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

	"vcmi.adventureMap.confirmRestartGame"     : "你想要重新开始游戏吗？",
	"vcmi.adventureMap.noTownWithMarket"       : "没有足够的市场。",
	"vcmi.adventureMap.noTownWithTavern"       : "没有酒馆可供查看。",
	"vcmi.adventureMap.spellUnknownProblem"    : "无此魔法的信息。",
	"vcmi.adventureMap.playerAttacked"         : "玩家遭受攻击: %s",
	"vcmi.adventureMap.moveCostDetails"        : "移动点数 - 花费: %TURNS 轮 + %POINTS 点移动力, 剩余移动力: %REMAINING",
	"vcmi.adventureMap.moveCostDetailsNoTurns" : "移动点数 - 花费: %POINTS 点移动力, 剩余移动力: %REMAINING",

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

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

	"vcmi.radialWheel.mergeSameUnit" : "合并相同生物",
	"vcmi.radialWheel.showUnitInformation" : "显示生物信息",
	"vcmi.radialWheel.splitSingleUnit" : "分割单个生物",
	"vcmi.radialWheel.splitUnitEqually" : "平均分配生物",
	"vcmi.radialWheel.moveUnit" : "将生物移动到部队",
	"vcmi.radialWheel.splitUnit" : "分割生物到其他空位",

	"vcmi.mainMenu.serverConnecting" : "连接中...",
	"vcmi.mainMenu.serverAddressEnter" : "使用地址:",
	"vcmi.mainMenu.serverClosing" : "关闭中...",
	"vcmi.mainMenu.hostTCP" : "创建TCP/IP游戏",
	"vcmi.mainMenu.joinTCP" : "加入TCP/IP游戏",
	"vcmi.mainMenu.playerName" : "Player",

	"vcmi.lobby.filename" : "文件名",
	"vcmi.lobby.creationDate" : "创建时间",

	"vcmi.server.errors.existingProcess"     : "一个VCMI进程已经在运行，启动新进程前请结束它。",
	"vcmi.server.errors.modsToEnable"    : "{需要启用的mod列表}",
	"vcmi.server.errors.modsToDisable"   : "{需要禁用的mod列表}",
	"vcmi.server.confirmReconnect"           : "您想要重连上一个会话么？",

	"vcmi.settingsMainWindow.generalTab.hover"   : "常规",
	"vcmi.settingsMainWindow.generalTab.help"    : "切换到“常规”选项卡 - 设置游戏客户端呈现",
	"vcmi.settingsMainWindow.battleTab.hover"    : "战斗",
	"vcmi.settingsMainWindow.battleTab.help"     : "切换到“战斗”选项卡 - 这些设置允许配置战斗界面和相关内容",
	"vcmi.settingsMainWindow.adventureTab.hover" : "冒险地图",
	"vcmi.settingsMainWindow.adventureTab.help"  : "切换到“冒险地图”选项卡 - 冒险地图即玩家能操作英雄移动的界面",

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

	"vcmi.systemOptions.fullscreenBorderless.hover" : "全屏 (无边框)",
	"vcmi.systemOptions.fullscreenBorderless.help"  : "{全屏}\n\n选中时，VCMI将以全屏运行，否则运行在窗口模式。",
	"vcmi.systemOptions.fullscreenExclusive.hover"  : "全屏 (边框)",
	"vcmi.systemOptions.fullscreenExclusive.help"   : "{全屏}\n\n选中时，VCMI将以全屏运行，否则运行在窗口模式。",
	"vcmi.systemOptions.resolutionButton.hover" : "分辨率",
	"vcmi.systemOptions.resolutionButton.help"  : "{分辨率选择}\n\n改变游戏内的分辨率，更改后需要重启游戏使其生效。",
	"vcmi.systemOptions.resolutionMenu.hover"   : "分辨率选择",
	"vcmi.systemOptions.resolutionMenu.help"    : "修改游戏运行时的分辨率。",
	"vcmi.systemOptions.scalingButton.hover"   : "界面大小: %p%",
	"vcmi.systemOptions.scalingButton.help"    : "{界面大小}\n\n改变界面的大小",
	"vcmi.systemOptions.scalingMenu.hover"     : "选择界面大小",
	"vcmi.systemOptions.scalingMenu.help"      : "改变游戏界面大小。",
	"vcmi.systemOptions.longTouchButton.hover"   : "触控间距: %d 毫秒", // Translation note: "ms" = "milliseconds"
	"vcmi.systemOptions.longTouchButton.help"    : "{触控间距}\n\n使用触摸屏时，触摸屏幕指定持续时间（以毫秒为单位）后将出现弹出窗口。",
	"vcmi.systemOptions.longTouchMenu.hover"     : "选择触控间距",
	"vcmi.systemOptions.longTouchMenu.help"      : "改变触控间距。",
	"vcmi.systemOptions.longTouchMenu.entry"     : "%d 毫秒",
	"vcmi.systemOptions.framerateButton.hover"  : "显示FPS",
	"vcmi.systemOptions.framerateButton.help"   : "{显示FPS}\n\n打开/关闭在游戏窗口角落的FPS指示器。",
	"vcmi.systemOptions.hapticFeedbackButton.hover"  : "触觉反馈",
	"vcmi.systemOptions.hapticFeedbackButton.help"   : "{触觉反馈}\n\n切换触摸输入的触觉反馈。",
	"vcmi.systemOptions.enableUiEnhancementsButton.hover"  : "界面增强",
	"vcmi.systemOptions.enableUiEnhancementsButton.help"   : "{界面增强}\n\n显示所有界面增强内容，如大背包和魔法书等。",

	"vcmi.adventureOptions.infoBarPick.hover" : "在信息面板显示消息",
	"vcmi.adventureOptions.infoBarPick.help" : "{在信息面板显示消息}\n\n来自访问地图物件的信息将显示在信息面板，而不是弹出窗口。",
	"vcmi.adventureOptions.numericQuantities.hover" : "生物数量显示",
	"vcmi.adventureOptions.numericQuantities.help" : "{生物数量显示}\n\n以数字 A-B 格式显示不准确的敌方生物数量。",
	"vcmi.adventureOptions.forceMovementInfo.hover" : "在状态栏中显示移动力",
	"vcmi.adventureOptions.forceMovementInfo.help" : "{在状态栏中显示移动力}\n\n不需要按ALT就可以显示移动力。",
	"vcmi.adventureOptions.showGrid.hover" : "显示网格",
	"vcmi.adventureOptions.showGrid.help" : "{显示网格}\n\n显示网格覆盖层，高亮冒险地图物件的边沿。",
	"vcmi.adventureOptions.borderScroll.hover" : "滚动边界",
	"vcmi.adventureOptions.borderScroll.help" : "{滚动边界}\n\n当光标靠近窗口边缘时滚动冒险地图。 可以通过按住 CTRL 键来禁用。",
	"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "信息面板生物管理",
	"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{信息面板生物管理}\n\n允许在信息面板中重新排列生物，而不是在默认组件之间循环。",
	"vcmi.adventureOptions.leftButtonDrag.hover" : "左键拖动地图",
	"vcmi.adventureOptions.leftButtonDrag.help" : "{左键拖动地图}\n\n启用后，按住左键移动鼠标将拖动冒险地图视图。",
	"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed1.help": "将地图卷动速度设置为非常慢",
	"vcmi.adventureOptions.mapScrollSpeed5.help": "将地图卷动速度设置为非常快",
	"vcmi.adventureOptions.mapScrollSpeed6.help": "将地图卷动速度设置为即刻。",

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

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

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

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

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

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

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

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

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

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

	"vcmi.randomMapTab.widgets.defaultTemplate"      : "默认",
	"vcmi.randomMapTab.widgets.templateLabel"        : "模板",
	"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "设定...",
	"vcmi.randomMapTab.widgets.teamAlignmentsLabel"  : "同盟关系",
	"vcmi.randomMapTab.widgets.roadTypesLabel"       : "道路类型",

	"vcmi.optionsTab.widgets.chessFieldBase.help" : "{额外计时器}\n\n当{转动计时器}达到零时开始倒计时。 它仅在游戏开始时设置一次。 当计时器达到零时，玩家的回合结束。",
	"vcmi.optionsTab.widgets.chessFieldTurn.help" : "{转动计时器}\n\n当玩家在冒险地图上开始回合时开始倒计时。 它在每回合开始时重置为其初始值。 任何未使用的回合时间将被添加到{额外计时器}（如果正在使用）中。",
	"vcmi.optionsTab.widgets.chessFieldBattle.help" : "{战斗计时器}\n\n战斗期间当 {堆栈计时器} 达到0时进行倒计时。 每次战斗开始时都会重置为初始值。 如果计时器达到零，当前活动的堆栈将进行防御。",
	"vcmi.optionsTab.widgets.chessFieldCreature.help" : "{堆栈计时器}\n\n当玩家在战斗中为当前堆栈选择一个动作时开始倒计时。 堆栈操作完成后，它会重置为其初始值。",
	"vcmi.optionsTab.widgets.labelTimer" : "计时器",
	"vcmi.optionsTab.widgets.timerModeSwitch.classic" : "经典计时器",
	"vcmi.optionsTab.widgets.timerModeSwitch.chess" : "国际象棋计时器",


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

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

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