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//---MAINMENU---
MAIN_MENU_NEWGAME|New Game
MAIN_MENU_RETURN|Return to Game
MAIN_MENU_OPTIONS|Options
MAIN_MENU_CONTROLS|Controls
MAIN_MENU_CONTINUE|Continue Game
MAIN_MENU_MANUAL|Manual
MAIN_MENU_SURRENDER|Surrender
MAIN_MENU_BATTLETESTER|Battle Tester
MAIN_MENU_ENDGAME|Save and End Game
MAIN_MENU_ENDGAME_BATTLETESTER|End Testing
MAIN_MENU_EXIT|Exit
//---OPTIONS---
OPTION_BACK|Back
OPTION_CLOSE|Close
OPTION_START_GAME|Start Game
OPTION_SOUND|Sound
SOUND_OPTION_EFFECTS|Sound Effects
SOUND_OPTION_MUSIC|Music
OPTION_FULL_SCREEN|Full Screen
OPTION_GRAPHIC|Graphics
GRAPHIC_OPTION_SHADOWS|Shadow Quality
GRAPHIC_OPTION_ANTIALIASING|Anti-Aliasing
OPTION_GRAPHIC_VSYNC|V-Sync
OPTION_GRAPHIC_SOFTPARTICLES|Soft Particles
OPTION_GRAPHIC_DEPTHOFFIELD|Depth of Field
OPTION_GRAPHIC_BLOOM|Bloom
OPTION_GAMEPLAY|Gameplay
OPTION_GAMEPLAY_AIMSPEED|Aim Speed
OPTION_GAMEPLAY_CAMERAPANSPEED|Camera Pan Speed
OPTION_GAMEPLAY_EDGESCROLL|Edge Scroll
OPTION_GAMEPLAY_INVERTAIM_Y|Invert Aim Y
OPTION_GAMEPLAY_INVERTAIM_X|Invert Aim X
OPTION_GAMEPLAY_DISABLE_RESIDENTS|Disable Residents
OPTION_RESOLUTION|Resolution
OPTION_LANGUAGES|Languages
//---START SCREEN---
START_SCREEN_EQUIPITEMS_NAME|Equipping Items
START_SCREEN_EQUIPITEMS_DESC|Equip items by dragging them from the inventory onto the relevant equipment slots for the item type (relevant slots will be highlighted green). Accessory items can only be used once.
START_SCREEN_UNEQUIP_NAME|Un-equip Items
START_SCREEN_UNEQUIP_DESC|Un-equip items by dragging them off the equipment slot or by right clicking on the item.
START_SCREEN_DISCARDITEMS_NAME|Discard Items
START_SCREEN_DISCARDITEMS_DESC|Discard items by dragging them onto the trash can icon.
START_SCREEN_DISCARDITEMS_ICON_NAME|Discard Items
START_SCREEN_DISCARDITEMS_ICON_DESC|Discard items by dragging them onto this icon.
START_SCREEN_NOITEMS_NAME|No items available
START_SCREEN_NOITEMS_DESC|Items are rewarded in-game when defeating stages (every 3 waves) and can be retrieved on victory or defeat.
START_SCREEN_SQUAD_MAXCOUNT_NAME|Max Units
START_SCREEN_SQUAD_MAXCOUNT_DESC|The maximum number of active units for both the player and the enemy. Higher amounts can cause performance issues.
//---INPUT---
INPUT_FUNCTION_NAME_UP|Up
INPUT_FUNCTION_NAME_DOWN|Down
INPUT_FUNCTION_NAME_LEFT|Left
INPUT_FUNCTION_NAME_RIGHT|Right
INPUT_FUNCTION_NAME_TOGGLE_CONTROL_MODE|Toggle Control Mode
INPUT_FUNCTION_NAME_CAM_ORBIT_LEFT|Camera Orbit Left
INPUT_FUNCTION_NAME_CAM_ORBIT_RIGHT|Camera Orbit Right
INPUT_FUNCTION_NAME_CAM_ZOOM_IN|Zoom In
INPUT_FUNCTION_NAME_CAM_ZOOM_OUT|Zoom Out
INPUT_FUNCTION_NAME_CAM_RESET|Reset Camera
INPUT_FUNCTION_NAME_TOGGLE_PAUSE|Pause
INPUT_FUNCTION_NAME_ROTATE_BUILDING|Rotate Building
INPUT_FUNCTION_NAME_BLOCK|Block
INPUT_FUNCTION_NAME_DASH|Dash
INPUT_FUNCTION_NAME_ATTACK_GROUND|Ground Attack
INPUT_FUNCTION_NAME_CAST_ABILITY|Cast Ability
INPUT_FUNCTION_NAME_SKILL1|Skill 1
INPUT_FUNCTION_NAME_SKILL2|Skill 2
INPUT_GROUP_GENERAL|General
INPUT_GROUP_TACTICAL|Tactical Mode
INPUT_GROUP_ACTION|Action Mode
OPTION_CONTROLS_DEFAULT|Default
CONFIRM_DEFAULT_CONTROLS|Reset to default controls?
EXIT_ACTION_MODE|Exit action mode
INPUT_UNBINDED|Unbinded
INPUT_REBIND_PROMPT|Press key you wish to rebind to:
INPUT_REBIND_CANCEL|<b>[Escape]</b> Cancel
//---CHARACTERS---
CHARACTER_NAME_LORD|Lord
CHARACTER_DESC_LORD|The ruler of the town. Can be equipped with various items and abilities when starting a game. Healed and revived at the end of every wave.
CHARACTER_NAME_PALADIN|Paladin
CHARACTER_DESC_PALADIN|A holy knight that is dedicated to the task of ridding the world of unholy beings. The Paladin is a defensive melee fighter that can infuse himself with holy power.
CHARACTER_NAME_RANGER|Ranger
CHARACTER_DESC_RANGER|The Ranger is a master of the bow and specializes in dealing death from a distance. Besides shooting arrows, the Ranger can place bombs and detonate them with arrows of fire. 
CHARACTER_NAME_SORCERESS|Sorceress
CHARACTER_DESC_SORCERESS|A master of the arcane arts, the Sorceress wields a powerfull staff that channels her destructive energy in battle. Effective at both ranged and close combat. Deals blunt damage with her staff.
CHARACTER_NAME_WARLORD|Warlord
CHARACTER_DESC_WARLORD|A warrior that cleaves through enemies on the battlefield with a berserker rage. Specializes in dealing massive amounts of damage at close range.
CHARACTER_NAME_TEMPLAR|Templar
CHARACTER_DESC_TEMPLAR|A devout knight that serves as the defender of the Keep. Has a long attack range with his halberd, deals blunt damage with his mace, and can heal allies.
CHARACTER_NAME_WARPRIEST|Warpriest
CHARACTER_DESC_WARPRIEST|A pious warrior that enforces his god's will. Deals blunt damage with his warhammer and can summon a holy fist from the sky to crush his enemies.
//---CHARACTER ATTRIBUTES---
CHARACTER_ATTRIBUTE_LARGE|Large
CHARACTER_ATTRIBUTE_MOUNTED|Mounted
CHARACTER_ATTRIBUTE_MACHINE|Machine
CHARACTER_ATTRIBUTE_FIREWEAKNESS|Fire Weakness
CHARACTER_ATTRIBUTE_ARROWRESISTANCE|Arrow Resistance
CHARACTER_ATTRIBUTE_BLUNTWEAKNESS|Blunt Weakness
//---HERO ABILITIES---
HERO_ABILITY_NAME_WARLORD_SMASHWAVE|Smash Wave
HERO_ABILITY_DESC_WARLORD_SMASHWAVE|The Warlord releases a fiery wave that deals damage to enemies in a frontal line.
HERO_ABILITY_NAME_WARLORD_WHIRLWIND|Whirlwind
HERO_ABILITY_DESC_WARLORD_WHIRLWIND|The Warlord swings his axe in a circle, striking enemies around him.
HERO_ABILITY_NAME_WARLORD_JUMPSMASH|Jump Smash
HERO_ABILITY_DESC_WARLORD_JUMPSMASH|The Warlord jumps into the air and smashes his axe down with great force.
HERO_ABILITY_NAME_PALADIN_HOLYSWORD|Holy Sword
HERO_ABILITY_DESC_PALADIN_HOLYSWORD|A giant sword erupts from the ground, igniting and dealing damage to any enemies hit.
HERO_ABILITY_NAME_PALADIN_SHIELDBASH|Shield Bash
HERO_ABILITY_DESC_PALADIN_SHIELDBASH|Strike with the shield knocking away any enemies hit.
HERO_ABILITY_NAME_PALADIN_HOLYSTRENGTH|Holy Strength
HERO_ABILITY_DESC_PALADIN_HOLYSTRENGTH|The Paladin infuses himself with holy power, dealing increased damage and gaining damage resistance for a short amount of time.
HERO_ABILITY_NAME_RANGER_FIREARROW|Fire Arrow
HERO_ABILITY_DESC_RANGER_FIREARROW|Shoot a flaming arrow that ignites the area it lands at for a short duration.
HERO_ABILITY_NAME_RANGER_POWERSHOT|Power Shot
HERO_ABILITY_DESC_RANGER_POWERSHOT|Shoot a enhanced arrow that deals bonus damage and knockback to enemies hit.
HERO_ABILITY_NAME_RANGER_BOMB|Bomb
HERO_ABILITY_DESC_RANGER_BOMB|Place down a bomb that detonates after 40 seconds. Can be manually detonated by activating the skill again or by igniting it with the Fire Arrow.
HERO_ABILITY_NAME_SORCERESS_POWERRAY|Power Ray
HERO_ABILITY_DESC_SORCERESS_POWERRAY|Unleash a ray of destructive energy dealing damage to enemies in a frontal line for a short duration.
HERO_ABILITY_NAME_SORCERESS_BURSTSHOT|Burst Shot
HERO_ABILITY_DESC_SORCERESS_BURSTSHOT|Shoot a bolt of energy that explodes on impact.
HERO_ABILITY_NAME_SORCERESS_POWERSLAM|Power Slam
HERO_ABILITY_DESC_SORCERESS_POWERSLAM|Slam the ground, emitting a burst of power that knocks away surrounding enemies.
HERO_ABILITY_NAME_TEMPLAR_HEALINGLIGHT|Healing Light
HERO_ABILITY_DESC_TEMPLAR_HEALINGLIGHT|Heal all allies in a large area for 50 health over 10 seconds.
HERO_ABILITY_NAME_TEMPLAR_PULL|Pull
HERO_ABILITY_DESC_TEMPLAR_PULL|The Templar pulls enemies towards him with his Halberd.
HERO_ABILITY_NAME_TEMPLAR_CHARGINGSWEEP|Charging Sweep
HERO_ABILITY_DESC_TEMPLAR_CHARGINGSWEEP|The Templar charges forward a short distance before sweeping his halberd in a frontal arc dealing damage and knocking away enemies.
HERO_ABILITY_NAME_WARPRIEST_HOLYFIST|Holy Fist
HERO_ABILITY_DESC_WARPRIEST_HOLYFIST|The Warpriest summons a giant fist from the sky that deals blunt damage and smashes enemies into the ground.
HERO_ABILITY_NAME_WARPRIEST_CRUSHINGBLOW|Crushing Blow
HERO_ABILITY_DESC_WARPRIEST_CRUSHINGBLOW|The Warpriest delivers a powerful overhead strike that deals a massive amount of blunt damage.
HERO_ABILITY_NAME_WARPRIEST_RIGHTEOUSCHARGE|Righteous Charge
HERO_ABILITY_DESC_WARPRIEST_RIGHTEOUSCHARGE|The Warpriest charges forward, knocking away and dealing a small amount of damage to any enemies hit.
//---SQUADS---
SQUAD_NAME_BRIGANDS|Brigands
SQUAD_DESC_BRIGANDS|Hardy and experienced mercenary soldiers armed with a sword and shield. What little loyalty they have is given to whomever can pay the most for their services.
SQUAD_NAME_CHAMPION|Champion
SQUAD_DESC_CHAMPION|Empowered by godly strength, these divine warriors fight selflessly to defend humanity against the fallen hordes.
SQUAD_NAME_FLAGELLANTS|Flagellants
SQUAD_DESC_FLAGELLANTS|Men who were driven to insanity when they lost all that they love to the fallen. They fight fanatically against the fallen horde hoping to free the souls of their loved ones. Deals blunt damage with their maces.
SQUAD_NAME_FOOTMEN|Footmen
SQUAD_DESC_FOOTMEN|Moderately armored and equipped, Footmen are infantry soldiers that make up the vast majority of any army.
SQUAD_NAME_HEAVYCAVALRY|Heavy Cavalry
SQUAD_DESC_HEAVYCAVALRY|Heavily armed and armored cavalry. Effective at trampling down infantry. Not as quick as Light Cavalry but performs well in combat.
SQUAD_NAME_HILLGIANT|Hill Giant
SQUAD_DESC_HILLGIANT|Towering over all enemies in combat, the Hill Giant is slow moving but can take and deal massive amounts of damage in battle. Can pick up and throw boulders in combat.
SQUAD_NAME_KNIGHTS|Knights
SQUAD_DESC_KNIGHTS|Elite infantry which can deal and take large amounts of damage. Clad in iron plate and wielding massive two-handed swords, Knights are a formidable force on the battlefield.
SQUAD_NAME_CHAPELKNIGHTS|Chapel Knights
SQUAD_DESC_CHAPELKNIGHTS|Heavily armored knights armed with a mace and shield. Has high defense and deals blunt damage.
SQUAD_NAME_LIGHTCAVALRY|Light Cavalry
SQUAD_DESC_LIGHTCAVALRY|Fast moving cavalry which can quickly provide support to different areas on the battlefield. Performs poorly in prolonged combat due to being lightly armored.
SQUAD_NAME_MILITIA|Militia
SQUAD_DESC_MILITIA|Militia are peasant soldiers which have taken up arms in order to protect their homes. Untrained and poorly armored, Militia are used as a last resort when other forms of defense are unavailable.
SQUAD_NAME_SPEARMEN|Spearmen
SQUAD_DESC_SPEARMEN|Spearmen are effective against mounted and large enemies but perform poorly against other infantry.
SQUAD_NAME_ARCHERS|Archers
SQUAD_DESC_ARCHERS|Can shoot at enemies from range but has slow movement and is weak in combat. Hold Left-Alt while giving a attack command to order the archers to fight in melee.
SQUAD_NAME_CANNONEERS|Cannoneers
SQUAD_DESC_CANNONEERS|Shoots explosive projectiles at enemies from a long range. Slow and weak in combat. Hold Left-Alt while giving a attack command to order the cannoneers to fight in melee.
SQUAD_NAME_MINOTAURS|Minotaurs
SQUAD_DESC_MINOTAURS|Half man - half bull, the Minotaurs charge into battle wielding massive double-headed axes that they use to brutally dispatch their enemies.
SQUAD_NAME_LORD|Lord
SQUAD_DESC_LORD|The Lord leads his people against the fallen hordes. Revived and healed at the end of every wave.
SQUAD_NAME_ROYALGUARDS|Royal Guards
SQUAD_DESC_ROYALGUARDS|Elite defenders sworn to protect the Lord and his Keep.
SQUAD_NAME_DARKKNIGHTS|Dark Knights
SQUAD_DESC_DARKKNIGHTS|Elite infantry of the Fallen. These heavily armored undead warriors cleave through their enemies in combat with large two-handed axes.
SQUAD_NAME_SPEARWIGHTS|Spear Wights
SQUAD_DESC_SPEARWIGHTS|Spear wielding Wights which are effective against mounted and large enemies but perform poorly against other infantry. 
SQUAD_NAME_THRALLS|Thralls
SQUAD_DESC_THRALLS|Reanimated corpses of humans. Due to the heavy decomposition of their bodies, Thralls are slow moving and are easily dispatched in battle.
SQUAD_NAME_SKELETONS|Skeletons
SQUAD_DESC_SKELETONS|Skeletal remains of humans held together by dark magic. Has arrow resistance.
SQUAD_NAME_SKELETONWARRIORS|Skeleton Warriors
SQUAD_DESC_SKELETONWARRIORS|Better armed and armored skeletons.
SQUAD_NAME_SKELETONREAVERS|Skeleton Reavers
SQUAD_DESC_SKELETONREAVERS|Heavily armored elite skeletons armed with massive greatswords. Can deal large amounts of damage with each swing.
SQUAD_NAME_WIGHTCAVALRY|Wight Cavalry
SQUAD_DESC_WIGHTCAVALRY|Mounted Wights that use their increased movement speed to out manuever slower infantry.
SQUAD_NAME_WIGHTS|Wights
SQUAD_DESC_WIGHTS|The reanimated corpses of dead warriors. Wights are the basic infantry of the Fallen.
SQUAD_NAME_GHOULS|Ghouls
SQUAD_DESC_GHOULS|These ugly, hunched creatures fight with a cannibalistic frenzy that is fueled by their hunger to consume the flesh of the living.
SQUAD_NAME_WRAITHS|Wraiths
SQUAD_DESC_WRAITHS|Tortured souls given form, Wraiths are shadowy creatures that aggressively strike out at enemies with their elongated claws.
SQUAD_NAME_DARKRIDERS|Dark Riders
SQUAD_DESC_DARKRIDERS|Elite cavalry of the Fallen. In addition to having increased movement speed, Dark Riders can deal and withstand large amounts of damage due to being very heavily armed and armored.
SQUAD_NAME_FLESHGOLEM|Flesh Golem
SQUAD_DESC_FLESHGOLEM|Made from the dead limbs and rotting flesh of various corpses, these hulking monstrosities love to cleave and butcher their enemies.
SQUAD_NAME_FALLENANGEL|Fallen Angel
SQUAD_DESC_FALLENANGEL|A guardian angel, once majestic and pure, has now become twisted and evil to match the soul of the fallen lord from which it was born.
SQUAD_NAME_FALLENCHAMPION|Fallen Champion
SQUAD_DESC_FALLENCHAMPION|A mighty warrior who stood and fell against the fallen horde. This now lifeless corpse serves as an enforcer for the fallen lord. Can rapidly close in and strike from long distances.
SQUAD_NAME_FALLENKING|Fallen King
SQUAD_DESC_FALLENKING|After his kingdom was overrun by the fallen horde, this once great ruler was brutally executed and resurrected as a fallen general. Possesses the ability to summon wights for the fallen cause.
SQUAD_NAME_LADYFALLEN|Lady of the Fallen
SQUAD_DESC_LADYFALLEN|The once beautiful wife of the fallen lord, she now follows him in the afterlife as one of his generals. Moves quickly and is very mobile in combat.
SQUAD_NAME_FALLENDRAGON|Fallen Dragon
SQUAD_DESC_FALLENDRAGON|Summoned from the depths of hell, this demonic beast of vast power destroys all that stand against it with scorching blasts of fire and enormous claws of rending. Immune to burning.
SQUAD_NAME_FALLENEXECUTIONER|Fallen Executioner
SQUAD_DESC_FALLENEXECUTIONER|The Executioner has brutally ended many lives with his gigantic axe when he was living and continues to do so in his afterlife.
SQUAD_NAME_LORDFALLEN|Lord of the Fallen
SQUAD_DESC_LORDFALLEN|Born and raised to rule, the lord of the fallen has forsaken humanity and desires to destroy all things living. His undead army increases in strength with every living creature that crosses his path.
SQUAD_NAME_CATAPULT|Catapult
SQUAD_DESC_CATAPULT|Manned by a crew of Wights, the Catapult is a war machine that destroys buildings by hurling large stones at them. Moves very slowly. Can be destroyed by killing the crew.
SQUAD_NAME_BARBARIANS|Barbarians
SQUAD_DESC_BARBARIANS|Barbarians.
SQUAD_NAME_TREANT|Treant
SQUAD_DESC_TREANT|A tree man.
SQUAD_NAME_STONEGOLEM|Stone Golem
SQUAD_DESC_STONEGOLEM|A golem made of stone.
SQUAD_NAME_ORCWARRIORS|Orc Warriors
SQUAD_DESC_ORCWARRIORS|Larger and stronger than the average human, these brutish warriors fight with a savage ferocity.
SQUAD_NAME_SMELLYKNIGHT|Smelly Knight
SQUAD_DESC_SMELLYKNIGHT|This foul smelling knight was rescued from the mysterious cave. He seems to of have soiled himself.
SQUAD_NAME_KILLERRABBIT|Killer Rabbit
SQUAD_DESC_KILLERRABBIT|The inhabitant of the mysterious cave. This vicious beast has killed and devoured many brave knights that dared to challenge it. The evidence is in the bones that litter the entrance to its lair.
//---SQUAD INFO---
SQUAD_UPKEEP_NAME|Unit upkeep
SQUAD_UPKEEP_DESC|Gold upkeep for this unit. Applied to the total military upkeep.
TROOP_COUNT_NAME|Troop count
TROOP_COUNT_DESC|Current and maximum number of troops in this unit.
SQUAD_HEALTH_NAME|Unit health
SQUAD_HEALTH_DESC|Current and maximum health of the unit.
REINFORCE_SQUAD_NAME|Reinforce Unit
REINFORCE_SQUAD_DESC|Replenish lost troops. Cannot reinforce over the maximum troop count. Progress halts if unit is in combat.
SQUAD_KILL_COUNT_NAME|Kills
SQUAD_KILL_COUNT_DESC|Number of enemies this unit has killed.
SQUAD_MULTIPLE_SELECTED|Multiple selected
SQUAD_MAXCOUNT_NAME|Max unit count
SQUAD_MAXCOUNT_DESC|The current and maximum number of active military units. Any units recruited past the limit will be garrisoned at the Keep. Heroes and starting units do not count towards this limit.
SQUAD_VETERANCY_EXPERIENCE_NAME|Veterancy Experience
SQUAD_VETERANCY_EXPERIENCE_DESC|Amount of experience needed before advancing to the next veterancy level. Experience is gained by dealing damage to enemies.
SQUAD_VETERANCY_RANK_NAME_RECRUIT|Recruit
SQUAD_VETERANCY_RANK_DESC_RECRUIT|Provides no bonuses. Veterancy level 1. All units start at this level.
SQUAD_VETERANCY_RANK_NAME_REGULAR|Regular
SQUAD_VETERANCY_RANK_DESC_REGULAR|10% bonus to attack damage and damage resistance. Veterancy level 2.
SQUAD_VETERANCY_RANK_NAME_VETERAN|Veteran
SQUAD_VETERANCY_RANK_DESC_VETERAN|20% bonus to attack damage and damage resistance. Veterancy level 3
SQUAD_VETERANCY_RANK_NAME_ELITE|Elite
SQUAD_VETERANCY_RANK_DESC_ELITE|30% bonus to attack damage and damage resistance. Veterancy level 4. Max level.
//---BUILDINGS---
BUILDING_NAME_APPLEORCHARD|Apple Orchard
BUILDING_DESC_APPLEORCHARD|Slowly generates food. Requires no production chains.
BUILDING_NAME_ARMORSMITHY|Armor Smithy
BUILDING_DESC_ARMORSMITHY|Turns iron into heavy armor.
BUILDING_NAME_BAKERY|Bakery
BUILDING_DESC_BAKERY|Turns flour into food.
BUILDING_NAME_BARRACKS|Barracks
BUILDING_DESC_BARRACKS|Advanced soldiers are trained at the barracks.
BUILDING_NAME_BREWERY|Brewery
BUILDING_DESC_BREWERY|Turns hops into ale.
BUILDING_NAME_CHAPEL|Chapel
BUILDING_DESC_CHAPEL|A service building that increases the income of nearby housing by 3 gold. Requires a road connection.
BUILDING_NAME_FISHINGHUT|Fishing Hut
BUILDING_DESC_FISHINGHUT|Harvest food from water. Must be placed adjacent to water.
BUILDING_NAME_FLOURMILL|Flour Mill
BUILDING_DESC_FLOURMILL|Turns grain into flour. Flour is turned into food at the Bakery.
BUILDING_NAME_GATE|Gate
BUILDING_DESC_GATE|Can be manually opened or closed. Cannot be closed if enemies are nearby.
BUILDING_NAME_GRAINFARM|Grain Farm 
BUILDING_DESC_GRAINFARM|Grow and harvest grain on Grain Fields within range.
BUILDING_NAME_GRAINFIELD|Grain Field
BUILDING_DESC_GRAINFIELD|Used by the Grain Farm to produce Grain. Must be placed on fertile ground.
BUILDING_NAME_HOPSFARM|Hops Farm
BUILDING_DESC_HOPSFARM|Grow and harvest hops on Hops Fields within range.
BUILDING_NAME_HOPSFIELD|Hops Field
BUILDING_DESC_HOPSFIELD|Used by the Hops Farm to produce Hops. Must be placed on fertile ground.
BUILDING_NAME_HOUSING|Housing
BUILDING_DESC_HOUSING|Generates gold income. Income amount can be increased by upgrading or gaining access to services.
BUILDING_NAME_HOVEL|Hovel
BUILDING_DESC_HOVEL|Generates 5 gold income. Income amount can be increased by upgrading or gaining access to services.
BUILDING_NAME_HOUSE|House
BUILDING_DESC_HOUSE|Generates 10 gold income. Income amount can be increased by upgrading or gaining access to services.
BUILDING_NAME_LARGEHOUSE|Large House
BUILDING_DESC_LARGEHOUSE|Generates 18 gold income. Income amount can be increased by gaining access to services.
BUILDING_NAME_IRONMINE|Iron Mine
BUILDING_DESC_IRONMINE|Mines iron from adjacent iron deposits. Must be placed adjacent to an iron deposit.
BUILDING_NAME_KEEP|Keep
BUILDING_DESC_KEEP|The main building of the town. If destroyed, the game is lost. Any units recruited over the max unit count are garrisoned at the Keep.
BUILDING_NAME_PIGFARM|Pig Farm
BUILDING_DESC_PIGFARM|Turns grain into skins and food.
BUILDING_NAME_ROAD|Road
BUILDING_DESC_ROAD|Provides bonus movement speed for workers and connects housing to service buildings.
BUILDING_NAME_STONEQUARRY|Stone Quarry
BUILDING_DESC_STONEQUARRY|Mines stone from adjacent stone deposits. Must be placed adjacent to a stone deposit.
BUILDING_NAME_STOREHOUSE|Storehouse
BUILDING_DESC_STOREHOUSE|Provides additional territory and acts as a resource deposit and pick up location for workers. Can be placed outside of territory.
BUILDING_NAME_TANNERY|Tannery
BUILDING_DESC_TANNERY|Turns skins into light armor.
BUILDING_NAME_TAVERN|Tavern
BUILDING_DESC_TAVERN|Hire heroes and mercenaries at the Tavern. Also increases the income of nearby housing that is connected by a road by 4 gold.
BUILDING_NAME_TOWERARROW|Arrow Tower
BUILDING_DESC_TOWERARROW|Shoots volleys of arrows at enemies within range. Short range. Can fire at adjacent enemies. Fast rate of fire.
BUILDING_NAME_TOWERBALLISTA|Ballista Tower
BUILDING_DESC_TOWERBALLISTA|Shoots large bolts at enemies within range. Long range and high damage. Slow rate of fire.
BUILDING_NAME_TOWERBOMBARD|Bombard Tower
BUILDING_DESC_TOWERBOMBARD|Shoots explosive projectiles at enemies within range. Area of effect damage and knockdown. Slow rate of fire.
BUILDING_NAME_TRAPSPIKE|Spike Trap
BUILDING_DESC_TRAPSPIKE|A trap where large spikes errupt from the ground to deal damage to enemies. Triggered by any enemies that walk over it.
BUILDING_NAME_WEAPONSMITHY|Weapon Smithy
BUILDING_DESC_WEAPONSMITHY|Turns iron into weapons.
BUILDING_NAME_WALLSTONE|Stone wall
BUILDING_DESC_WALLSTONE|A wall made of stone. Blocks movement.
BUILDING_NAME_WALLWOOD|Wooden wall
BUILDING_DESC_WALLWOOD|A wall made of wood. Blocks movement.
BUILDING_NAME_WELL| Well
BUILDING_DESC_WELL|A service building that increases the income of nearby housing by 1 gold. Does not require a road connection.
BUILDING_NAME_WOODCUTTERHUT|Woodcutter's Hut
BUILDING_DESC_WOODCUTTERHUT|Harvests wood from trees within range. New trees will be planted if there are no available trees to harvest from.
BUILDING_NAME_MARKETPLACE|Marketplace
BUILDING_DESC_MARKETPLACE|A service building that increases the income of nearby housing that is connected by a road by 2 gold. Can also sell various resources for gold.
CLEARLAND_NAME|Delete
CLEARLAND_DESC|Delete buildings or trees. Salvage 25% of cost when deleting buildings.
CONSTRUCTION|Construction
BUILDING_UPKEEP_NAME|Building Upkeep
BUILDING_UPKEEP_DESC|The amount of gold upkeep for this building.
BUILDING_HEALTH_NAME|Building Health
BUILDING_HEALTH_DESC|Health of the building. The building is destroyed if this is depleted.
BUILDING_ROTATE|Rotate Building
BUILDING_CANCEL|Cancel
CLOSE_GATE_NAME|Close Gate
CLOSE_GATE_DESC|Close this gate. Cannot be done if enemies are nearby.
OPEN_GATE_NAME|Open Gate
OPEN_GATE_DESC|Open this gate. An open gate cannot be closed if enemies are nearby.
BUILDING_TOGGLE_DISABLE_NAME|Toggle production
BUILDING_TOGGLE_DISABLE_DESC|Toggle production for this building on or off. Disabled buildings do not pay upkeep.
KEEPGARRISON_NAME|Garrison
KEEPGARRISON_DESC|Any units recruited over the max unit count is placed into the Keep garrison. Units can be deployed from the garrison if the current unit count is under the limit. Upkeep is payed for garrisoned units.
KEEPGARRISON_DEPLOY|Deploy
TRAP_COUNT_NAME|Trap count
TRAP_COUNT_DESC|The current and maximum number of traps.
//---BUILDING UPGRADES---
BUILDING_ISUPGRADED_NAME|Upgraded {0}
BUILDING_UPGRADE_NAME|Upgrade building
BUILDING_UPGRADE_DESC_WOODCUTTERHUT|Increase wood production from 5 to 8.
BUILDING_UPGRADE_DESC_STONEQUARRY|Increase stone production from 5 to 8.
BUILDING_UPGRADE_DESC_GRAINFARM|Increase grain production from 2 to 3.
BUILDING_UPGRADE_DESC_HOPSFARM|Increase hops production from 1 to 2.
//---HOUSING---
HOUSING_TAX_NAME|Housing income
HOUSING_TAX_DESC|Amount of income this housing generates. Can be increased by upgrading or acquiring access to building services.
HOUSING_UPGRADE_NAME|Upgrade Housing
HOUSING_UPGRADE_DESC|Upgrade to next housing level. Increases gold income.
HOUSING_ACQUIRED_SERVICES_NAME|Acquired services
HOUSING_ACQUIRED_SERVICES_DESC|Services increase the income of housing. Acquired by being in range and having road connection to service buildings. Some service buildings do not require a road connection.
HOUSING_SERVICES|Services
BUILDING_SERVICE_NAME_CHAPEL|Chapel
BUILDING_SERVICE_DESC_CHAPEL|Provides +3 income.
BUILDING_SERVICE_NAME_TAVERN|Tavern
BUILDING_SERVICE_DESC_TAVERN|Provides +4 income.
BUILDING_SERVICE_NAME_MARKET|Market
BUILDING_SERVICE_DESC_MARKET|Provides +2 income.
BUILDING_SERVICE_NAME_WELL|Well
BUILDING_SERVICE_DESC_WELL|Provides +1 income.
//---NEUTRAL CAMPS---
NEUTRAL_CAMP_DESTROY_MESSAGE|Looted {0} {1} from {2}
NEUTRAL_CAMP_DIFFICULTY|Difficulty
NEUTRAL_CAMP_TIER_WEAK|Weak
NEUTRAL_CAMP_TIER_MEDIUM|Moderate
NEUTRAL_CAMP_TIER_STRONG|Strong
NEUTRAL_CAMP_DEFENDERS|Defenders
NEUTRAL_CAMP_BARBARIAN|Barbarian Camp
NEUTRAL_CAMP_LABYRINTH|Labyrinth
NEUTRAL_CAMP_GROVE|Grove
NEUTRAL_CAMP_STONECAVE|Stone Cave
NEUTRAL_CAMP_ORCSTRONGHOLD|Orc Stronghold
NEUTRAL_CAMP_MYSTERIOUSCAVE|Mysterious Cave
NEUTRAL_CAMP_MYSTERIOUSCAVE_INSTRUCTION|Clear all other neutral camps to activate
NEUTRAL_CAMP_MYSTERIOUSCAVE_ACTIVATE|Mysterious Cave has become active
NEUTRAL_CAMP_MYSTERIOUSCAVE_REWARD|Some items have been discovered in the Mysterious Cave
//---RESOURCES---
RESOURCE_NAME_GOLD|Gold
RESOURCE_DESC_GOLD|The main currency of the game. Generated by housing and used in almost all troop and building production. Most buildings and troops have a gold upkeep amount. Gold cannot be generated while an attack wave is in progress.
RESOURCE_NAME_FOOD|Food
RESOURCE_DESC_FOOD|An important resource used mainly for the production and maintenance of troops and housing.
RESOURCE_NAME_WOOD|Wood
RESOURCE_DESC_WOOD|Harvested from trees by the Woodcutter's Hut. Used as a material in the construction of buildings.
RESOURCE_NAME_STONE|Stone
RESOURCE_DESC_STONE|Mined from stone deposits by the Stone Quarry. Used as a material in the construction of buildings.
RESOURCE_NAME_IRON|Iron
RESOURCE_DESC_IRON|Mined from iron deposits by the Iron Mine. Used by the smithy buildings to produce weapons and heavy armor.
RESOURCE_NAME_GRAIN|Grain
RESOURCE_DESC_GRAIN|Grown and harvested on Grain Fields by the Grain Farm. Can be turned into flour at the Flour Mill or used as feed by the Pig Farm.
RESOURCE_NAME_FLOUR|Flour
RESOURCE_DESC_FLOUR|Produced from grain at the Flour Mill. Turned into food at the bakery.
RESOURCE_NAME_SKINS|Skins
RESOURCE_DESC_SKINS|Produced from grain at the Pig Farm. Turned into Light Armor at the Tannery.
RESOURCE_NAME_ALE|Ale
RESOURCE_DESC_ALE|Produced from hops at the Brewery. Used to hire heroes and mercenaries at the Tavern.
RESOURCE_NAME_HOPS|Hops
RESOURCE_DESC_HOPS|Grown and harvested on Hops Fields by the Hops Farm. Turned into ale at the Brewery. 
RESOURCE_NAME_WEAPONS|Weapons
RESOURCE_DESC_WEAPONS|Produced from iron at the Weapon Smithy. Used for troop production.
RESOURCE_NAME_LIGHTARMOR|Light Armor
RESOURCE_DESC_LIGHTARMOR|Produced from skins at the Tannery. Used for troop production.
RESOURCE_NAME_HEAVYARMOR|Heavy Armor
RESOURCE_DESC_HEAVYARMOR|Produced from iron at the Armor Smithy. Used for troop production.
GOLD_INCOME_NAME|Gold income rate
GOLD_INCOME_DESC|Total gold income rate. Determined by housing income minus building and military upkeep.
UPKEEP_BUILDING_NAME|Building Upkeep
UPKEEP_BUILDING_DESC|Total upkeep from all buildings.
UPKEEP_MILITARY_NAME|Military Upkeep
UPKEEP_MILITARY_DESC|Total upkeep from all military units.
TAX_NAME|Housing income
TAX_DESC|Total income from all housing. Includes base income from the Keep.
//---RESOURCES DEPOSITS + HOVER INFO---
RESOURCE_DEPOSIT_TREE|Tree
RESOURCE_DEPOSIT_SAPPLING|Tree Sappling
RESOURCE_DEPOSIT_STONE|Stone
RESOURCE_DEPOSIT_IRON|Iron
FERTILE_GROUND|Fertile ground
CLIFF|Cliff
WATER|Water
//---TASKS---
TASK_TRAIN_SQUAD|Train {0}
TASK_HIRE_BRIGANDS|Hire Brigands
TASK_SELL_ALE|Sell Ale
TASK_SELL_ALE_DESC|Sell 10 Ale for 70 Gold.
TASK_NAME_SELLFOOD|Sell Food
TASK_DESC_SELLFOOD|Sell 10 food for 30 gold.
TASK_NAME_SELLSTONE|Sell Stone
TASK_DESC_SELLSTONE|Sell 10 stone for 30 gold.
TASK_NAME_SELLWOOD|Sell Wood
TASK_DESC_SELLWOOD|Sell 10 wood for 30 gold.
TASK_NAME_SELLIRON|Sell Iron
TASK_DESC_SELLIRON|Sell 10 iron for 50 gold.
TASK_NAME_SELLGRAIN|Sell Grain
TASK_DESC_SELLGRAIN|Sell 10 grain for 20 gold.
TASK_NAME_SELLFLOUR|Sell Flour
TASK_DESC_SELLFLOUR|Sell 10 flour for 30 gold.
TASK_NAME_SELLSKINS|Sell Skins
TASK_DESC_SELLSKINS|Sell 10 skins for 40 gold.
TASK_NAME_SELLHOPS|Sell Hops
TASK_DESC_SELLHOPS|Sell 10 hops for 40 gold.
TASK_NAME_SELLWEAPONS|Sell Weapons
TASK_DESC_SELLWEAPONS|Sell 10 Weapons for 50 gold.
TASK_NAME_SELLLIGHTARMOR|Sell Light Armor
TASK_DESC_SELLLIGHTARMOR|Sell 10 Light Armor for 50 gold.
TASK_NAME_SELLHEAVYARMOR|Sell Heavy Armor
TASK_DESC_SELLHEAVYARMOR|Sell 10 Heavy Armor for 60 gold.
TASK_NAME_BUYFOOD|Buy Food
TASK_DESC_BUYFOOD|Buy 10 food for 600 gold
TASK_NAME_BUYWOOD|Buy Wood
TASK_DESC_BUYWOOD|Buy 10 wood for 500 gold
TASK_NAME_BUYSTONE|Buy Stone
TASK_DESC_BUYSTONE|Buy 10 stone for 600 gold
TASK_NAME_BUYIRON|Buy Iron
TASK_DESC_BUYIRON|Buy 10 iron for 1000 gold
//---LORD ITEMS AND MISC---
LORD_STATUS_NAME|Lord
LORD_STATUS_DESC|Click to select and focus on the lord. The lord is revived and healed at the end of every wave.
LORD_INVENTORY|Inventory
ITEM_SLOT_NAME_ABILITY|Ability
ITEM_SLOT_DESC_ABILITY|Provides the Lord with a castable ability.
ITEM_SLOT_NAME_SKILL|Skill
ITEM_SLOT_DESC_SKILL|Provides the Lord with a special skill.
ITEM_SLOT_NAME_ACCESSORY|Accessory
ITEM_SLOT_DESC_ACCESSORY|Provides various starting bonuses for the lord and the town.
ITEM_NAME_CHAMPION|Champion
ITEM_DESC_CHAMPION|Start the game with a Champion unit.
ITEM_NAME_BULLCHARGE|Bull Charge
ITEM_DESC_BULLCHARGE|The Lord charges forward, knocking away and dealing a small amount of damage to enemies.
ITEM_NAME_CLEAVE|Cleave
ITEM_DESC_CLEAVE|The Lord swings his sword in a powerfull frontal arc.
ITEM_NAME_FIREBALL|Fireball
ITEM_DESC_FIREBALL|The Lord throws a ball of fire that deals damage and ignites enemies.
ITEM_NAME_JUMPSMASH|Jump Smash
ITEM_DESC_JUMPSMASH|The Lord jumps into the air and smashes the ground with his sword.
ITEM_NAME_WHIRLWIND|Whirlwind
ITEM_DESC_WHIRLWIND|The Lord spins his sword around, hitting enemies around him.
ITEM_NAME_HILLGIANT|Hill Giant
ITEM_DESC_HILLGIANT|Start the game with a Hill Giant unit.
ITEM_NAME_LIGHT_SHIELD|Light Shield
ITEM_DESC_LIGHT_SHIELD|The Lord takes 10% less damage.
ITEM_NAME_MINOTAURS|Minotaurs
ITEM_DESC_MINOTAURS|Start the game with a unit of Minotaurs.
ITEM_NAME_ORCWARRIORS|Orc Warriors
ITEM_DESC_ORCWARRIORS|Start the game with a unit of Orc Warriors.
ITEM_NAME_HEAVY_SHIELD|Heavy Shield
ITEM_DESC_HEAVY_SHIELD|The Lord takes 20% less damage.
ITEM_NAME_BODYGUARD_MANUAL|Bodyguard Manual
ITEM_DESC_BODYGUARD_MANUAL|3 Royal Guards are added to the Lord's unit. The guards are revived and healed at the end of every wave.
ITEM_NAME_GOLD_STASH|Gold Stash
ITEM_DESC_GOLD_STASH|Start the game with an additional 1000 Gold.
ITEM_NAME_GOLD_HOARD|Gold Hoard
ITEM_DESC_GOLD_HOARD|Start the game with an additional 2000 Gold.
ITEM_NAME_FOOD_STASH|Food Stash
ITEM_DESC_FOOD_STASH|Start the game with an additional 100 Food.
ITEM_NAME_FOOD_HOARD|Food Hoard
ITEM_DESC_FOOD_HOARD|Start the game with an additional 200 Food.
ITEM_NAME_IRON_STASH|Iron Stash
ITEM_DESC_IRON_STASH|Start the game with an additional 30 Iron.
ITEM_NAME_IRON_HOARD|Iron Hoard
ITEM_DESC_IRON_HOARD|Start the game with an additional 60 Iron.
ITEM_NAME_WOOD_STASH|Wood Stash
ITEM_DESC_WOOD_STASH|Start the game with an additional 100 Wood.
ITEM_NAME_WOOD_HOARD|Wood Hoard
ITEM_DESC_WOOD_HOARD|Start the game with an additional 200 Wood.
ITEM_NAME_STONE_STASH|Stone Stash
ITEM_DESC_STONE_STASH|Start the game with an additional 60 Stone.
ITEM_NAME_STONE_HOARD|Stone Hoard
ITEM_DESC_STONE_HOARD|Start the game with an additional 120 Stone.
ITEM_NAME_ALE_RESERVES|Ale Reserves
ITEM_DESC_ALE_RESERVES|Start the game with an additional 30 Ale.
ITEM_NAME_WEAPON_RESERVES|Weapon Reserves
ITEM_DESC_WEAPON_RESERVES|Start the game with an additional 20 Weapons.
ITEM_NAME_HEAVYARMOR_RESERVES|Heavy Armor Reserves
ITEM_DESC_HEAVYARMOR_RESERVES|Start the game with an additional 20 Heavy Armor.
ITEM_NAME_LIGHTARMOR_RESERVES|Light Armor Reserves
ITEM_DESC_LIGHTARMOR_RESERVES|Start the game with an additional 20 Light Armor.
ITEM_NAME_FIRE_SWORD|Fire Sword
ITEM_DESC_FIRE_SWORD|The Lord's sword is imbued with fire. Increases Lord attack damage and grants a chance to ignite enemies on hit.
//---LORD ABILITIES---
LORD_ABILITY_NAME_SMASHWAVE|Smash Wave
LORD_ABILITY_DESC_SMASHWAVE|The Lord releases a fiery wave that deals damage to enemies in a frontal line.
LORD_ABILITY_NAME_ICEPILLAR|Ice Pillar
LORD_ABILITY_DESC_ICEPILLAR|The Lord conjures a pillar of ice that erupts from the ground.
LORD_ABILITY_NAME_FIREBALL_GREATER|Greater Fireball
LORD_ABILITY_DESC_FIREBALL_GREATER|The Lord throws a great fireball that explodes on impact, dealing damage and igniting enemies.
//---INVASION---
CURRENT_WAVE_NAME|Current wave
CURRENT_WAVE_DESC|The current attack wave. Attack waves get more difficult as the number increases. Every 3rd wave (a stage) contains a boss.
ENEMIES_REMAINING_NAME|Enemies remaining
ENEMIES_REMAINING_DESC|Number of enemies remaining in the current attack wave.
NEXT_WAVE_NAME|Next wave
NEXT_WAVE_DESC|Time till the next attack wave.
START_WAVE_NAME|Start wave
START_WAVE_DESC|Force the next wave to start.
END_WAVE_MESSAGE|Wave Defeated
END_STAGE_MESSAGE|Stage Defeated
START_STAGE_MESSAGE|Stage {0}
WAVE|Wave
BOSS_DEFEATED_MESSAGE|{0} Defeated!
//---DIFFICULTY---
DIFFICULTY|Difficulty
DIFFICULTY_LEVEL_NAME_EASY|Easy
DIFFICULTY_LEVEL_DESC_EASY|For the casual gamer. Enemy waves attack in smaller numbers, bosses and enemies have reduced health, and starting resources are doubled.
DIFFICULTY_LEVEL_NAME_MEDIUM|Medium
DIFFICULTY_LEVEL_DESC_MEDIUM|For players familiar with real-time strategy games. Provides a moderate challenge.
DIFFICULTY_LEVEL_NAME_HARD|Hard
DIFFICULTY_LEVEL_DESC_HARD|For advanced players looking for a tough challenge. Enemy waves attack in large numbers and bosses have high amounts of health.
DIFFICULTY_LEVEL_NAME_BRUTAL|Brutal
DIFFICULTY_LEVEL_DESC_BRUTAL|For the masochistic player. Enemies and bosses have 50% more health. Catapults appear every wave starting from wave 3.
//---DEBRIEF---
DEBRIEF_VICTORY_NAME|Victory
DEBRIEF_VICTORY_DESC|The fallen horde has been defeated
DEBRIEF_DEFEAT_NAME|Defeat
DEBRIEF_DEFEAT_DESC|You have been defeated on wave {0}
DEBRIEF_FINISH|Finish
DEBRIEF_KEEPPLAYING|Keep Playing
DEBRIEF_TAKE_ITEM|Take item
DEBRIEF_DISCARD_ITEM|Discard item
DEBRIEF_CLAIM_REWARDS|You may now claim your rewards
//---REWARDS---
REWARDS_NAME|Rewards
REWARDS_DESC|Rewards are accumulated after each stage (every 3 waves) and can be claimed on victory or defeat.
//---COMMANDS---
COMMAND_STOP_NAME|Stop
COMMAND_STOP_DESC|Command unit to stop all orders.
COMMAND_DISBAND_NAME|Disband
COMMAND_DISBAND_DESC|Disband selected unit.
//---UI CONTROLS---
UI_MULTI_SQUAD_ELEMENT_DESC|Left click to select. Shift + Left Click to remove from selection. Right click to focus to position.
CONTROL_HERO_NAME|Control Hero
CONTROL_HERO_DESC|Directly take control of the hero and enter action mode.
RECRUIT_HERO_CANCEL_NAME|Cancel hero recruitment
RECRUIT_HERO_CANCEL_DESC|Cancel recruitment of this hero.
GRID_OVERLAY_NAME|Toggle grid overlay
GRID_OVERLAY_DESC|Toggle display of the grid map over the terrain.
HIDE_TREETOPS_NAME|Hide treetops
HIDE_TREETOPS_DESC|Hide treetops for better visibility.
REWARDS_BUTTON_NAME|Current rewards
REWARDS_BUTTON_DESC|View current rewards. Rewards are added after every stage (every 3 waves).
HERO_STATUS_ELEMENT_DESC|Click to select and focus on this hero.
//---ENDLESS MODE---
ENDLESSMODE_NAME|Endless Mode
ENDLESSMODE_DESC|Fight against an endless number of waves. Items are not rewarded past wave 15.
//---BATTLE TESTER MODE---
BATTLETESTERMODE_NAME|Battle Tester Mode
BATTLETESTERMODE_DESC|Mode for testing units and combat.
BATTLETESTER_DELETESQUAD_BUTTON_NAME|Delete Units
BATTLETESTER_DELETESQUAD_BUTTON_DESC|Delete units
BATTLETESETER_UNIT_PANEL_NAME|Units
BATTLETESTER_ROTATE|Rotate
BATTLETESTER_TOGGLETEAM_BUTTON_NAME|Toggle Team
BATTLETESTER_TOGGLETEAM_BUTTON_DESC|Toggle the team to place units for.
BATTLETESTER_SQUADCOUNT_NAME|Unit counts
BATTLETESTER_SQUADCOUNT_DESC|The unit counts for both teams.
BATTLETESTER_CLEAR_BUTTON_NAME|Clear
BATTLETESTER_CLEAR_BUTTON_DESC|Clear all units and bodies.
BATTLETESTER_ITEMS_BUTTON_NAME|Inventory
BATTLETESTER_ITEMS_BUTTON_DESC|Equip ability and skill items from the Lord's inventory for testing.
BATTLETESTER_PERMANENTBODIES_BUTTON_NAME|Permanent Bodies
BATTLETESTER_PERMANENTBODIES_BUTTON_DESC|Bodies do not disappear.
//---CONFIRMATIONS---
CONFIRM_YES|Yes
CONFIRM_NO|No
CONFIRM_NEW_GAME|Current game will be overwritten. Start new game?
CONFIRM_SURRENDER|Game will end in defeat. Surrender?
CONFIRM_END_GAME|Save and return to the Main Menu?
CONFIRM_DISBAND_SQUAD|Disband {0}?
CONFIRM_INTERVAL_LEAVE|Retreat and claim the rewards?
CONFIRM_START_WAVE|Start the next wave?
CONFIRM_DISCARD_ITEM|Discard {0} from the inventory?
CONFIRM_DEBRIEF_FINISH_UNCLAIMED_REWARD|There are still unclaimed rewards. Discard unclaimed rewards and return to the main menu?
CONFIRM_DEBRIEF_KEEPPLAYING|Continue game in endless mode?
CONFIRM_START_BATTLETESTER|Start battle tester mode?
CONFIRM_END_BATTLETESTER|Return to main menu?
//---MESSAGES---
WARNING_RESOURCES|Not enough {0}
WARNING_GATE_CLOSE|Cannot close the gate. Enemies are too close.
WARNING_MAX_REINFORCEMENTS|Maximum amount of reinforcements reached
WARNING_GARRISONDEPLOY|Too many active units
WARNING_INVENTORY_FULL|Inventory is full
WARNING_COOLDOWN_ABILITY|Ability is on cooldown
WARNING_COOLDOWN_SKILL|Skill is on cooldown
WARNING_PLACE_BUILDING|Cannot place at that location
WARNING_PLACE_STONEQUARRY|Must be placed adjacent to stone
WARNING_PLACE_IRONMINE|Must be placed adjacent to iron
WARNING_PLACE_FISHINGHUT|Must be placed adjacent to water
WARNING_PLACE_FIELD|Must be placed on fertile ground
WARNING_MAX_TRAPS|Maximum amount of traps reached
//---MESSAGE LOGS---
DESTROYED|Destroyed
MESSAGE_SQUAD_RECRUITED|{0} Recruited
MESSAGE_SQUAD_RECRUITED_GARRISON|{0} recruited and garrisoned
MESSAGE_HERO_RECRUITED|Hero {0} recruited
//---TIME---
GAME_PAUSED|Paused
//---GAME STATS---
GAME_STATS_GAME_DURATION|Game Time
GAME_STATS_KILLS|Enemies Killed
GAME_STATS_LOSSES|Troops Lost
GAME_STATS_BUILDINGS_LOST|Buildings Lost
//---MISC---
CONTROL_HERO|Control Hero
LOADING_SCREEN|Loading...
//------------------------------------------------MANUAL------------------------------------------------------
MANUAL_NEXT_PAGE|Next
MANUAL_PREVIOUS_PAGE|Previous
//---INTRODUCTION---
MANUAL_SECTION_NAME_INTRODUCTION|Introduction
MANUAL_SECTION_DESC_INTRODUCTION|About the game.
MANUAL_INTRODUCTION_WHATIS_NAME|What is Reignfall
MANUAL_INTRODUCTION_WHATIS_DESC|Reignfall is a Real-Time Strategy game with a mixture of City-Building and Third-Person Action elements. The goal of the game is to build up defenses and protect your Keep against increasingly difficult waves of enemies.
MANUAL_INTRODUCTION_RTS_NAME|Real-Time Strategy
MANUAL_INTRODUCTION_RTS_DESC|Construct buildings to gather resources and train military units. Effective control of your military units and smart placement of buildings is vital for survival against the enemy waves.
MANUAL_INTRODUCTION_ACTION_NAME|Third-Person Action
MANUAL_INTRODUCTION_ACTION_DESC|The player can take control of powerfull heroes which switches the game to a third-person perspective. While in this control mode, the player can directly take part in battles and explore the map from the ground.
//---PROLOGUE---
MANUAL_SECTION_NAME_PROLOGUE|Prologue
MANUAL_SECTION_DESC_PROLOGUE|Read the prologue for the game.
MANUAL_PROLOGUE_VERSE1|Two brethren, born in a time of strife and conflict,{n}blood intertwined with destiny,{n}hands firmly together molding the destiny of all other souls,{n}with a storm of swords.
MANUAL_PROLOGUE_VERSE2|One brethren, one hand, swings the might and heart of our land,{n}holding the courage of the living,{n}the other, hand of blight, summons all fears in our hearts,{n}spreading the wrath of the undead.
MANUAL_PROLOGUE_VERSE3|The endgame, fortold to be on the isle of last men,{n}where our two brethren will face.{n}You and the living, him and the undead,{n}The reign, the fall.
//---USER INTERFACE---
MANUAL_SECTION_NAME_USERINTERFACE|User Interface
MANUAL_SECTION_DESC_USERINTERFACE|Explanation of the user interface and how to control the camera view.
MANUAL_TACTICAL_INTERFACE_NAME|Tactical Interface
MANUAL_TACTICAL_INTERFACE_DESC|The interface while in the default tactical control mode. Hover over the various sections for additional information.
MANUAL_TACTICAL_INTERFACE_MINIMAP_NAME|Minimap
MANUAL_TACTICAL_INTERFACE_MINIMAP_DESC|A miniature version of the map. Click on a location within the minimap to focus the view to that position.
MANUAL_TACTICAL_INTERFACE_SPEEDS_NAME|Speed Controls
MANUAL_TACTICAL_INTERFACE_SPEEDS_DESC|Used to pause the game or change the game speed. If an attack wave is in progress, the game speed cannot be increased over 1x. {0} can also be pressed to pause and unpause the game.
MANUAL_TACTICAL_INTERFACE_COMMANDPANEL_NAME|Command Panel
MANUAL_TACTICAL_INTERFACE_COMMANDPANEL_DESC|Displays info and available commands for the selected unit(s) or building. If no unit or building is selected, the construction panel will be displayed here instead.
MANUAL_TACTICAL_INTERFACE_WAVEINFO_NAME|Wave Info
MANUAL_TACTICAL_INTERFACE_WAVEINFO_DESC|Displays information about attack waves. If an attack wave is in progress, the number of enemies remaining is displayed. If an attack wave is not in progress, the time till the next wave starts is displayed. Can be hovered over to display what enemies are within the wave.
MANUAL_TACTICAL_INTERFACE_TOWNRESOURCES_NAME|Town Resources
MANUAL_TACTICAL_INTERFACE_TOWNRESOURCES_DESC|Displays the amounts of resources in the town stockpile. The number in brackets next to the gold resource is income amount. Additional information on gold and gold income can be toggled by clicking on its panel.
MANUAL_TACTICAL_INTERFACE_LORDKEEP_NAME|Lord & Keep Status
MANUAL_TACTICAL_INTERFACE_LORDKEEP_DESC|Icons displaying the status of the Lord and the Keep. Pressing on the Lord's icon will select and focus the view on the Lord's unit. Pressing the Keep icon will focus the view on the Keep. The icons will flash red when the Lord or Keep are under attack.
MANUAL_TACTICAL_INTERFACE_MOVEMENT_NAME|Movement
MANUAL_TACTICAL_INTERFACE_MOVEMENT_DESC|The view can be moved by pressing the directional movement keys ({0},{1},{2},{3}). If edge scrolling is enabled in the options, the view can be moved by moving the mouse pointer to the edge of the screen in the desired direction.
MANUAL_TACTICAL_INTERFACE_ORBIT_NAME|Orbiting
MANUAL_TACTICAL_INTERFACE_ORBIT_DESC|The view can be orbited left by pressing {0} or right by pressing {1}.
MANUAL_TACTICAL_INTERFACE_ZOOM_NAME|Zooming
MANUAL_TACTICAL_INTERFACE_ZOOM_DESC|The view can be zoomed in or out by rolling the mouse scroll wheel or pressing the zoom keys ({0},{1}).
MANUAL_HERO_INTERFACE_NAME|Hero Interface
MANUAL_HERO_INTERFACE_DESC|Additional interface elements will appear while taking direct control of a hero. Hover over the various sections for additional information.
MANUAL_HERO_INTERFACE_SKILLS_NAME|Skills
MANUAL_HERO_INTERFACE_SKILLS_DESC|Displays cooldown time and the input keys for the Hero's skills.
MANUAL_HERO_INTERFACE_ABILITY_NAME|Ability
MANUAL_HERO_INTERFACE_ABILITY_DESC|Displays cooldown time and the input key for the Hero's ability. If the ability is readied for casting, the icon will flash.
MANUAL_HERO_INTERFACE_HEROHEALTH_NAME|Hero Health
MANUAL_HERO_INTERFACE_HEROHEALTH_DESC|Displays the health amount of the hero. The hero will die if this is depleted.
MANUAL_HERO_INTERFACE_STAMINA_NAME|Stamina
MANUAL_HERO_INTERFACE_STAMINA_DESC|Displays the stamina amount of the hero. Most actions require and consume stamina to perform. Will flash red when stamina is depleted.
//---UNIT CONTROL---
MANUAL_SECTION_NAME_UNITCONTROL|Unit Control
MANUAL_SECTION_DESC_UNITCONTROL|How to train, select, command, and manage military units.
MANUAL_UNITCONTROL_UNITBANNER_NAME|Unit Banners
MANUAL_UNITCONTROL_UNITBANNER_DESC|All units are represented by a unit banner. The banner displays the health and icon of the unit. Friendly banners are green while enemy banners are red.
MANUAL_UNITCONTROL_TRAINING_NAME|Training Units
MANUAL_UNITCONTROL_TRAINING_DESC|Units can be trained at the Keep, Barracks, and Tavern. First select the relevant building and click the button of the desired unit to train. After a brief training period, the unit will appear at the entrance of the building.
MANUAL_UNITCONTROL_REPLACINGLOSSES_NAME|Replacing Losses
MANUAL_UNITCONTROL_REPLACINGLOSSES_DESC|Losses within a unit can be replaced by clicking on the Reinforce button (pictured to the right) in the unit's command panel. A unit cannot be reinforced over the maximum troop count for that unit type. Different unit types have different resource costs for reinforcement.
MANUAL_UNITCONTROL_HEALING_NAME|Healing
MANUAL_UNITCONTROL_HEALING_DESC|Player units will automatically replenish health over time while out of combat and there is no attack wave in progress.
MANUAL_UNITCONTROL_SELECTION|Unit Selection
MANUAL_UNITCONTROL_SELECTUNIT_NAME|Selecting Units
MANUAL_UNITCONTROL_SELECTUNIT_DESC|To select a unit, click on it's banner. A selected unit will have a glowing outline around it's banner. Holding down Left-Shift while selecting will add units to the current selection. Double clicking when selecting a unit will select all visible units of the same type. Left click on empty ground to deselect all units.
MANUAL_UNITCONTROL_BOXSELECT_NAME|Box Selecting
MANUAL_UNITCONTROL_BOXSELECT_DESC|Box selecting allows for the quick selection of a group of units. To perform a box selection, click and drag the pointer over the desired units to create a selection box, then release the mouse button to select all units within the box. Holding down Left-Shift while box selecting will add the units to the current selection.
MANUAL_UNITCONTROL_CONTROLGROUPS_NAME|Control Groups
MANUAL_UNITCONTROL_CONTROLGROUPS_DESC|Units can be assigned to a control group. To create a control group, select the desired units then press Left-CTRL and the number of the group to assign the units to. For example, to assign units to group 3, press Left-CTRL + 3. To select a control group, press the number of the group. Units assigned to a control group will display the number of the group next to their banner.
MANUAL_UNITCONTROL_COMMANDS|Unit Commands
MANUAL_UNITCONTROL_MOVE_NAME|Move
MANUAL_UNITCONTROL_MOVE_DESC|To give a move command, select the desired units and Right-Click a position on the ground or over the Minimap. The selected units will move to that position and await futher orders. The move order will be canceled if no path can be found to the target position.
MANUAL_UNITCONTROL_ATTACK_NAME|Attack
MANUAL_UNITCONTROL_ATTACK_DESC|To give an attack command, select the desired units and Right-Click on an enemy unit. The selected units will follow and attack the targeted enemy until a new order is given or the target is destroyed. The attack order will be canceled if no path can be found to the target.
MANUAL_UNITCONTROL_ATTACKMOVE_NAME|Attack Move
MANUAL_UNITCONTROL_ATTACKMOVE_DESC|To give an attack move command, select the desired units and Right-Click a position on the ground or over the Minimap while holding down left-ALT. The selected units will move to that position and engage any enemies on the way. The order will be canceled if no path can be found to the target position.
MANUAL_UNITCONTROL_FOLLOW_NAME|Follow
MANUAL_UNITCONTROL_FOLLOW_DESC|To command a unit to follow another unit, select the desired units and Right-Click on a friendly unit. The selected units will follow the targeted friendly unit until a new order is given or the target unit is destroyed. The follow order will be canceled if no path can be found to the follow target.
//---BUILDINGS---
MANUAL_SECTION_NAME_BUILDINGS|Buildings
MANUAL_SECTION_DESC_BUILDINGS|Construction of buildings and information on the various building types.
MANUAL_CONSTRUCTION|Construction
MANUAL_CONSTRUCTION_CONSRUCTBUILDING_NAME|Constructing Buildings
MANUAL_CONSTRUCTION_CONSRUCTBUILDING_DESC|To construct a building, first click on the building's button in the construction panel (only shown when no units or buildings are selected) then click on a valid placement position within the map to place the building. Red squares show invalid locations while green squares show valid locations. Some buildings have unique requirements for placement. For example, the Stone Quarry must be placed adjacent to a stone deposit.
MANUAL_CONSTRUCTION_TOWNTERRITORY_NAME|Town Territory
MANUAL_CONSTRUCTION_TOWNTERRITORY_DESC|Buildings must be constructed within the bounds of the Town Territory. When placing buildings, the light area represents the bounds of the town territory and the dark area is space outside of the territory. In order to expand territory, Storehouses, which can be placed outside of territory, must be built. The territory a Storehouse provides is represented by a blue border surrounding the building.
MANUAL_CONSTRUCTION_REPAIR_NAME|Repairing Buildings
MANUAL_CONSTRUCTION_REPAIR_DESC|Damaged buildings will slowly repair themselves while there is no attack wave in progress.
MANUAL_HOUSING_NAME|Housing
MANUAL_HOUSING_DESC|Housing generates the gold income for the town. The amount of income housing generates can be increased by upgrading the housing or by acquiring access to services from service buildings.
MANUAL_SERVICEBUILDINGS_NAME|Service Buildings
MANUAL_SERVICEBUILDINGS_DESC|Service buildings provide income increasing services to housing within it's service range (represented by a yellow border). Before the service can be accessed, a road connection between the service building and the housing must be established. Some service buildings, like the Well, do not require a road connection.
MANUAL_DEPOSITBUILDINGS_NAME|Deposit Buildings
MANUAL_DEPOSITBUILDINGS_DESC|Deposit buildings are locations where workers deposit and pick up resources from. The two deposit buildings for the town is the Keep and the Storehouse. It is a good idea to build roads to deposit buildings in order to reduce the travel time of workers.
MANUAL_ROADS_NAME|Roads
MANUAL_ROADS_DESC|Roads greatly increase the movement speed of workers and connect housing to service buildings. Smart placement of roads is vital for an effecient economy.
MANUAL_FARMS_NAME|Farms
MANUAL_FARMS_DESC|Farms are resource production buildings that require fields within it's job range (represented by a yellow border) in order to work. The required fields must be placed on fertile ground. For example, the Grain Farm will grow and harvest grain from Grain Fields within job range.
MANUAL_TOWERS_NAME|Towers
MANUAL_TOWERS_DESC|Besides military units, towers can be used to defend the town. Towers shoot at any enemies within it's effective range (represented by a blue circle). The tower will not fire at enemies closer than the minimum range (represented by a red circle). The Arrow Tower does not have a minimum range and will fire at enemies even if they are adjacent to it.
//---HEROES---
MANUAL_SECTION_NAME_HEROES|Heroes
MANUAL_SECTION_DESC_HEROES|Information on the different heroes and how to control them.
MANUAL_HEROES_GENERAL_DESC|Heroes are powerfull warriors that can be hired from the Tavern and Keep. Not only can they perform special abilities on the battlefield, but the player can also take direct control of them.
MANUAL_THE_HEROES|The Heroes
MANUAL_HERO_CONTROL_NAME|Hero Control
MANUAL_HERO_CONTROL_DESC|The player can take direct control of heroes which switches the game into a third-person view mode. Control of units and construction of buildings is disabled while controlling a hero.
MANUAL_ENTER_HERO_CONTROL_NAME|Entering Hero Control Mode
MANUAL_ENTER_HERO_CONTROL_DESC|Hero control mode can be entered by selecting a hero unit and pressing {0}. Press {0} again to exit out of hero control mode. 
MANUAL_HERO_MOVEMENT_NAME|Movement
MANUAL_HERO_MOVEMENT_DESC|The hero can be moved by pressing the directional movement keys ({0},{1},{2},{3}). Movement is relative to the facing of the camera. The camera view can be controlled by moving the mouse in the desired direction.
MANUAL_HERO_STAMINA_NAME|Stamina
MANUAL_HERO_STAMINA_DESC|Stamina represents the amount of actions a hero can perform before needing to rest. Almost all actions including attacking, blocking, dashing, and performing skills consume stamina. A hero cannot perform any actions once stamina is depleted. Stamina is represented by a yellow bar at the bottom of the screen.
MANUAL_HERO_HEALTH_NAME|Health
MANUAL_HERO_HEALTH_DESC|The health of a hero represents the amount of damage the hero can take before death. Represented by a green bar above the stamina bar (yellow bar) at the bottom of the screen.
MANUAL_HERO_ATTACKING_NAME|Attacking
MANUAL_HERO_ATTACKING_DESC|Light attacks are performed by pressing {1} and heavy attacks are performed by pressing {2}. Light and heavy attacks can be performed in combination for as long as there is available stamina. In addition to light and heavy attacks, a special ground attack can be performed by pressing {0}. Ground attacks deal bonus damage against enemies that are lying down.
MANUAL_HERO_BLOCKING_NAME|Blocking
MANUAL_HERO_BLOCKING_DESC|Blocking can be performed by holding down {0}. Blocking an attack greatly reduces incoming damage but consumes stamina based on the strength of the attack. While blocking, stamina regeneration is halted and the hero cannot move or perform any actions.
MANUAL_HERO_DASHING_NAME|Dashing
MANUAL_HERO_DASHING_DESC|A dash can be performed by pressing {0}. The hero will quickly dash in the direction of the current directional button being pressed. While dashing, the hero is temporarily invulnerable to attacks. Use to avoid enemy attacks or to rapidly get into range to deliver an attack.
MANUAL_HERO_SKILLS_NAME|Skills
MANUAL_HERO_SKILLS_DESC|Skills are special attacks that can be performed by pressing either {0} or {1}. Each hero has their own unique skills. All skills have a cooldown time.
MANUAL_HERO_ABILITIES_NAME|Abilities
MANUAL_HERO_ABILITIES_DESC|Abilities are powerfull skills that are manually targeted. To cast an ability, Ready the ability for casting by pressing {0}. A visual indicator will show where the ability is being targeted to. Press {1} to cast the ability or press {2} to cancel casting of the ability. All abilities have a cooldown time.
//---ENEMIES---
MANUAL_SECTION_NAME_ENEMIES|Enemies
MANUAL_SECTION_DESC_ENEMIES|Information on attack waves and the different enemy unit and boss types.
MANUAL_WAVES_NAME|Attack Waves
MANUAL_WAVES_DESC|Every 15 minutes, progressively difficult waves of enemies will attack the town. It is up to the player to build up and prepare defenses to defend against these attacks. If the Keep is destroyed the game ends in defeat. There are a total of 18 waves.
MANUAL_STAGES_NAME|Stages
MANUAL_STAGES_DESC|Every 3 waves is a stage with the last wave of every stage containing a powerfull enemy boss. The boss waves have a attack delay of 20 minutes instead of 15. Defeating a stage rewards items to the reward box.
MANUAL_ENEMYUNITS|Enemy Units
MANUAL_BOSSES|Bosses
//---LORD---
MANUAL_SECTION_NAME_LORD|Lord
MANUAL_SECTION_DESC_LORD|The Lord and equippable items.
MANUAL_LORD_DESC|The Lord is a unique hero that can be equipped with items in order to gain an advantage against the enemy. The player starts every game with a Lord. The Lord will be revived (if killed) and healed at the end of every wave.
MANUAL_ITEMS_NAME|Items
MANUAL_ITEMS_DESC|When starting a new game, the lord can be equipped with items from a persistent inventory. Items grant bonuses or abilities (to the Lord) that give an advantage against the enemy. Accessory items can only be used once. The inventory can hold a maximum of 49 items.
MANUAL_ACQUIREITEMS_NAME|Acquiring Items
MANUAL_ACQUIREITEMS_DESC|After each stage, random items are added to a reward box with more powerfull items being rewarded in the later stages. The items can be claimed on victory or defeat.
//---NEUTRAL CAMPS---
MANUAL_SECTION_NAME_NEUTRALCAMPS|Neutral Camps
MANUAL_SECTION_DESC_NEUTRALCAMPS|Explanation of Neutral Camps.
MANUAL_NEUTRALCAMPS_DESC|Neutral camps are structures on the map that are defended by creatures native to the island. Defeating all defenders of a camp will destroy it and reward the resources it contains to the town. More difficult camps contain larger amounts of resources.
MANUAL_NEUTRALZONE_NAME|Neutral Zones
MANUAL_NEUTRALZONE_DESC|Each neutral camp has an area of influence that prevents construction of buildings. Destroying the camp will remove this influence. Neutral zones are visually represented by red space when constructing a building or by a red outline when hovering over a camp.
//---ACKNOWLEDGEMENTS---
MANUAL_SECTION_NAME_ACKNOWLEDGEMENTS|Acknowledgements
MANUAL_SECTION_DESC_ACKNOWLEDGEMENTS|Acknowledgements for contributors to the development of the game.
MANUAL_ACKNOWLEDGEMENTS_TRANSLATIONS|Translations