison Amenities
qstr_^This_fortress_curre|^This fortress currently has the upgrades: {s12}
qstr_farmlands|farmlands
qstr_a_secured_prison|a secured prison
qstr_an_armory|an armory
qstr_garrison_amenities|garrison amenities
qstr_^^You_are_still_cons|^^You are still constructing {s13} for {reg0} more days.
qstr_Upgrading_your_fortr|Upgrading your fortress with amenities will allow your troops to relax better, improving their livelihoods and reducing their needs, which will decrease the amount of cost for keeping troops garrisoned here. This will cost {reg0} aurums and take {reg1} days.
qstr_Upgrading_your_fortre|Upgrading your fortress with an armory will allow them to find better loot from the locale, improving the quality of items that can be found in this location. This will cost {reg0} aurums and take {reg1} days.
qstr_Upgrading_your_fortres|Upgrading your fortress with a secured prison will make it more difficult for prisoners to rebel, allowing your troops to relax better. This will cost {reg0} aurums and take {reg1} days.
qstr_Upgrading_your_fortress|Upgrading your fortress with a farm will improve the livelihood of your garrison, preventing them from having to procure food which will reduce the amount of cost for keeping troops garrisoned here. This will cost {reg0} aurums and take {reg1} days.
qstr_Proceed.|Proceed.
qstr_Not_enough_money_re|Not enough money, require {reg0} more aurums
qstr_Still_under_construc|Still under construction for {reg0} more days.
qstr_Your_prisoners_are_c|Your prisoners are currently inactive.
qstr_Your_prisoners_are_b|Your prisoners are being forced to mine, to smash rock and stone with pitiful tools. Be mindful not to allow your prisoners to grow larger in strength in comparison to your soldiers, or they may overthrow them. You will automatically collect income whenever you access your fortress.
qstr_Your_prisoners_are_be|Your prisoners are being forced to farm, to harvest pitiful crops and forage berries. Be mindful not to allow your prisoners to grow larger in strength in comparison to your soldiers, or they may overthrow them. You will automatically collect income whenever you access your fortress.
qstr_This_location_will_n|This location will now begin to generate income based on the amount of prisoners. Keep in mind that accidents may happen, including rebellions. Prisoners or soldiers may die if you do not have enough troops to tend to them.^^Profits will be based on Ironflesh and Powerstrike. Collected whenever entering your fortress.
qstr_Profiting_from_Force|Profiting from Forced Labor!
qstr_This_location_will_no|This location will now begin to generate income based on the amount of prisoners. Keep in mind that accidents may happen, including rebellions. Prisoners or soldiers may die if you do not have enough troops to tend to them.^^Profits will be based on Foraging and Pathfinding skill. Collected whenever entering your fortress.
qstr_In_your_efforts_you|In your efforts, you have failed to cleared out it out. What will you do now?
qstr_In_your_efforts_you_|In your efforts, you have successfully cleared out it out. What will you do now?
qstr_{s11}^^You_have_alre|{s11}^^You have already claimed an existing fortress. Claiming this one will cause your garrison and prisoners to travel from the old location to this one, which may put them at risk of being attacked.
qstr_Cannot_Claim_the_For|Cannot Claim the Fortress, there are still survivors.
qstr_Claim_the_Fortress.|Claim the Fortress.
qstr_Leave.|Leave.
qstr_Ransack_the_fortress|Ransack the fortress and leave.
qstr_You_have_roughly_{re|You have roughly {reg0} days left before your men grow tired of standing around.
qstr_Your_men_feel_refres|Your men feel refreshed.
qstr_Your_men_appreciate_|Your men appreciate the rest.
qstr_You_already_have_an_|You already have an active camp.
qstr_^^You_have_failed_Th|^^You have failed The Elongruate. It is time for you to return to {s12} to deliver the news of your failure.
qstr_^^You_have_completed|^^You have completed The Elongruate! The crowd rallies and everyone celebrates. It is time for you to return to {s12} to deliver the news of your victory.
qstr_^^Your_duel_has_ende|^^Your duel has ended for today. Come back tomorrow to continue your duel.^^Be doubly sure you do not miss any days, or you will be disqualified.
qstr_^^Dressed_as_{s12}_|^^Dressed as {s12}, the other participants welcome you with excitement. Failure will result in a failure of The Elongruate. Once you begin The Elongruate, you must participate in each duel every day for 7 days. Failure to show up will result in disqualification.
qstr_Return_to_duty.|Return to duty.
qstr_Sit_this_one_out.|Sit this one out.
qstr_Upon_returning_to_yo|Upon returning to your homeland, much respect for you was lost after returning without Torsson.
qstr_This_beach_was_forei|This beach was foreign to you...
qstr_You_decide_to_invest|You decide to investigate...
qstr_{s9}_of_{s13}_asked_|{s9} of {s13} asked you to hunt down a fugitive named {s4}. They are currently believed to be at {s3}.
qstr_Displaying_HHG|Displaying HHG
qstr_Leaving|Leaving
qstr_Swapping_to_HHG|Swapping to HHG
qstr_{s13}_no_longer_belo|{s13} no longer belongs to you, so the recruiter for this center has given up!
qstr_If_enabled_the_AI_De|If enabled, the AI Defenders will charge out after a period of time.^^Default = Disabled
qstr_Cinthea_is_on_day_{r|Cinthea is on day {reg0}
qstr_Teleports_a_traveller|Teleports a traveller into any tavern you enter.^^Default = Toggled Off^May cause body doubles to appear, but it is harmless.
qstr_Attempting_to_find_l|Attempting to find loot...
qstr_Loot_Screen_Shown_is|Loot Screen Shown is {reg0}
qstr_g_exc_battle_end_is_|g exc battle end is {reg0}
qstr_Total_Victory|Total Victory
qstr_Total_Victory_Except|Total Victory Exception
qstr_{s2}_{reg3?was:has_be|{s2} {reg3?was:has been} taken captive by {s14}.{s15}
qstr__Lord_Paramonos_is_d| Lord Paramonos is displeased with your recent actions, and left your kingdom.

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最終更新:2025年06月29日 01:17