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* Dark Crusade:
Cause the Dark Empire to declare war on this location's society, attempting to invade it. The nobles will slowly gain shadow while they are under the rule of the Dark Empire.
* Blood Magic: The Hunger:
(I haven't unlocked this in game yet, but the description on the Fandom wiki page says it increases shadow on the location and on the cursed hero/ruler.)
* Vampiric Curse:
Create a Vampire by exploiting the soul, raising them to undeath as an uncontrolled evil character who will attempt to spread shadow, and whose use of Feed will cause heroes and nobles to gain The Hunger as well.
* Well of Shadows:
Starts a Well of Shadows at this location, which spreads shadow to all neighbouring human settlements with lower shadow.
* Weaken Ward:
Halves the strength of the Ward of this location.
* Holy: Remove Ward:
Halves the strength of the Ward of this location.
* Death Magic: Death's Shadow:
Channelled Magic: Absorbs death from here (max. 100%) to form a Ghast. This creature will spread shadow automatically to human settlements, until eventually human heroes kill it. Its stats depend on the level of death here and your caster's level.
* Dark Empire:
Converts a human nation into the Dark Empire, the focal point for enshadowed corrupted human nations. It can be called to war against other human nations. All dukes with personal AND location shadow < 90% will immediately rebel, but any nobles in the Dark Empire will slowly gain shadow.
* Aristocrat's Crisis Vote: Famine and Crisis Vote: Plague:
Starts a vote on how to respond to the [famine/plague] which forces the nobles to take sides. One group will be benefited, but the other group will grow resentful, and dislike them, potentially causing wars or interpersonal sabotage.
* Drive Xenophobia. (It's an Intrigue challenge, separate to the holy order tenet.)
Cause all rulers of settlements with infiltration at 100% in this society and its neighbours to gain dislike for the other species.
Insanity :
* Dangerous Knowledge:
Causes this arcane secret to inflict 10 sanity damage to any hero mage who studies it.
Deep Ones
* Propagation: (I think it's an easy way to get some additional victory points after you have a Deep One Sanctum.)
Attracts 20% of the population of all neighbouring infiltrated human settlements, calling them to join the abyssal cities in the deep. Adds 10 menace to the Sanctum's temple, risking its destruction by human armies.
It might also be worth mentioning Holy: Abyssal Faith in this section. It's mentioned elsewhere, just not under Deep Ones.
(Ruler): Conceited: Gain preference for ambition.
(Ruler): God Complex: Gain liking for danger, cruelty or combat.
(Ruler): Hoarder: Becomes obsessed with gold, reduced willingness to fund heroes.
(Ruler): Matricidal: This character desires to murder their mother.
(Ruler): Patricidal: This character desires to murder their father.
Some minor updates to the "Challenges that run off more than one Stat":
"I believe force-spawning an orc leader also uses might/command"
Yes, it's called "Challenge the Horde" and is Might with 100% Command.
"Some other orc actions also use might/command IIRC"
Yes, "Orcish Raiding" is Command with 100% Might.
There is also the Dissident's "Separatism" challenge, which is Intrigue with 100% Command.