Data:Lang zh-hans.json

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Revision as of 03:30, 6 June 2026 by Deadbot (talk | contribs) (Deadbot v1.13.0-6555)
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{
	"AOERadius_label": "影响半径",
	"AOERadius_postfix": "米",
	"AOERadius_postvalue_label": "影响半径",
	"AbandonMatchPrompt_Cancel": "留在比赛中",
	"AbandonMatchPrompt_Confirm": "放弃并受到惩罚",
	"AbandonMatchPrompt_Countdown": "放弃并受到惩罚({d:countdown_seconds})",
	"AbandonMatchPrompt_Text": "离开这场比赛并不安全。你将无法重新加入,而你的队伍将缺失一名玩家,并将受到匹配惩罚。\u003Cbr/\u003E你确定要离开吗?",
	"AbandonMatchPrompt_Title": "放弃这场比赛?",
	"AbilityApplyDelay_postfix": "秒",
	"AbilityButtonHint_Activate": "激活",
	"AbilityButtonHint_AlotCastLifeDrain": "治疗友军",
	"AbilityButtonHint_AltCastRestorativeGoo": "将自己放进立方",
	"AbilityButtonHint_AltCastStickyBomb": "炸自己",
	"AbilityButtonHint_AltCastUnitTarget": "目标单位",
	"AbilityButtonHint_AltCastVoidSphere": "带上友军",
	"AbilityButtonHint_AssassinateFoVCycle": "切换倍率",
	"AbilityButtonHint_AvaRecall": "召回艾娃",
	"AbilityButtonHint_AvaWarp": "传送至艾娃",
	"AbilityButtonHint_BreakIceDome": "移除冰冻庇护",
	"AbilityButtonHint_BullLeapCrash": "向下撞击",
	"AbilityButtonHint_CancelAbility": "取消{s:ability_name}",
	"AbilityButtonHint_CancelAll": "取消",
	"AbilityButtonHint_CancelIceBeam": "中止极寒光束",
	"AbilityButtonHint_CancelIceDome": "移除庇护",
	"AbilityButtonHint_CancelIcePath": "中止冰封路径",
	"AbilityButtonHint_CancelTether": "断开锁链",
	"AbilityButtonHint_CancelWall": "移墙",
	"AbilityButtonHint_CastIceDome": "施放冰冻庇护",
	"AbilityButtonHint_CastLifeDrain": "吸取敌人生命值",
	"AbilityButtonHint_CastOnHost": "紧跟时施放",
	"AbilityButtonHint_CastOnSelf": "对自己施放",
	"AbilityButtonHint_CastOnTarget": "对目标施放",
	"AbilityButtonHint_CastRestorativeGoo": "将目标放进立方",
	"AbilityButtonHint_CastShadowRedemption": "Resurrect with Shadow Redemption",
	"AbilityButtonHint_CastVoidSphere": "传送",
	"AbilityButtonHint_ClimbRope": "按住{g:citadel_binding:'Zipline'}攀爬绳索",
	"AbilityButtonHint_CloneTurretSwap": "与助手互换位置",
	"AbilityButtonHint_Deploy": "部署",
	"AbilityButtonHint_Deselect": "取消选择",
	"AbilityButtonHint_Detonate": "触发",
	"AbilityButtonHint_DetonateDjinnBomb": "触发镇尼炸弹",
	"AbilityButtonHint_DragonsFireSpeedDown": "减速",
	"AbilityButtonHint_DragonsFireSpeedUp": "加速",
	"AbilityButtonHint_DropBomb": "投下炸弹",
	"AbilityButtonHint_DropIdol": "放下灵瓮",
	"AbilityButtonHint_DropTarget": "投下友军",
	"AbilityButtonHint_EruptWall": "爆墙",
	"AbilityButtonHint_FlyDown": "飞降",
	"AbilityButtonHint_FlyUp": "飞升",
	"AbilityButtonHint_GrabTarget": "抓住目标",
	"AbilityButtonHint_GuidedArrowRelease": "放箭",
	"AbilityButtonHint_GuidedArrowSpeed": "箭矢加速",
	"AbilityButtonHint_HatTrickCancel": "返回",
	"AbilityButtonHint_HatTrickFire": "射击",
	"AbilityButtonHint_HealSelf": "治疗自己",
	"AbilityButtonHint_HealTarget": "治疗目标",
	"AbilityButtonHint_IcePathDown": "下降",
	"AbilityButtonHint_IcePathUp": "飞升",
	"AbilityButtonHint_LightningCrashDive": "提前俯冲",
	"AbilityButtonHint_MagicBoltRedirect": "重定向闪电",
	"AbilityButtonHint_MagicianBigBoltFire": "发射闪电",
	"AbilityButtonHint_MeleeChangeTeam": "近战重击后更改阵营",
	"AbilityButtonHint_MeleeHeavyPunchDestroy": "摧毁需近战重击",
	"AbilityButtonHint_MeleeIdolCashIn": "近战重击来争夺灵瓮",
	"AbilityButtonHint_MeleeIdolPickup": "近战拾取灵瓮",
	"AbilityButtonHint_MeleePickUp": "近战重击拾取魂魄",
	"AbilityButtonHint_MeleePowerUp": "近战重击拾取增益",
	"AbilityButtonHint_MeleeRejuvinator": "近战重击领取复生石",
	"AbilityButtonHint_MirageLaunchFireBeetle": "Launch Fire Beetle",
	"AbilityButtonHint_MoveDown": "下移",
	"AbilityButtonHint_MoveUp": "上移",
	"AbilityButtonHint_PlacePoster": "地点海报",
	"AbilityButtonHint_RejuvenatorOwned": "已拥有复生石 - 将转给友军",
	"AbilityButtonHint_RollingGooAccelerate": "快速移动",
	"AbilityButtonHint_RollingGooCancel": "取消",
	"AbilityButtonHint_RollingGooJump": "跳跃",
	"AbilityButtonHint_ShrinkSelf": "缩小自身",
	"AbilityButtonHint_ShrinkTarget": "缩小目标",
	"AbilityButtonHint_SpeedBoost": "移动加速",
	"AbilityButtonHint_StopLifeDrain": "停止生命吸取",
	"AbilityButtonHint_Swing": "摆荡",
	"AbilityButtonHint_SwitchToAltCastMode": "切换至副施放模式",
	"AbilityButtonHint_SwitchToNormalCastMode": "切换至主施放模式",
	"AbilityButtonHint_TagAlongHop": "弹出",
	"AbilityButtonHint_Teleport": "传送",
	"AbilityButtonHint_Throw": "投掷",
	"AbilityButtonHint_ZipLineBoost": "\u003Cspan class=\"AbilityName\"\u003E滑索速度提升\u003C/span\u003E \u003Cspan class=\"Countdown\"\u003E{s:ability_cooldown}\u003C/span\u003E",
	"AbilityCastDelay_label": "施法延迟",
	"AbilityCastDelay_postfix": "秒",
	"AbilityCastDelay_postvalue_label": "施法延迟",
	"AbilityCastRangeMinimum_label": "Range Minimum",
	"AbilityCastRangeMinimum_postfix": "米",
	"AbilityCastRange_label": "施法距离",
	"AbilityCastRange_postfix": "米",
	"AbilityCastRange_postvalue_label": "施法距离",
	"AbilityChannelTimeDisplay_label": "施法持续时间",
	"AbilityChannelTimeDisplay_postfix": "秒",
	"AbilityChannelTimeDisplay_postvalue_label": "施法持续时间",
	"AbilityChannelTime_label": "施法持续时间",
	"AbilityChannelTime_postfix": "秒",
	"AbilityChannelTime_postvalue_label": "施法持续时间",
	"AbilityChargeUpTime_label": "充能时间",
	"AbilityChargeUpTime_postfix": "秒",
	"AbilityChargeUpTime_postvalue_label": "充能时间",
	"AbilityCharges_label": "充能数",
	"AbilityCharges_postvalue_label": "充能数",
	"AbilityCooldownBetweenCharge_label": "充能冷却",
	"AbilityCooldownBetweenCharge_postfix": "秒",
	"AbilityCooldownBetweenCharge_postvalue_label": "充能冷却",
	"AbilityCooldownPerHeadshotNPC_label": "每次命中非玩家角色头部的冷却时间",
	"AbilityCooldownPerHeadshotNPC_postfix": "秒",
	"AbilityCooldownPerHeadshotNPC_postvalue_label": "每次命中非玩家角色头部的冷却时间",
	"AbilityCooldownPerHeadshot_label": "每次头弹的冷却时间",
	"AbilityCooldownPerHeadshot_postfix": "秒",
	"AbilityCooldownPerHeadshot_postvalue_label": "每次头弹的冷却时间",
	"AbilityCooldownPerHit_label": "每次击中减少冷却",
	"AbilityCooldownPerHit_postfix": "秒",
	"AbilityCooldownPerHit_postvalue_label": "每次击中减少冷却",
	"AbilityCooldown_label": "冷却",
	"AbilityCooldown_postfix": "秒",
	"AbilityCooldown_postvalue_label": "冷却时间",
	"AbilityDamageReductionPerHit_label": "Ability Dmg Red Per Hit",
	"AbilityDamageReductionPerHit_postfix": "%",
	"AbilityDamageReduction_label": "元灵伤害降低",
	"AbilityDamageReduction_postfix": "%",
	"AbilityDamageReduction_postvalue_label": "元灵伤害降低",
	"AbilityDuration_label": "持续时间",
	"AbilityDuration_postfix": "秒",
	"AbilityDuration_postvalue_label": "持续时间",
	"AbilityLifestealDuration_label": "技能生命吸取持续时间",
	"AbilityLifestealDuration_postfix": "秒",
	"AbilityLifestealDuration_postvalue_label": "技能生命吸取持续时间",
	"AbilityLifestealPercentHeroPassive_label": "元灵吸取生命",
	"AbilityLifestealPercentHeroPassive_postfix": "%",
	"AbilityLifestealPercentHeroPassive_postvalue_label": "元灵吸取生命",
	"AbilityLifestealPercentHeroPassive_prefix": "{s:sign}",
	"AbilityLifestealPercentHero_label": "元灵吸取生命",
	"AbilityLifestealPercentHero_postfix": "%",
	"AbilityLifestealPercentHero_postvalue_label": "元灵吸取生命",
	"AbilityLifestealPercentHero_prefix": "{s:sign}",
	"AbilityLifestealPercentNonHero_label": "对非英雄单位元灵吸取生命",
	"AbilityLifestealPercentNonHero_postfix": "%",
	"AbilityLifestealPercentNonHero_postvalue_label": "对非英雄单位元灵吸取生命",
	"AbilityLifestealPercentNonHero_prefix": "{s:sign}",
	"AbilityLifestealPercent_label": "元灵吸取生命",
	"AbilityLifestealPercent_postfix": "%",
	"AbilityLifestealPercent_postvalue_label": "元灵吸取生命",
	"AbilityLifestealPercent_prefix": "{s:sign}",
	"AbilityPower_label": "Ability Power",
	"AbilityPower_postfix": "",
	"AbilityPower_prefix": "{s:sign}",
	"AbilityProjectileSpeedPercent_label": "Speed Increase",
	"AbilityProjectileSpeedPercent_postfix": "%",
	"AbilitySpeedPct_label": "技能冷却速度",
	"AbilitySpeedPct_postfix": "%",
	"AbilitySpeedPct_postvalue_label": "技能冷却速度",
	"AbilitySpeedPct_prefix": "+",
	"AbilitySplitShot_label": "Charged Shot Multishot",
	"AboveHealthThreshold_conditional": "高于生命临界值",
	"AbsorbPercentage_label": "伤害吸收量",
	"AbsorbPercentage_postfix": "%",
	"AbsorbPercentage_postvalue_label": "伤害吸收量",
	"AccuracyPercentage_label": "武器精准度",
	"AccuracyPercentage_postfix": "%",
	"AccuracyPercentage_postvalue_label": "武器精准度",
	"ActivatedFireRate_label": "射速",
	"ActivatedFireRate_postfix": "%",
	"ActivatedFireRate_postvalue_label": "射速",
	"ActivatedFireRate_prefix": "{s:sign}",
	"ActiveAbilityDamageReduction_label": "Active Ability Dmg Red",
	"ActiveAbilityDamageReduction_postfix": "%",
	"ActiveBonusFireRate_label": "射速",
	"ActiveBonusFireRate_postfix": "%",
	"ActiveBonusFireRate_postvalue_label": "射速",
	"ActiveBonusLifesteal_label": "子弹吸取生命",
	"ActiveBonusLifesteal_postfix": "%",
	"ActiveBonusLifesteal_postvalue_label": "子弹吸取生命",
	"ActiveBonusMoveSpeed_label": "移动速度",
	"ActiveBonusMoveSpeed_postfix": "米",
	"ActiveBonusMoveSpeed_postvalue_label": "移动速度",
	"ActiveBonusMoveSpeed_prefix": "{s:sign}",
	"ActiveBulletArmorReduction_label": "子弹抗性降低",
	"ActiveBulletArmorReduction_postvalue_label": "子弹抗性降低量",
	"ActiveBulletDamageReduction_label": "子弹伤害",
	"ActiveBulletDamageReduction_postfix": "%",
	"ActiveBulletDamageReduction_postvalue_label": "子弹伤害",
	"ActiveBulletDamageReduction_prefix": "{s:sign}",
	"ActiveBulletShieldDuration_label": "Active Shield Duration",
	"ActiveBulletShieldDuration_postfix": "秒",
	"ActiveBulletShieldHealth_label": "Active Shield Health",
	"ActiveBulletShieldMaxHealth_label": "子弹护盾生命值",
	"ActiveBulletShieldMaxHealth_postvalue_label": "子弹护盾生命值",
	"ActiveBulletShieldMaxHealth_prefix": "{s:sign}",
	"ActiveChainDuration_label": "Tether Duration",
	"ActiveChainDuration_postfix": "秒",
	"ActiveFireRate_label": "射速",
	"ActiveFireRate_postfix": "%",
	"ActiveFireRate_postvalue_label": "射速",
	"ActiveHealAmount_label": "Self Heal",
	"ActiveHealAmount_postfix": "HP",
	"ActiveHealthChange_label": "Health Steal",
	"ActiveHealthChange_postfix": "生命值",
	"ActiveHealthRegenBoost_label": "生命恢复",
	"ActiveHealthRegenBoost_postfix": "hp/sec",
	"ActiveHealthRegenBoost_postvalue_label": "生命恢复",
	"ActiveHealthRegenBoost_prefix": "{s:sign}",
	"ActiveHealthRegen_label": "生命恢复",
	"ActiveHealthRegen_postfix": "生命/秒",
	"ActiveHealthRegen_postvalue_label": "生命恢复",
	"ActiveHealthRegen_prefix": "{s:sign}",
	"ActiveItemUse_conditional": "使用时",
	"ActiveMODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_label": "子弹伤害",
	"ActiveMODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_postfix": "%",
	"ActiveMODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_postvalue_label": "子弹伤害",
	"ActiveMODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_prefix": "{s:sign}",
	"ActiveMODIFIER_VALUE_BULLET_SHIELD_HEALTH_MAX_label": "子弹屏障生命值",
	"ActiveMODIFIER_VALUE_BULLET_SHIELD_HEALTH_MAX_postvalue_label": "子弹屏障生命值",
	"ActiveMODIFIER_VALUE_BULLET_SHIELD_HEALTH_MAX_prefix": "{s:sign}",
	"ActiveMODIFIER_VALUE_STATUS_RESISTANCE_label": "减益降低",
	"ActiveMODIFIER_VALUE_STATUS_RESISTANCE_postfix": "%",
	"ActiveMODIFIER_VALUE_STATUS_RESISTANCE_postvalue_label": "减益降低",
	"ActiveMoveSpeedPenalty_label": "道具使用移动速度损失",
	"ActiveMoveSpeedPenalty_postfix": "米",
	"ActiveMoveSpeedPenalty_postvalue_label": "道具使用移动速度损失",
	"ActivePlayerStats_MoveSpeed": "\u003Cspan id=\"speedDisplayMS\" class=\"statNumber\"\u003E{s:value}\u003C/span\u003E\u003Cspan id=\"speedDisplayPostfix\" class=\"statPostfix\"\u003E米/秒\u003C/span\u003E",
	"ActivePlayerStats_Percentage": "\u003Cspan class=\"statNumber\"\u003E{s:value}\u003C/span\u003E\u003Cspan class=\"statPostfix\"\u003E%\u003C/span\u003E",
	"ActivePlayerStats_PercentageNum": "\u003Cspan class=\"statNumber\"\u003E{d:value}\u003C/span\u003E\u003Cspan class=\"statPostfix\"\u003E%\u003C/span\u003E",
	"ActivePlayerStats_Regen": "\u003Cspan class=\"statNumber\"\u003E{s:value}\u003C/span\u003E\u003Cspan class=\"statPostfix\"\u003E /秒\u003C/span\u003E",
	"ActiveRadius_label": "激活半径",
	"ActiveRadius_postfix": "米",
	"ActiveRadius_postvalue_label": "激活半径",
	"ActiveReloadPercent_label": "弹药",
	"ActiveReloadPercent_postfix": "%",
	"ActiveReloadPercent_postvalue_label": "弹药",
	"ActiveReloadPercent_prefix": "+",
	"ActiveStatusResistancePercent_label": "减益降低",
	"ActiveStatusResistancePercent_postfix": "%",
	"ActiveStatusResistancePercent_postvalue_label": "减益降低",
	"ActiveTechPower_label": "元灵力量",
	"ActiveTechPower_postvalue_label": "元灵力量",
	"ActiveTechPower_prefix": "+",
	"ActiveWeaponDamageChange_label": "Weapon Damage Steal",
	"ActiveWeaponDamageChange_postfix": "%",
	"AffectedPropertyPostFix": "\u003Cspan class=\"AffectedValPostfix\"\u003E{s:valPostfix}\u003C/span\u003E",
	"AffectedProperty_new_value": "\u003Cspan class=\"AffectedValNew\"\u003E{s:valNew}\u003C/span\u003E",
	"AfterProc_conditional": "触发后",
	"AfterburnDurationBase_label": "基础燃烧持续时间",
	"AfterburnDurationBase_postfix": "秒",
	"AfterburnDurationBase_postvalue_label": "基础燃烧持续时间",
	"AfterburnDurationMax_label": "最长燃烧持续时间",
	"AfterburnDurationMax_postfix": "秒",
	"AfterburnDurationMax_postvalue_label": "最长燃烧持续时间",
	"AfterburnExplodeDamage_label": "Explode Damage",
	"AfterburnExplodeRadius_label": "Spread Radius",
	"AfterburnExplodeRadius_postfix": "米",
	"AirBonusDamageGiven_label": "空中时伤害",
	"AirBonusDamageGiven_postfix": "%",
	"AirBonusDamageGiven_postvalue_label": "空中时伤害",
	"AirBonusDamageGiven_prefix": "{s:sign}",
	"AirBonusDamageTaken_label": "空中时受到伤害",
	"AirBonusDamageTaken_postfix": "%",
	"AirBonusDamageTaken_postvalue_label": "空中时受到伤害",
	"AirControlAccelPercent_label": "空中加速",
	"AirControlAccelPercent_postfix": "%",
	"AirControlAccelPercent_postvalue_label": "空中加速",
	"AirControlAccelPercent_prefix": "{s:sign}",
	"AirControlPercentBarrier_label": "空中控制",
	"AirControlPercentBarrier_postfix": "%",
	"AirControlPercentBarrier_postvalue_label": "空中控制",
	"AirControlPercentBarrier_prefix": "{s:sign}",
	"AirControlPercent_label": "空中控制",
	"AirControlPercent_postfix": "%",
	"AirControlPercent_postvalue_label": "空中控制",
	"AirControlPercent_prefix": "{s:sign}",
	"AirDropBuffDuration_label": "增益持续时间",
	"AirDropBuffDuration_postfix": "秒",
	"AirDropBuffDuration_postvalue_label": "增益持续时间",
	"AirDropBuffDuration_prefix": "",
	"AirDropBulletArmorReduction_label": "敌人子弹抗性",
	"AirDropBulletArmorReduction_postfix": "%",
	"AirDropBulletArmorReduction_postvalue_label": "敌人子弹抗性",
	"AirDropBulletResist_label": "友军子弹抗性",
	"AirDropBulletResist_postfix": "%",
	"AirDropBulletResist_postvalue_label": "友军子弹抗性",
	"AirDropBulletResist_prefix": "+",
	"AirDropBulletShield_label": "屏障",
	"AirDropBulletShield_postfix": "",
	"AirDropBulletShield_postvalue_label": "屏障",
	"AirDropDebuff02Duration_label": "子弹抗性持续时间",
	"AirDropDebuff02Duration_postfix": "秒",
	"AirDropDebuff02Duration_postvalue_label": "子弹抗性持续时间",
	"AirDropDebuffDuration_label": "减速持续时间",
	"AirDropDebuffDuration_postfix": "秒",
	"AirDropDebuffDuration_postvalue_label": "减速持续时间",
	"AirDropExplodeRadius_label": "爆炸半径",
	"AirDropExplodeRadius_postfix": "米",
	"AirDropExplodeRadius_postvalue_label": "爆炸半径",
	"AirDropOutgoingDamagePercent_label": "输出伤害加成",
	"AirDropOutgoingDamagePercent_postfix": "%",
	"AirDropOutgoingDamagePercent_postvalue_label": "输出伤害加成",
	"AirDropSelfCastDelay_label": "对自身施放时间",
	"AirDropSelfCastDelay_postfix": "秒",
	"AirDropSelfCastDelay_postvalue_label": "对自身施放时间",
	"AirDropSilenceDuration_label": "沉默持续时间",
	"AirDropSilenceDuration_postfix": "秒",
	"AirDropSilenceDuration_postvalue_label": "沉默持续时间",
	"AirJumpVerticalSpeedPercent_label": "Air Jump Vertical Speed",
	"AirJumpVerticalSpeedPercent_postfix": "%",
	"AirJumpVerticalSpeedPercent_prefix": "{s:sign}",
	"AirMoveIncreasePercent_label": "空中跳跃/冲刺距离",
	"AirMoveIncreasePercent_postfix": "%",
	"AirMoveIncreasePercent_postvalue_label": "空中跳跃/冲刺距离",
	"AirMoveIncreasePercent_prefix": "+",
	"AirSpeedBonus_label": "空中速度加成",
	"AirSpeedBonus_postfix": "米",
	"AirSpeedBonus_postvalue_label": "空中速度加成",
	"AirSpeedBonus_prefix": "{s:sign}",
	"AllyDistance_label": "友军距离",
	"AllyDistance_postfix": "米",
	"AllyDistance_postvalue_label": "友军距离",
	"AllyPercentage_label": "友军百分比",
	"AllyPercentage_postfix": "%",
	"AllyPercentage_postvalue_label": "友军百分比",
	"AllyPercentage_prefix": "{s:sign}",
	"AmbushBonusFireRate_label": "伏击射速",
	"AmbushBonusFireRate_postfix": "%",
	"AmbushBonusFireRate_postvalue_label": "伏击射速",
	"AmbushBonusFireRate_prefix": "+",
	"AmbushBonusMeleeDamage_label": "伏击近战伤害",
	"AmbushBonusMeleeDamage_postfix": "%",
	"AmbushBonusMeleeDamage_postvalue_label": "伏击近战伤害",
	"AmbushBonusTechPower_label": "伏击元灵力量",
	"AmbushBonusTechPower_postvalue_label": "伏击元灵力量",
	"AmbushBonusTechPower_prefix": "+",
	"AmbushDamage_Label": "Ambush Damage",
	"AmbushDuration_label": "伏击持续时间",
	"AmbushDuration_postfix": "秒",
	"AmbushDuration_postvalue_label": "伏击持续时间",
	"AmmoPerSoul_label": "每个魂魄获得的弹药",
	"AmmoPerSoul_postvalue_label": "每个魂魄获得的弹药",
	"AmmoPerSoul_prefix": "+",
	"AmmoReloadPercent_label": "装填的子弹数",
	"AmmoReloadPercent_postfix": "%",
	"AmmoReloadPercent_postvalue_label": "装填的子弹数",
	"AmmoScavengerDuration_label": "持续时间",
	"AmmoScavengerDuration_postfix": "秒",
	"AmmoScavengerDuration_postvalue_label": "持续时间",
	"AmpDamagePercent_label": "伤害加深",
	"AmpDamagePercent_postfix": "%",
	"AmpDamagePercent_postvalue_label": "伤害加深",
	"AmpDuration_label": "增强持续时间",
	"AmpDuration_postfix": "秒",
	"AmpDuration_postvalue_label": "增强持续时间",
	"AmpPercentPerStack_label": "每层叠加增强",
	"AmpPercentPerStack_postfix": "%",
	"AmpPercentPerStack_postvalue_label": "每层叠加增强",
	"AoESleep_label": "Explode Radius",
	"AoESleep_postfix": "米",
	"ApolloUltBonusTotalDamage_label": "额外伤害",
	"ApolloUltBonusTotalDamage_postfix": "%",
	"ApolloUltBonusTotalDamage_postvalue_label": "额外伤害",
	"ApolloUltBonusTotalDamage_prefix": "+",
	"ApproachSpeed_label": "Project Speed",
	"ArcaneSurgeWindow_label": "施放窗口",
	"ArcaneSurgeWindow_postfix": "秒",
	"ArcaneSurgeWindow_postvalue_label": "施放窗口",
	"ArcticBlastPercentDamage_label": "冻结额外伤害",
	"ArcticBlastPercentDamage_postfix": "%",
	"ArcticBlastPercentDamage_postvalue_label": "冻结额外伤害",
	"ArcticBlastSlowDuration_label": "减速持续时间",
	"ArcticBlastSlowDuration_postfix": "秒",
	"ArcticBlastSlowDuration_postvalue_label": "减速持续时间",
	"AreaRadius_label": "半径",
	"AreaRadius_postfix": "米",
	"AreaRadius_postvalue_label": "半径",
	"ArmTime_label": "装备时间",
	"ArmTime_postfix": "秒",
	"ArmTime_postvalue_label": "装备时间",
	"ArmingDuration_label": "装备持续时间",
	"ArmingDuration_postfix": "秒",
	"ArmingDuration_postvalue_label": "装备持续时间",
	"ArmorAttribute_Desc": "%s1 to any bullet and spirit armor bonus",
	"ArmorAttribute_Desc_0": "no additional bullet armor bonuses",
	"ArmorDamageReductionPerStack_postfix": "%",
	"ArmorDamageReductionPerStack_postvalue_label": "每层叠加子弹和元灵抗性",
	"ArmorLossPerHit_label": "Resist lost per Hit",
	"ArmorLossPerHit_postfix": "%",
	"ArmorPower_label": "基础生命值",
	"ArmorPower_postfix": "%",
	"ArmorPower_postvalue_label": "基础生命值",
	"ArmorPower_prefix": "{s:sign}",
	"AscendSpeed_label": "",
	"AssaultDuration_label": "Air Attack Duration",
	"AssaultDuration_postfix": "秒",
	"AssaultFireRate_label": "Air Attack Fire Rate",
	"AssaultFireRate_postfix": "%",
	"AssaultFireRate_prefix": "{s:sign}",
	"AstroShotgunCloseRange_label": "Close Range Weapon Power",
	"AttackDashRange_label": "攻击突刺距离",
	"AttackDashRange_postfix": "米",
	"AttackDashRange_postvalue_label": "攻击突刺距离",
	"AttackPower_label": "Attack Power",
	"AttackPower_postfix": "",
	"AttackPower_prefix": "{s:sign}",
	"AttribFormat_AdditionalNote": "(%s)",
	"Attribute_EWeaponAttribute_BeamWeapon": "光束武器",
	"Attribute_EWeaponAttribute_Bouncy": "弹跳",
	"Attribute_EWeaponAttribute_Bow": "长弓",
	"Attribute_EWeaponAttribute_BurstFire": "连发",
	"Attribute_EWeaponAttribute_CloseRange": "近程",
	"Attribute_EWeaponAttribute_Crossbow": "弩",
	"Attribute_EWeaponAttribute_Heavy": "重炮",
	"Attribute_EWeaponAttribute_HeavyHitter": "高输出",
	"Attribute_EWeaponAttribute_LongRange": "远程",
	"Attribute_EWeaponAttribute_MediumRange": "中程",
	"Attribute_EWeaponAttribute_Pistol": "手枪",
	"Attribute_EWeaponAttribute_Projectile": "投射物",
	"Attribute_EWeaponAttribute_RapidFire": "速射",
	"Attribute_EWeaponAttribute_Spreadshot": "扩散射击",
	"AuraDuration_label": "光环持续时间",
	"AuraDuration_postfix": "秒",
	"AuraDuration_postvalue_label": "光环持续时间",
	"AuraRadius_label": "灵氲半径",
	"AuraRadius_postfix": "米",
	"AuraRadius_postvalue_label": "灵氲半径",
	"AutoActivateHealthThreshold_postfix": "%",
	"AutoActivateHealthThreshold_postvalue_label": "自动施放的临界生命值",
	"AvaRecallCooldown_label": "召回冷却时间",
	"AvaRecallCooldown_postfix": "秒",
	"AvaRecallCooldown_postvalue_label": "召回冷却时间",
	"AwakeDamage_label": "睡醒伤害",
	"AwakeDamage_postvalue_label": "睡醒伤害",
	"AwakenDamage_label": "Awaken Damage",
	"BackstabBonusDamagePct_label": "盲点突袭伤害",
	"BackstabBonusDamagePct_postfix": "%",
	"BackstabBonusDamagePct_postvalue_label": "盲点突袭伤害",
	"BackstabberRadius_label": "加成半径",
	"BackstabberRadius_postfix": "米",
	"BackstabberRadius_postvalue_label": "加成半径",
	"BallRadius_label": "球半径",
	"BallRadius_postfix": "米",
	"BallRadius_postvalue_label": "球半径",
	"BarrelDamageRadius_label": "爆炸半径",
	"BarrelDamageRadius_postfix": "米",
	"BarrelDamageRadius_postvalue_label": "爆炸半径",
	"BarrelDamage_label": "爆炸伤害",
	"BarrelDamage_postvalue_label": "爆炸伤害",
	"BarrelLifetime_label": "Barrel Life Time",
	"BarrelLifetime_postfix": "秒",
	"Barrel_ArmTime_label": "装备时间",
	"Barrel_ArmTime_postfix": "秒",
	"Barrel_ArmTime_postvalue_label": "装备时间",
	"BarrierDamagePercentage_label": "屏障伤害",
	"BarrierDamagePercentage_postfix": "%",
	"BarrierDamagePercentage_postvalue_label": "屏障伤害",
	"BarrierDuration_label": "屏障持续时间",
	"BarrierDuration_postfix": "秒",
	"BarrierDuration_postvalue_label": "屏障持续时间",
	"BaseAttackDamagePercentAltFire_label": "次要发射武器伤害",
	"BaseAttackDamagePercentAltFire_postfix": "%",
	"BaseAttackDamagePercentAltFire_postvalue_label": "次要发射武器伤害",
	"BaseAttackDamagePercentAltFire_prefix": "{s:sign}",
	"BaseAttackDamagePercentAtMaxDuration_label": "最高武器伤害",
	"BaseAttackDamagePercentAtMaxDuration_postfix": "%",
	"BaseAttackDamagePercentAtMaxDuration_postvalue_label": "最高武器伤害",
	"BaseAttackDamagePercentBonus_label": "武器伤害",
	"BaseAttackDamagePercentBonus_postfix": "%",
	"BaseAttackDamagePercentBonus_postvalue_label": "武器伤害",
	"BaseAttackDamagePercentBonus_prefix": "+",
	"BaseAttackDamagePercent_label": "武器伤害",
	"BaseAttackDamagePercent_postfix": "%",
	"BaseAttackDamagePercent_postvalue_label": "武器伤害",
	"BaseAttackDamagePercent_prefix": "{s:sign}",
	"BaseAttackDamage_label": "基础伤害",
	"BaseAttackDamage_postvalue_label": "基础伤害",
	"BaseAttackDamage_prefix": "{s:sign}",
	"BaseBonusWeaponPower_prefix": "+",
	"BaseBulletDamage_label": "子弹伤害",
	"BaseBulletDamage_postvalue_label": "子弹伤害",
	"BaseDamagePct_label": "Bonus Spirit Amp",
	"BaseDamagePct_postfix": "%",
	"BaseDamagePct_prefix": "{s:sign}",
	"BaseDamage_label": "基础伤害",
	"BaseDamage_postvalue_label": "基础伤害",
	"BaseHealOnHeadshot_label": "每次头弹治疗量",
	"BaseHealOnHeadshot_postvalue_label": "每次头弹治疗量",
	"BaseHeatPower_Label": "Base Heat Power",
	"BaseWeaponDamage_postfix": "%",
	"BasicReflectPercent_label": "Basic Damage Reflect",
	"BasicReflectPercent_postfix": "%",
	"Basics_Tutorial_Desc": "通过这个快速互动教程,快速掌握基本操作。",
	"Basics_Tutorial_Title": "基础教程",
	"BatCount_label": "蝙蝠释放总数",
	"BatCount_postvalue_label": "蝙蝠释放总数",
	"BatPerSecond_label": "每秒蝙蝠数",
	"BatPerSecond_postvalue_label": "每秒蝙蝠数",
	"BatSwarmLifeTime_label": "蝙蝠部署时长",
	"BatSwarmLifeTime_postfix": "秒",
	"BatSwarmLifeTime_postvalue_label": "蝙蝠部署时长",
	"BatteryGenerationPercent_label": "源泉生成",
	"BatteryGenerationPercent_postfix": "%",
	"BeamLength_label": "光束长度",
	"BeamLength_postfix": "米",
	"BeamLength_postvalue_label": "光束长度",
	"BeamSplit_label": "额外光束射程",
	"BeamSplit_postfix": "米",
	"BeamSplit_postvalue_label": "额外光束射程",
	"BeamWidth_label": "光束宽度",
	"BeamWidth_postfix": "米",
	"BeamWidth_postvalue_label": "光束宽度",
	"BellLifetime_label": "铃铛时长",
	"BellLifetime_postfix": "秒",
	"BellLifetime_postvalue_label": "铃铛时长",
	"BelowHealthThreshold_conditional": "低于生命临界值",
	"BlastAOERadius_postvalue_label": "冲击半径",
	"BleedDPSPerStack_label": "每把刀流失生命每秒伤害",
	"BleedDPSPerStack_postvalue_label": "每把刀流失生命每秒伤害",
	"BleedDamage_label": "流失生命伤害",
	"BleedDamage_postvalue_label": "流失生命伤害",
	"BleedDuration_label": "流失生命持续时间",
	"BleedDuration_postfix": "秒",
	"BleedDuration_postvalue_label": "流失生命持续时间",
	"BleedTechResist_label": "元灵抗性",
	"BleedTechResist_postfix": "%",
	"BleedTechResist_postvalue_label": "元灵抗性",
	"BleedTechResist_prefix": "{s:sign}",
	"BloodPoolDPS_label": "Blood Pool DPS",
	"BloodPoolDuration_label": "Blood Pool Duration",
	"BloodPoolDuration_postfix": "每秒伤害",
	"BloodPoolRadius_label": "Blood Pool Radius",
	"BloodPoolRadius_postfix": "米",
	"BloodSpillDuration_label": "毒性区域持续时间",
	"BloodSpillDuration_postfix": "秒",
	"BloodSpillDuration_postvalue_label": "毒性区域持续时间",
	"BlurVisionRange_label": "Blur Vision Range",
	"BlurVisionRange_postfix": "米",
	"BoloBounceCount_label": "Max Bounces",
	"BoloHitDamage_label": "Damage on Hit",
	"BoloProcDamage_label": "Damage on Immobilize",
	"BombDamagePercent_label": "Target max health as damage",
	"BombDamagePercent_postfix": "%",
	"BonusAbilityChargesNonCharge_label": "非充能的技能",
	"BonusAbilityChargesNonCharge_postvalue_label": "非充能的技能",
	"BonusAbilityChargesNonCharge_prefix": "{s:sign}",
	"BonusAbilityCharges_label": "额外技能充能数",
	"BonusAbilityCharges_postvalue_label": "额外技能充能数",
	"BonusAbilityCharges_prefix": "{s:sign}",
	"BonusAbilityDurationPercent_label": "技能持续时间",
	"BonusAbilityDurationPercent_postfix": "%",
	"BonusAbilityDurationPercent_postvalue_label": "技能持续时间",
	"BonusAbilityDurationPercent_prefix": "{s:sign}",
	"BonusAbilitySpeed_label": "Ability Move Speed",
	"BonusAbilitySpeed_postfix": "",
	"BonusAbilitySpeed_prefix": "{s:sign}",
	"BonusAccuracy_label": "Gun Accuracy",
	"BonusAccuracy_postfix": "%",
	"BonusAccuracy_prefix": "{s:sign}",
	"BonusAmmo": "额外弹药!",
	"BonusAmmoRegen_label": "Ammo Regen",
	"BonusAmmoRegen_postfix": "每秒",
	"BonusAmmoRegen_prefix": "{s:sign}",
	"BonusAmmo_label": "Bullets",
	"BonusAmmo_postfix": "%",
	"BonusAmmo_prefix": "{s:sign}",
	"BonusAttackRangePercent_label": "武器衰减距离",
	"BonusAttackRangePercent_postfix": "%",
	"BonusAttackRangePercent_postvalue_label": "武器衰减距离",
	"BonusAttackRangePercent_prefix": "{s:sign}",
	"BonusAttackRange_label": "Weapon Range",
	"BonusAttackRange_postfix": "米",
	"BonusBarrierAmpPercent_label": "屏障有效性",
	"BonusBarrierAmpPercent_postfix": "%",
	"BonusBarrierAmpPercent_postvalue_label": "屏障有效性",
	"BonusBaseDamage_label": "Base Bullet and Melee Damage",
	"BonusBaseDamage_postfix": "%",
	"BonusBaseHealth_label": "基础生命值",
	"BonusBaseHealth_postfix": "%",
	"BonusBaseHealth_postvalue_label": "基础生命值",
	"BonusBaseHealth_prefix": "+",
	"BonusBaseWeaponDamageTaken_label": "武器伤害",
	"BonusBaseWeaponDamageTaken_postfix": "%",
	"BonusBaseWeaponDamageTaken_postvalue_label": "武器伤害",
	"BonusBaseWeaponDamageTaken_prefix": "+",
	"BonusBaseWeaponDamage_label": "武器伤害",
	"BonusBaseWeaponDamage_postfix": "%",
	"BonusBaseWeaponDamage_postvalue_label": "武器伤害",
	"BonusBaseWeaponDamage_prefix": "{s:sign}",
	"BonusBatsMax_label": "额外蝙蝠最大数量",
	"BonusBatsMax_postvalue_label": "额外蝙蝠最大数量",
	"BonusBatsPerProc_label": "每次爱的轻啮额外蝙蝠数量",
	"BonusBatsPerProc_postvalue_label": "爱的轻啮每次增加蝙蝠数量",
	"BonusBulletDamageToEMPTargets_label": "Bullet Damage to Silenced targets",
	"BonusBulletDamageToEMPTargets_postfix": "%",
	"BonusBulletDamageToEMPTargets_prefix": "+",
	"BonusBulletSpeedPercent_label": "子弹速度",
	"BonusBulletSpeedPercent_postfix": "%",
	"BonusBulletSpeedPercent_postvalue_label": "子弹速度",
	"BonusBulletSpeedPercent_prefix": "{s:sign}",
	"BonusBullets_postvalue_label": "额外子弹",
	"BonusChannelTechPower_prefix": "+",
	"BonusChannelTimePercentage_label": "施法持续时间",
	"BonusChannelTimePercentage_postfix": "%",
	"BonusChannelTimePercentage_postvalue_label": "施法持续时间",
	"BonusChannelTimePercentage_prefix": "+",
	"BonusChargedAbilityDamage_label": "Charged Ability Damage",
	"BonusChargedAbilityDamage_postfix": "%",
	"BonusChargedAbilityDamage_prefix": "{s:sign}",
	"BonusClipPerKill_label": "每次击败额外弹药",
	"BonusClipPerKill_postvalue_label": "每次击败额外弹药",
	"BonusClipPerKill_prefix": "{s:sign}",
	"BonusClipSizePercent_label": "最大弹药量",
	"BonusClipSizePercent_postfix": "%",
	"BonusClipSizePercent_postvalue_label": "最大弹药量",
	"BonusClipSizePercent_prefix": "{s:sign}",
	"BonusClipSize_label": "弹药",
	"BonusClipSize_postvalue_label": "弹药",
	"BonusClipSize_prefix": "{s:sign}",
	"BonusCooldownReduction_label": "每发子弹减少冷却",
	"BonusCooldownReduction_postvalue_label": "每发子弹减少冷却",
	"BonusCritDamagePercent_label": "Bonus Crit Damage",
	"BonusCritDamagePercent_postfix": "%",
	"BonusCritDamagePercent_prefix": "{s:sign}",
	"BonusCurrentHealthDamagePercentage_label": "额外当前生命值作为伤害",
	"BonusCurrentHealthDamagePercentage_postfix": "%",
	"BonusCurrentHealthDamagePercentage_postvalue_label": "额外当前生命值作为伤害",
	"BonusDPSPercent_label": "子弹伤害",
	"BonusDPSPercent_postfix": "%",
	"BonusDPSPercent_postvalue_label": "子弹伤害",
	"BonusDPSPercent_prefix": "{s:sign}",
	"BonusDPSVsCreeps_label": "DPS vs Creeps",
	"BonusDPSVsPlayers_label": "DPS vs Players",
	"BonusDamageAmp_label": "Increased Damage",
	"BonusDamageAmp_postfix": "%",
	"BonusDamageCap_label": "最大存储伤害",
	"BonusDamageCap_postvalue_label": "最大存储伤害",
	"BonusDamageConversionPercent_label": "已存储的即将到来的伤害",
	"BonusDamageConversionPercent_postfix": "%",
	"BonusDamageConversionPercent_postvalue_label": "已存储的即将到来的伤害",
	"BonusDamagePctPerPlayerHit_label": "粘性炸弹伤害",
	"BonusDamagePctPerPlayerHit_postfix": "%",
	"BonusDamagePctPerPlayerHit_postvalue_label": "粘性炸弹伤害",
	"BonusDamagePctPerPlayerHit_prefix": "{s:sign}",
	"BonusDamagePctPerPlayerKilled_label": "粘性炸弹伤害",
	"BonusDamagePctPerPlayerKilled_postfix": "%",
	"BonusDamagePctPerPlayerKilled_postvalue_label": "粘性炸弹伤害",
	"BonusDamagePctPerPlayerKilled_prefix": "{s:sign}",
	"BonusDamagePerBullet_label": "每颗子弹造成的伤害",
	"BonusDamagePerBullet_postvalue_label": "每颗子弹造成的伤害",
	"BonusDamagePerHero_label": "Bonus Damage Per Hero",
	"BonusDamagePerHero_postfix": "%",
	"BonusDamagePercent_label": "额外伤害",
	"BonusDamagePercent_postfix": "%",
	"BonusDamagePercent_postvalue_label": "额外伤害",
	"BonusDamagePercent_prefix": "{s:sign}",
	"BonusDamageVsBarrier_postvalue_label": "对屏障的额外伤害",
	"BonusDamage_label": "额外伤害",
	"BonusDamage_postvalue_label": "额外伤害",
	"BonusDuration_label": "Bonus Duration",
	"BonusDuration_postfix": "秒",
	"BonusEnergyMax_label": "Energy Cells",
	"BonusFireRateNPC_label": "非英雄角色射速",
	"BonusFireRateNPC_postfix": "%",
	"BonusFireRateNPC_postvalue_label": "非英雄角色射速",
	"BonusFireRateNPC_prefix": "{s:sign}",
	"BonusFireRatePerHero_label": "射速",
	"BonusFireRatePerHero_postfix": "%",
	"BonusFireRatePerHero_postvalue_label": "射速",
	"BonusFireRatePerHero_prefix": "{s:sign}",
	"BonusFireRatePlayerUnit_label": "小兵射速",
	"BonusFireRatePlayerUnit_postfix": "%",
	"BonusFireRatePlayerUnit_postvalue_label": "小兵射速",
	"BonusFireRatePlayerUnit_prefix": "{s:sign}",
	"BonusFireRate_label": "射速",
	"BonusFireRate_postfix": "%",
	"BonusFireRate_postvalue_label": "射速",
	"BonusFireRate_prefix": "{s:sign}",
	"BonusGoldOnKill_label": "每次狙击额外魂魄",
	"BonusGoldOnKill_postvalue_label": "每次狙击额外魂魄",
	"BonusGoldPerMinute_postvalue_label": "每分钟魂魄价值",
	"BonusHeadshotDamage_label": "额外头弹伤害",
	"BonusHeadshotDamage_postfix": "%",
	"BonusHeadshotDamage_postvalue_label": "额外头弹伤害",
	"BonusHealthOnKill_label": "每次击败的最大生命值加成",
	"BonusHealthOnKill_postvalue_label": "每次击倒的最大生命值加成",
	"BonusHealthPercent_label": "生命值",
	"BonusHealthPercent_postfix": "%",
	"BonusHealthPercent_postvalue_label": "生命值",
	"BonusHealthPercent_prefix": "{s:sign}",
	"BonusHealthRegenOutOfCombat_label": "Health Regen Out of Combat",
	"BonusHealthRegenOutOfCombat_postfix": "",
	"BonusHealthRegenOutOfCombat_prefix": "{s:sign}",
	"BonusHealthRegen_label": "生命恢复",
	"BonusHealthRegen_postvalue_label": "生命恢复",
	"BonusHealthRegen_prefix": "{s:sign}",
	"BonusHealth_label": "额外生命值",
	"BonusHealth_postvalue_label": "额外生命值",
	"BonusHealth_prefix": "{s:sign}",
	"BonusHeavyMeleeDamage_label": "额外重击伤害",
	"BonusHeavyMeleeDamage_postfix": "%",
	"BonusHeavyMeleeDamage_postvalue_label": "额外重击伤害",
	"BonusHeavyMeleeDamage_prefix": "+",
	"BonusItemDurationPercent_postfix": "%",
	"BonusItemDurationPercent_postvalue_label": "额外物品持续时间/距离",
	"BonusMaxHealthPerHero_label": "最大生命值",
	"BonusMaxHealthPerHero_postvalue_label": "最大生命值",
	"BonusMaxHealthPerHero_prefix": "{s:sign}",
	"BonusMaxHealth_label": "最大生命值",
	"BonusMaxHealth_postvalue_label": "最大生命值",
	"BonusMaxHealth_prefix": "{s:sign}",
	"BonusMeleeAttackSpeed_label": "Melee Speed",
	"BonusMeleeAttackSpeed_postfix": "%",
	"BonusMeleeAttackSpeed_prefix": "{s:sign}",
	"BonusMeleeDamagePercent_label": "近战伤害",
	"BonusMeleeDamagePercent_postfix": "%",
	"BonusMeleeDamagePercent_postvalue_label": "近战伤害",
	"BonusMeleeDamagePercent_prefix": "{s:sign}",
	"BonusMeleeDamage_label": "近战伤害",
	"BonusMeleeDamage_postvalue_label": "近战伤害",
	"BonusMeleeDamage_prefix": "{s:sign}",
	"BonusMeleeSpeed_postfix": "%",
	"BonusMeleeSpeed_prefix": "+",
	"BonusMoveSpeedPercent_label": "移动速度",
	"BonusMoveSpeedPercent_postfix": "%",
	"BonusMoveSpeedPercent_postvalue_label": "移动速度",
	"BonusMoveSpeedPercent_prefix": "{s:sign}",
	"BonusMoveSpeed_label": "移动速度",
	"BonusMoveSpeed_postfix": "米",
	"BonusMoveSpeed_postvalue_label": "移动速度",
	"BonusMoveSpeed_prefix": "{s:sign}",
	"BonusPelletsPerShot_label": "Pellets per shot",
	"BonusPerChain_label": "跳跃时伤害",
	"BonusPerChain_postvalue_label": "跳跃时伤害",
	"BonusPerHeadshot_label": "Bonus Per Headshot",
	"BonusPerHeadshot_postfix": "%",
	"BonusPerHeadshot_prefix": "+",
	"BonusRadius_postfix": "米",
	"BonusRadius_postvalue_label": "加成半径",
	"BonusRegenMaxHealthPercent_label": "最大生命值恢复",
	"BonusRegenMaxHealthPercent_postfix": "%",
	"BonusRegenMaxHealthPercent_postvalue_label": "最大生命值恢复",
	"BonusRegenMaxHealthPercent_prefix": "{s:sign}",
	"BonusReloadSpeed_Postfix": "%",
	"BonusReloadSpeed_label": "装填时间",
	"BonusReloadSpeed_postvalue_label": "装填时间",
	"BonusReloadTime_postfix": "秒",
	"BonusShocks_postvalue_label": "额外震击数",
	"BonusSoulsPct_label": "额外魂魄",
	"BonusSoulsPct_postfix": "%",
	"BonusSoulsPct_postvalue_label": "额外魂魄",
	"BonusSoulsPct_prefix": "+",
	"BonusSpiritDamagePercentage_label": "额外元灵伤害",
	"BonusSpiritDamagePercentage_postfix": "%",
	"BonusSpiritDamagePercentage_postvalue_label": "额外元灵伤害",
	"BonusSpiritDuration_label": "额外元灵持续时间",
	"BonusSpiritDuration_postfix": "秒",
	"BonusSpiritDuration_postvalue_label": "额外元灵持续时间",
	"BonusSpiritForChargedAbilities_label": "充能技能的额外元灵力量",
	"BonusSpiritForChargedAbilities_postvalue_label": "充能技能的额外元灵力量",
	"BonusSpiritForChargedAbilities_prefix": "+",
	"BonusSpiritPerKill_label": "Bonus Spirit Power Per Kill",
	"BonusSpiritPerKill_prefix": "{s:sign}",
	"BonusSpiritPower_label": "额外元灵力量",
	"BonusSpiritPower_postvalue_label": "额外元灵力量",
	"BonusSpirit_conditional": "触发后",
	"BonusSpirit_label": "元灵力量",
	"BonusSpirit_postvalue_label": "元灵力量",
	"BonusSpirit_prefix": "{s:sign}",
	"BonusSprintSpeedPercent_label": "疾跑速度",
	"BonusSprintSpeedPercent_postfix": "%",
	"BonusSprintSpeedPercent_postvalue_label": "疾跑速度",
	"BonusSprintSpeedPercent_prefix": "{s:sign}",
	"BonusSprintSpeed_label": "疾跑速度",
	"BonusSprintSpeed_postfix": "米",
	"BonusSprintSpeed_postvalue_label": "疾跑速度",
	"BonusSprintSpeed_prefix": "{s:sign}",
	"BonusStamina_label": "Bonus Stamina",
	"BonusSuperSprintSpeedPercent_postfix": "%",
	"BonusSuperSprintSpeedPercent_prefix": "{s:sign}",
	"BonusSuperSprintSpeed_label": "疾跑速度",
	"BonusSuperSprintSpeed_postvalue_label": "疾跑速度",
	"BonusSuperSprintSpeed_prefix": "{s:sign}",
	"BonusTechDamagePercent_label": "额外元灵伤害",
	"BonusTechDamagePercent_postfix": "%",
	"BonusTechDamagePercent_postvalue_label": "额外元灵伤害",
	"BonusTechDamage_label": "Bonus Spirit Damage",
	"BonusTechPowerPerKill_label": "每次击败获得的元灵力量",
	"BonusTechPowerPerKill_postvalue_label": "每次击败获得的元灵力量",
	"BonusTechPower_label": "Spirit Power while Pathing",
	"BonusTechPower_postvalue_label": "元灵力量",
	"BonusTechPower_prefix": "{s:sign}",
	"BonusWeaponDamage_label": "子弹伤害",
	"BonusWeaponDamage_postvalue_label": "子弹伤害",
	"BonusWeaponDamage_prefix": "+",
	"BonusZipLineSpeed_label": "Hyperline Speed",
	"BonusZipLineSpeed_prefix": "{s:sign}",
	"BonusZoomPercent_label": "武器放大",
	"BonusZoomPercent_postfix": "%",
	"BonusZoomPercent_postvalue_label": "武器放大",
	"BonusZoomPercent_prefix": "{s:sign}",
	"BoostDuration_label": "Ally Move Speed Duration",
	"BoostDuration_postfix": "秒",
	"BounceCount_label": "Shield Bounces",
	"BounceCount_postvalue_label": "最大弹跳次数",
	"BounceGrace_postvalue_label": "最大粘滞时间",
	"BouncePadExtendDuration_postfix": "秒",
	"BouncePadExtendDuration_postvalue_label": "弹跳垫延长持续时间",
	"BouncePadStompCount_label": "Max Head Stomps",
	"BounceRadius_label": "弹跳距离",
	"BounceRadius_postfix": "米",
	"BounceRadius_postvalue_label": "弹跳距离",
	"BountyDuration_label": "奖励持续时间",
	"BountyDuration_postfix": "秒",
	"BountyDuration_postvalue_label": "奖励持续时间",
	"BrowseItems_Desc": "浏览物品目录,为下一场比赛做好准备!",
	"BrowseItems_Title": "浏览物品",
	"BruiseDamageVulnerability_label": "Damage Increase",
	"BruiseDamageVulnerability_postfix": "% per stack",
	"BruiseDuration_label": "Bruise Duration",
	"BuffBulletResist_label": "子弹抗性",
	"BuffBulletResist_postfix": "%",
	"BuffBulletResist_postvalue_label": "子弹抗性",
	"BuffDamage_label": "满怒气值伤害加成",
	"BuffDamage_postfix": "%",
	"BuffDamage_postvalue_label": "满怒气值伤害加成",
	"BuffDamage_prefix": "+",
	"BuffDuration_label": "增益持续时间",
	"BuffDuration_postfix": "秒",
	"BuffDuration_postvalue_label": "增益持续时间",
	"BuffFrequency_label": "增益频率",
	"BuffFrequency_postfix": "秒",
	"BuffFrequency_postvalue_label": "增益频率",
	"BuffMaxStacks_postvalue_label": "最大叠加层数",
	"BuffMoveSpeedBonus_label": "移动速度",
	"BuffMoveSpeedBonus_postfix": "米",
	"BuffMoveSpeedBonus_postvalue_label": "移动速度",
	"BuffMoveSpeedBonus_prefix": "{s:sign}",
	"BuffMoveSpeed_label": "移动速度",
	"BuffMoveSpeed_postfix": "米",
	"BuffMoveSpeed_postvalue_label": "移动速度",
	"BuffMoveSpeed_prefix": "+",
	"BuffTechResist_label": "元灵抗性",
	"BuffTechResist_postfix": "%",
	"BuffTechResist_postvalue_label": "元灵抗性",
	"BuildUpBulletPercentPerHit_label": "每颗子弹的累积量",
	"BuildUpBulletPercentPerHit_postfix": "%",
	"BuildUpBulletPercentPerHit_postvalue_label": "每颗子弹的累积量",
	"BuildUpPerSecond_label": "每秒累积量",
	"BuildUpPerSecond_postfix": "%",
	"BuildUpPerSecond_postvalue_label": "每秒累积量",
	"BuildUpPercentPerHit_label": "每次射击的累积量",
	"BuildUpPercentPerHit_postfix": "%",
	"BuildUpPercentPerHit_postvalue_label": "每次射击的累积量",
	"BuildUpProcDamage_label": "特殊效果伤害",
	"BuildUpProcDamage_postvalue_label": "特殊效果伤害",
	"BuildupDamage_label": "Damage on Buildup",
	"BuildupDecayDelay_label": "Buildup Decay Delay",
	"BuildupDecayDelay_postfix": "秒",
	"BuildupDuration_label": "累积衰变时长",
	"BuildupDuration_postfix": "秒",
	"BuildupDuration_postvalue_label": "累积衰变时长",
	"BuildupExpire_label": "Buildup Expire",
	"BuildupExpire_postfix": "秒",
	"BuildupPerProc_label": "Buildup on Shock",
	"BuildupPerProc_postfix": "%",
	"BuildupPerShot_label": "每次射击的累积量",
	"BuildupPerShot_postfix": "%",
	"BuildupPerShot_postvalue_label": "每次射击的累积量",
	"BuildupRate_label": "Buildup Per Shot",
	"BuildupRate_postfix": "",
	"BuildupSpiritDamageThreshold_label": "元灵伤害阈值",
	"BuildupSpiritDamageThreshold_postvalue_label": "元灵伤害阈值",
	"BulletArmorDamageReductionPerStack_label": "每层叠加的子弹抗性",
	"BulletArmorDamageReductionPerStack_postfix": "%",
	"BulletArmorDamageReductionPerStack_postvalue_label": "每层叠加的子弹抗性",
	"BulletArmorDamageReductionPerStack_prefix": "{s:sign}",
	"BulletArmorDamageReduction_label": "子弹抗性",
	"BulletArmorDamageReduction_postfix": "%",
	"BulletArmorDamageReduction_postvalue_label": "子弹抗性",
	"BulletArmorDamageReduction_prefix": "{s:sign}",
	"BulletArmorPenetration_label": "Target Bullet Resist",
	"BulletArmorPenetration_postfix": "",
	"BulletArmorReductionDuration_label": "持续时间",
	"BulletArmorReductionDuration_postfix": "秒",
	"BulletArmorReductionDuration_postvalue_label": "持续时间",
	"BulletArmorReductionPerStack_label": "子弹伤害",
	"BulletArmorReductionPerStack_postfix": "%每层叠加",
	"BulletArmorReductionPerStack_postvalue_label": "子弹伤害",
	"BulletArmorReductionPerStack_prefix": "+",
	"BulletArmorReduction_label": "子弹抗性",
	"BulletArmorReduction_postfix": "%",
	"BulletArmorReduction_postvalue_label": "子弹抗性",
	"BulletArmorReduction_prefix": "{s:sign}",
	"BulletArmor_label": "子弹护甲",
	"BulletArmor_postvalue_label": "子弹护盾",
	"BulletArmor_prefix": "{s:sign}",
	"BulletDamageAmpDuration_postfix": "秒",
	"BulletDamageAmpDuration_postvalue_label": "醉酒持续时间",
	"BulletDamageAmp_postfix": "%",
	"BulletDamageAmp_postvalue_label": "醉酒子弹增强",
	"BulletDamageIncrease_label": "Bullet damage increase",
	"BulletDamageIncrease_postfix": "%",
	"BulletDamagePercentAsTechDamage_label": "额外元灵伤害",
	"BulletDamagePercentAsTechDamage_postfix": "% Bullet Damage",
	"BulletDamagePercentAsTechDamage_postvalue_label": "额外元灵伤害",
	"BulletDamagePercent_label": "子弹伤害",
	"BulletDamagePercent_postfix": "%",
	"BulletDamagePercent_postvalue_label": "子弹伤害",
	"BulletDamagePercent_prefix": "{s:sign}",
	"BulletDamageReduction_label": "子弹护甲",
	"BulletDamageReduction_postfix": "%",
	"BulletDamageReduction_postvalue_label": "子弹护盾",
	"BulletDamageReflectedPct_label": "子弹伤害反弹",
	"BulletDamageReflectedPct_postfix": "%",
	"BulletDamageReflectedPct_postvalue_label": "子弹伤害反弹",
	"BulletDamageTotal_label": "子弹伤害",
	"BulletDamageTotal_postvalue_label": "子弹伤害",
	"BulletLifestealPercentHero_label": "子弹吸取生命",
	"BulletLifestealPercentHero_postfix": "%",
	"BulletLifestealPercentHero_postvalue_label": "子弹吸取生命",
	"BulletLifestealPercent_label": "子弹吸取生命",
	"BulletLifestealPercent_postfix": "%",
	"BulletLifestealPercent_postvalue_label": "子弹吸取生命",
	"BulletLifestealPercent_prefix": "{s:sign}",
	"BulletPenetrationPercent_label": "子弹穿透伤害",
	"BulletPenetrationPercent_postfix": "%",
	"BulletPenetrationPercent_postvalue_label": "子弹穿透伤害",
	"BulletPercentAsBurn_label": "Bullet Damage as Burning",
	"BulletPercentAsBurn_postfix": "%",
	"BulletProcDeflectionPercent_label": "命中效果阻止几率",
	"BulletProcDeflectionPercent_postfix": "%",
	"BulletProcDeflectionPercent_postvalue_label": "命中效果阻止几率",
	"BulletRadius_label": "子弹半径",
	"BulletRadius_postfix": "米",
	"BulletRadius_postvalue_label": "子弹半径",
	"BulletResistDuration_label": "叠加持续时间",
	"BulletResistDuration_postfix": "秒",
	"BulletResistDuration_postvalue_label": "叠加持续时间",
	"BulletResistOnActive_label": "子弹抗性",
	"BulletResistOnActive_postfix": "%",
	"BulletResistOnActive_postvalue_label": "子弹抗性",
	"BulletResistOnActive_prefix": "{s:sign}",
	"BulletResistPerStack_label": "每层叠加的子弹抗性",
	"BulletResistPerStack_postfix": "%",
	"BulletResistPerStack_postvalue_label": "每层叠加的子弹抗性",
	"BulletResistReductionPerStack_label": "每层叠加的子弹抗性",
	"BulletResistReductionPerStack_postfix": "%",
	"BulletResistReductionPerStack_postvalue_label": "每层叠加的子弹抗性",
	"BulletResistReduction_label": "子弹抗性",
	"BulletResistReduction_postfix": "%",
	"BulletResistReduction_postvalue_label": "子弹抗性",
	"BulletResist_label": "子弹抗性",
	"BulletResist_postfix": "%",
	"BulletResist_postvalue_label": "子弹抗性",
	"BulletResist_prefix": "{s:sign}",
	"BulletShieldDamageConversionPercent_label": "剩余子弹护盾伤害",
	"BulletShieldDamageConversionPercent_postfix": "%",
	"BulletShieldDamageConversionPercent_postvalue_label": "剩余子弹护盾伤害",
	"BulletShieldDamagePercent_label": "Damage Amplification vs Bullet Shields",
	"BulletShieldDamagePercent_postfix": "%",
	"BulletShieldDamagePercent_prefix": "{s:sign}",
	"BulletShieldDuration_label": "Bullet Shield Duration",
	"BulletShieldDuration_postfix": "秒",
	"BulletShieldHealth_label": "子弹护盾生命值",
	"BulletShieldHealth_postvalue_label": "子弹护盾生命值",
	"BulletShieldMaxHealthPercentage_label": "最大生命值子弹护盾",
	"BulletShieldMaxHealthPercentage_postfix": "%",
	"BulletShieldMaxHealthPercentage_postvalue_label": "最大生命值子弹护盾",
	"BulletShieldMaxHealth_label": "子弹护盾生命值",
	"BulletShieldMaxHealth_postvalue_label": "子弹护盾生命值",
	"BulletShieldMaxHealth_prefix": "{s:sign}",
	"BulletShieldMissingHealthPercentage_label": "丢失生命值子弹护盾",
	"BulletShieldMissingHealthPercentage_postfix": "%",
	"BulletShieldMissingHealthPercentage_postvalue_label": "丢失生命值子弹护盾",
	"BulletShieldOnCast_label": "子弹护盾",
	"BulletShieldOnCast_postvalue_label": "子弹护盾",
	"BulletShieldOnLand_label": "传送时的屏障",
	"BulletShieldOnLand_postvalue_label": "传送时的屏障",
	"BulletShieldPoints_label": "子弹护盾",
	"BulletShieldPoints_postvalue_label": "子弹护盾",
	"BulletSlowDuration_label": "减速持续时间",
	"BulletSlowDuration_postfix": "秒",
	"BulletSlowDuration_postvalue_label": "减速持续时间",
	"BulletSplitShot_label": "武器多重射击",
	"BulletSplitShot_postvalue_label": "武器多重射击",
	"BulletSpread_label": "枪口扩散",
	"BulletSpread_postfix": "°",
	"BulletSpread_postvalue_label": "枪口扩散",
	"BulletVulnerbility_label": "子弹伤害提升",
	"BulletVulnerbility_postfix": "%",
	"BulletVulnerbility_postvalue_label": "子弹伤害提升",
	"BulletVulnerbility_prefix": "{s:sign}",
	"BulletsBonusMagicDamage_label": "基础子弹伤害",
	"BulletsBonusMagicDamage_postfix": "%",
	"BulletsBonusMagicDamage_postvalue_label": "基础子弹伤害",
	"BulletsBonusMagicDamage_prefix": "+",
	"BurnDPS_label": "每秒燃烧伤害",
	"BurnDPS_postvalue_label": "每秒燃烧伤害",
	"BurnDuration_label": "燃烧持续时间",
	"BurnDuration_postfix": "秒",
	"BurnDuration_postvalue_label": "燃烧持续时间",
	"BurnRadius_label": "燃烧半径",
	"BurnRadius_postfix": "米",
	"BurnRadius_postvalue_label": "燃烧半径",
	"BurstBonusPerStack_label": "武器爆射加成",
	"BurstBonusPerStack_postvalue_label": "武器爆射加成",
	"BurstDamage_label": "Burst Damage",
	"BurstDamage_postvalue_label": "爆发伤害",
	"BurstFireOnHeroHit_postfix": "秒",
	"BurstFireShotsFromClipPercent_Postfix": "%",
	"CDReduceOnPillowHit_postfix": "秒",
	"CDReduceOnPillowHit_postvalue_label": "枕头击中时冷却时间",
	"CDReduceOnPillowHit_prefix": "-",
	"CITADEL_ABILITY_DEBUG_COMMAND_REQUIRES_HERO_TARGET": "调试命令需要英雄目标",
	"CITADEL_ABILITY_INVALID_ASLEEP": "睡眠中 - 无法行动",
	"CITADEL_ABILITY_INVALID_BEETLE_TARGET": "目标有甲虫",
	"CITADEL_ABILITY_INVALID_BUSY_WITH_ACTION": "你很忙",
	"CITADEL_ABILITY_INVALID_CANT_CAST_IN_CHARGE_DELAY": "充能延迟",
	"CITADEL_ABILITY_INVALID_CANT_CAST_NO_CHARGES": "充能不足",
	"CITADEL_ABILITY_INVALID_CANT_USE_OFF_GROUND": "离地时无法使用",
	"CITADEL_ABILITY_INVALID_CHAINED": "位移技能已禁用",
	"CITADEL_ABILITY_INVALID_CLIP_IS_FULL": "弹匣已满",
	"CITADEL_ABILITY_INVALID_CONSUME_TARGET": "目标无法被消耗",
	"CITADEL_ABILITY_INVALID_DISARMED": "枪械已禁用",
	"CITADEL_ABILITY_INVALID_DOORWAY_NOT_ALLOWED": "这里不允许放门",
	"CITADEL_ABILITY_INVALID_ENEMY_HEALTH_TOO_LOW": "敌人生命值过低",
	"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP_ALREADY_ATTEMPTED": "冲刺跳跃:已错过时机",
	"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP_JUMPED_EARLY": "冲刺跳跃:太早",
	"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP_JUMPED_LATE": "冲刺跳跃:太晚",
	"CITADEL_ABILITY_INVALID_FAILED_DASH_JUMP_NEEDS_STAMINA": "冲刺跳跃:耐力不足",
	"CITADEL_ABILITY_INVALID_HEALTH_TOO_HIGH": "你的生命值过高",
	"CITADEL_ABILITY_INVALID_IN_CAST_DELAY": "已激活",
	"CITADEL_ABILITY_INVALID_IN_COOLDOWN": "{f:1:cooldown_seconds}秒后完成冷却",
	"CITADEL_ABILITY_INVALID_MUTED": "技能和物品已禁用",
	"CITADEL_ABILITY_INVALID_NOTHING_TO_REFRESH": "没有可刷新的内容",
	"CITADEL_ABILITY_INVALID_NOT_ALIVE": "必须活着",
	"CITADEL_ABILITY_INVALID_NOT_BLOOD": "怒气值不足",
	"CITADEL_ABILITY_INVALID_NOT_DEAD": "必须已被击败",
	"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ABILITY_RESOURCE": "技能资源不足",
	"CITADEL_ABILITY_INVALID_NOT_ENOUGH_ENERGY": "能量不足",
	"CITADEL_ABILITY_INVALID_NOT_ENOUGH_HEADROOM": "天花板过低",
	"CITADEL_ABILITY_INVALID_NOT_LEARNED": "尚未学习",
	"CITADEL_ABILITY_INVALID_NO_ABILITY": "无技能",
	"CITADEL_ABILITY_INVALID_NO_DAMAGE_TO_CLEAR": "没有要清除的伤害",
	"CITADEL_ABILITY_INVALID_NO_POSTER_SELECTED": "鼠标悬停即可选择海报",
	"CITADEL_ABILITY_INVALID_NO_TARGET": "无目标",
	"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_HERO": "需要目标英雄",
	"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_NPC": "需要非英雄角色目标",
	"CITADEL_ABILITY_INVALID_NO_TARGET_REQUIRES_TROOPER": "需要目标步兵",
	"CITADEL_ABILITY_INVALID_NO_UNITS_IN_RADIUS": "技能半径内无有效单位",
	"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_DASH": "无法空中冲刺两次",
	"CITADEL_ABILITY_INVALID_ONLY_ONE_AIR_JUMP": "无法空中跳跃两次",
	"CITADEL_ABILITY_INVALID_ONLY_ONE_DOWN_DASH": "无法向下冲刺两次",
	"CITADEL_ABILITY_INVALID_ONLY_ONE_WALL_JUMP": "无法蹬墙跳两次",
	"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_DASHES": "无法空中冲刺三次",
	"CITADEL_ABILITY_INVALID_ONLY_TWO_AIR_JUMPS": "无法空中跳跃三次",
	"CITADEL_ABILITY_INVALID_ONLY_TWO_DOWN_DASHES": "无法向下冲刺三次",
	"CITADEL_ABILITY_INVALID_ONLY_TWO_WALLS_JUMP": "无法蹬墙跳三次",
	"CITADEL_ABILITY_INVALID_OTHER_DOOR_TOO_FAR": "两扇门相隔太远",
	"CITADEL_ABILITY_INVALID_OUT_OF_STAMINA": "耐力不足",
	"CITADEL_ABILITY_INVALID_PARRY_DISABLED_URN_PICKUP": "拾取灵瓮期间禁用",
	"CITADEL_ABILITY_INVALID_PLACEMENT_BLOCKED": "位移被屏蔽",
	"CITADEL_ABILITY_INVALID_POSITION": "无效位置",
	"CITADEL_ABILITY_INVALID_PREMATCH": "比赛尚未开始",
	"CITADEL_ABILITY_INVALID_ROOTED": "位移技能已禁用",
	"CITADEL_ABILITY_INVALID_SILENCED": "技能已禁用",
	"CITADEL_ABILITY_INVALID_SILENCED_IDOL": "运送灵翁中 - 技能已禁用",
	"CITADEL_ABILITY_INVALID_SILENCE_MOVEMENT_ABILITIES": "位移技能已禁用",
	"CITADEL_ABILITY_INVALID_STAMINA_DISABLED": "耐力已禁用",
	"CITADEL_ABILITY_INVALID_STUNNED": "眩晕 - 无法行动",
	"CITADEL_ABILITY_INVALID_TARGET_OUT_OF_RANGE": "超出距离",
	"CITADEL_ABILITY_INVALID_UNABLE_TO_TELEPORT": "无法传送",
	"CITADEL_ABILITY_INVALID_USING_WEAPON_SCOPE": "瞄准时无法使用",
	"CITADEL_ABILITY_INVALID_ZIPLINE_TARGET": "未瞄准滑索",
	"CITADEL_ABILITY_NO_HEALTH_RESOURCE": "不可用",
	"Cancel": "取消",
	"CaptureRadius_label": "捕获半径",
	"CaptureRadius_postfix": "米",
	"CaptureRadius_postvalue_label": "捕获半径",
	"CarbineHeadshotBonus_label": "头弹额外伤害",
	"CarbineHeadshotBonus_postfix": "%",
	"CarbineHeadshotBonus_postvalue_label": "头弹额外伤害",
	"CarbineHeadshotBonus_prefix": "+",
	"CardHandDuration_label": "手牌持续时间",
	"CardHandDuration_postvalue_label": "手牌持续时间",
	"CardResourceGenPctScale_label": "卡牌召唤速率",
	"CardResourceGenPctScale_postfix": "%",
	"CardResourceGenPctScale_postvalue_label": "卡牌召唤速率",
	"CardsDrawn_label": "Cards Drawn",
	"CartDamage_postvalue_label": "行李车伤害",
	"CasterBuffDuration_label": "加成持续时间",
	"CasterBuffDuration_postfix": "秒",
	"CasterBuffDuration_postvalue_label": "增益持续时间",
	"CasterHealthPercent_postfix": "%",
	"CasterSlowPercent_postfix": "%",
	"CatExplosionCount_label": "Explosions",
	"CatLifetime_label": "Cat Lifetime",
	"CatLifetime_postfix": "秒",
	"CatMaxSpeed_label": "Ghostcat Max Speed",
	"CatMaxSpeed_postfix": "米",
	"CenterDamage_label": "Damage at the center",
	"ChainCount_label": "最大跳跃数",
	"ChainCount_postvalue_label": "最大跳跃数",
	"ChainDamageCoeff_label": "Chain Damage",
	"ChainDamageCoeff_postfix": "% of gun damage",
	"ChainDuration_label": "束缚持续时间",
	"ChainDuration_postfix": "秒",
	"ChainDuration_postvalue_label": "束缚持续时间",
	"ChainLength_label": "束缚距离",
	"ChainLength_postfix": "米",
	"ChainLength_postvalue_label": "束缚距离",
	"ChainLightningRadius_label": "Chain Lightning Range",
	"ChainLightningRadius_postfix": "米",
	"ChainRadius_label": "跳跃半径",
	"ChainRadius_postfix": "米",
	"ChainRadius_postvalue_label": "跳跃半径",
	"ChannelMoveSpeed_label": "Channel Move Speed",
	"ChannelMoveSpeed_postfx": "米",
	"ChannelMoveSpeed_prefix": "",
	"ChargeDistance_label": "Charge Distance",
	"ChargeDistance_postfix": "米",
	"ChargeDuration_label": "Charge Duration",
	"ChargeDuration_postfix": "秒",
	"ChargeMultiHitRadius_postfix": "米",
	"ChargeMultiHitRadius_postvalue_label": "撞击距离",
	"ChargeSpeed_label": "冲锋速度",
	"ChargeSpeed_postfix": "米",
	"ChargeSpeed_postvalue_label": "冲锋速度",
	"ChargedDuration_label": "Charged Duration",
	"ChargedDuration_postfix": "秒",
	"ChargedShotBonus_label": "Charged Shot Damage",
	"ChargedShotBonus_postfix": "%",
	"ChargedShotBonus_prefix": "+",
	"ChargedShotHitRadiusScale_label": "蓄力射击增大半径",
	"ChargedShotHitRadiusScale_postfix": "%",
	"ChargedShotHitRadiusScale_postvalue_label": "蓄力射击增大半径",
	"ChargedShotHitRadiusScale_prefix": "+",
	"ChargesRestored_label": "充能数恢复",
	"ChargesRestored_postvalue_label": "充能数恢复",
	"CharmDamage_label": "魅惑伤害",
	"CharmDamage_postvalue_label": "魅惑伤害",
	"CitadelCategoryArmor": "活力",
	"CitadelCategoryBuilds": "出装",
	"CitadelCategoryCustom": "自定义出装",
	"CitadelCategoryFlex": "弹性",
	"CitadelCategorySuggested": "建议物品",
	"CitadelCategoryTech": "元灵",
	"CitadelCategoryWeapon": "武器",
	"CitadelComponentGroup_EActives": "主动",
	"CitadelComponentGroup_EAdditionalProtection": "额外防御",
	"CitadelComponentGroup_EAntiGun": "反枪",
	"CitadelComponentGroup_EAntiHealing": "反治疗",
	"CitadelComponentGroup_EBulletProtection": "子弹防御",
	"CitadelComponentGroup_EBulletVelocity": "子弹速度",
	"CitadelComponentGroup_EBurstDamage": "爆发伤害",
	"CitadelComponentGroup_ECharges": "技能充能",
	"CitadelComponentGroup_ECooldown": "冷却时间",
	"CitadelComponentGroup_ECrownControl": "人群控制",
	"CitadelComponentGroup_EDebuffs": "减益",
	"CitadelComponentGroup_EDuration": "技能持续时间",
	"CitadelComponentGroup_EHeadshotEnthusiasts": "头弹爱好者",
	"CitadelComponentGroup_EHealing": "治疗量",
	"CitadelComponentGroup_ELifesteal": "正在吸取生命",
	"CitadelComponentGroup_EMagazines": "弹匣",
	"CitadelComponentGroup_EMagicVulnerability": "魔法易伤",
	"CitadelComponentGroup_EMelee": "近战吸取生命",
	"CitadelComponentGroup_EMeleeSpirit": "近战元灵",
	"CitadelComponentGroup_EMisc": "杂项被动",
	"CitadelComponentGroup_EMiscSpirit": "杂项元灵",
	"CitadelComponentGroup_EMoreHealth": "生命增值",
	"CitadelComponentGroup_EMoreSpirit": "额外元灵",
	"CitadelComponentGroup_EMovementAndAgility": "移动与敏捷度",
	"CitadelComponentGroup_ENotGrouped": "未分组",
	"CitadelComponentGroup_ERateOfFire": "射速",
	"CitadelComponentGroup_ERevitalization": "活力恢复",
	"CitadelComponentGroup_ESlowingBullets": "减速弹",
	"CitadelComponentGroup_ESlowingMagic": "减速魔法",
	"CitadelComponentGroup_ESpiritProtection": "元灵防御",
	"CitadelComponentGroup_ESpiritRange": "技能有效范围",
	"CitadelComponentGroup_ESpiritSlinger": "元灵法师",
	"CitadelComponentGroup_ETankingBullets": "承伤斗士",
	"CitadelComponentGroup_EWeaponRange": "刺客工具组",
	"CitadelHeroDetails_Background": "背景",
	"CitadelHeroDetails_Basic": "基础",
	"CitadelHeroDetails_Builds": "出装",
	"CitadelHeroDetails_Builds_CreateButton": "创建新出装",
	"CitadelHeroDetails_Builds_EditButton": "编辑我的出装",
	"CitadelHeroDetails_Builds_SelectButton": "浏览出装",
	"CitadelHeroDetails_Equipment": "装备",
	"CitadelHeroDetails_Progression": "进度",
	"CitadelHeroDetails_Stats": "属性",
	"CitadelHeroStats_Spirit": "元灵属性",
	"CitadelHeroStats_SpiritPower_Desc": "元灵力量会增加技能和物品的效果。",
	"CitadelHeroStats_SpiritPower_Impact": "元灵力量影响",
	"CitadelHeroStats_Vitality": "活力属性",
	"CitadelHeroStats_Weapon": "武器属性",
	"CitadelHeroStats_Weapon_Falloff": "衰减距离",
	"CitadelHeroStats_Weapon_Falloff_NA": "无",
	"CitadelShopSearch": "搜索物品",
	"CitadelShop_SearchExampleAlt": "尝试按\u003Cspan class=\"highlight\"\u003E物品名称\u003C/span\u003E或\u003Cspan class=\"highlight_weapon\"\u003E弹药\u003C/span\u003E、\u003Cspan class=\"highlight_vitality\"\u003E吸取生命\u003C/span\u003E或\u003Cspan class=\"highlight_spirit\"\u003E元灵力量\u003C/span\u003E等属性进行搜索",
	"CitadelShop_SearchExampleLine1": "搜索示例:",
	"CitadelShop_SearchExampleLine2": "名称:\u003Cspan class=\"highlight\"\u003E幻影突袭\u003C/span\u003E",
	"CitadelShop_SearchExampleLine3": "属性:\u003Cb\u003E子弹抗性\u003C/b\u003E",
	"Citadel_AbilityProperty_OnAttach": "附着时:",
	"Citadel_AbilityProperty_OnExplode": "爆炸时:",
	"Citadel_AbilityProperty_OnHit": "命中时:",
	"Citadel_Ability_BuildAnnotation": "推荐的下一个技能",
	"Citadel_Ability_CannotImbue": "无法加强",
	"Citadel_Ability_IsImbued": "已加强",
	"Citadel_Abrams_HeroTag_1": "肉  盾",
	"Citadel_Abrams_HeroTag_2": "搏  斗",
	"Citadel_Abrams_HeroTag_3": "无  脑",
	"Citadel_AcceptFriendInvite_Body": "请稍等",
	"Citadel_AcceptFriendInvite_ErrorBody": "当前无法接受此邀请。请稍后重试。",
	"Citadel_AcceptFriendInvite_ErrorTitle": "错误",
	"Citadel_AcceptFriendInvite_Title": "正在接受邀请",
	"Citadel_AcceptedInvitation_Name": "{g:citadel_persona:accepted_invitation}已接受你的邀请",
	"Citadel_AcceptedInvitation_Title": "已接受的邀请",
	"Citadel_AcquireTicket_BusyText": "请等待",
	"Citadel_AcquireTicket_BusyTitle": "正在加入游戏",
	"Citadel_AcquireTicket_ErrorTitle": "错误",
	"Citadel_AcquireTicket_InternalError": "当前无法与网络通信,也无法访问服务器。请稍后再试。",
	"Citadel_AlertPlayer_MatchReadyText": "游戏已开始。",
	"Citadel_AlertPlayer_MatchReadyTitle": "比赛就绪",
	"Citadel_AlreadyInGame": "开始匹配失败。你已在游戏中。请离开当前游戏以开始匹配。",
	"Citadel_Astro_HeroTag_1": "神  射  手",
	"Citadel_Astro_HeroTag_2": "火 爆 十 足",
	"Citadel_Astro_HeroTag_3": "致 力 拘 捕",
	"Citadel_AttackerClass_CLASS_BOSS_BARRACKS": "圣坛卫士",
	"Citadel_AttackerClass_CLASS_BOSS_TIER_2": "2级机甲",
	"Citadel_AttackerClass_CLASS_BOSS_TIER_3": "守护神降罪",
	"Citadel_AttackerClass_CLASS_SUPER_NEUTRAL": "圣殿卫士",
	"Citadel_AttackerClass_CLASS_TROOPER": "步兵",
	"Citadel_AttackerClass_CLASS_TROOPER_BOSS": "1 级卫士",
	"Citadel_AttackerClass_CLASS_TROOPER_NEUTRAL": "中立生物",
	"Citadel_AttackerClass_CLASS_ZAP_TRIGGER": "雷击",
	"Citadel_BannedHeroes": "被禁英雄",
	"Citadel_BannedWarning_Desc": "你在这场比赛中看到这名英雄的可能性会降低。",
	"Citadel_BannedWarning_Title": "避开英雄",
	"Citadel_Bebop_HeroTag_1": "钩  子",
	"Citadel_Bebop_HeroTag_2": "炸  弹",
	"Citadel_Bebop_HeroTag_3": "拳  击",
	"Citadel_Book_ComingSoon": "This section will be added in a future update. Keep checking back for more exciting adventures!",
	"Citadel_Book_ComingSoon_Title": "Coming Soon",
	"Citadel_Book_NextPage": "下一页",
	"Citadel_Book_NotEnoughXP": "This chatper requires {d:unlock_cost} to unlock, but you only have {d:available_unlocks} available. Play more matches to earn more unlocks.",
	"Citadel_Book_NotEnoughXPSingle": "This chapter requires spending an unlock, but you don't have any currently available. Play more matches to earn more unlocks.",
	"Citadel_Book_NotEnoughXP_Title": "Inusfficient Unlocks",
	"Citadel_Book_NotReachable": "Earlier chapters must be unlocked before this chapter can be unlocked",
	"Citadel_Book_NotReachable_Title": "Can't Unlock Yet",
	"Citadel_Book_Pause": "暂停",
	"Citadel_Book_Play": "播放",
	"Citadel_Book_PrevPage": "上一页",
	"Citadel_Book_UnlockItem": "Would you unlock this item? This will cost {d:unlock_cost} of your {d:available_unlocks} available unlocks.",
	"Citadel_Book_UnlockItem_Title": "Unlock Item",
	"Citadel_Book_UnlockXP": "Would you like to unlock this chapter? This will cost {d:unlock_cost} of your {d:available_unlocks} available unlocks.",
	"Citadel_Book_UnlockXPSingle": "Would you like to unlock this chapter? This will cost one unlock and you have {d:available_unlocks} available.",
	"Citadel_Book_UnlockXP_Title": "Unlock Chapter",
	"Citadel_Bookworm_HeroTag_1": "雪 中 送 炭",
	"Citadel_Bookworm_HeroTag_2": "保 护 他 人",
	"Citadel_Bookworm_HeroTag_3": "聪 慧 过 人",
	"Citadel_BotMatchModal_Coop": "与其他玩家一起进行在线标准比赛",
	"Citadel_BotMatchModal_Desc": "选择你的难度:",
	"Citadel_BotMatchModal_Private": "玩私人标准比赛",
	"Citadel_BotMatchModal_PrivateBrawl": "玩私人乱斗比赛",
	"Citadel_BuildBrowser_SelectBuild": "使用已选择的出装",
	"Citadel_BuildBrowser_Title": "浏览出装",
	"Citadel_BuildTagPicker_Abilities": "技能",
	"Citadel_BuildTagPicker_BuildItems": "出装中的物品",
	"Citadel_BuildTagPicker_SpiritItems": "元灵物品",
	"Citadel_BuildTagPicker_Standard": "标准标签",
	"Citadel_BuildTagPicker_Title": "选择标签",
	"Citadel_BuildTagPicker_VitalityItems": "活力物品",
	"Citadel_BuildTagPicker_WeaponItems": "武器物品",
	"Citadel_CancelFriendInvite_Body": "请稍等",
	"Citadel_CancelFriendInvite_ConfirmBody": "你确定要取消对{g:dac_persona:b:account_id}发出的好友邀请吗?你在接下来的几天中将无法再次对其发送邀请。",
	"Citadel_CancelFriendInvite_ConfirmTitle": "取消邀请",
	"Citadel_CancelFriendInvite_ErrorBody": "当前无法取消此邀请。请稍后重试。",
	"Citadel_CancelFriendInvite_ErrorTitle": "错误",
	"Citadel_CancelFriendInvite_Title": "正在移除好友",
	"Citadel_CapturePoint_Capturer_Capturing": "占领中",
	"Citadel_ChatError_Disabled": "发送消息失败:聊天目前已禁用。",
	"Citadel_ChatError_InternalError": "发送消息失败:内部错误。",
	"Citadel_ChatError_InvalidMsg": "发送消息失败:消息无效。",
	"Citadel_ChatError_InvalidPermission": "发送消息失败:没有权限。",
	"Citadel_ChatError_RateLimited": "发送消息失败:近期消息过多。",
	"Citadel_ChatError_Timeout": "发送消息失败:超时。",
	"Citadel_ChatError_Unknown": "发送消息失败:未知原因。",
	"Citadel_ChatMsg_CommsRestricted": "你当前受到交流限制,你的消息无法发送。",
	"Citadel_ChatSender_LocalClient": "系统",
	"Citadel_ChatTarget_GameAll": "所有人",
	"Citadel_ChatTarget_GameAllies": "队友",
	"Citadel_ChatTarget_Party": "队伍",
	"Citadel_ChatType_AllTeam": "所有队伍",
	"Citadel_ChatType_Disabled": "已禁用",
	"Citadel_ChatType_PartyOnly": "仅队伍",
	"Citadel_Chrono_HeroTag_1": "精 心 计 算",
	"Citadel_Chrono_HeroTag_2": "干 扰 敌 军",
	"Citadel_Chrono_HeroTag_3": "战 术 专 家",
	"Citadel_CommendPlayer_Friendly": "友好有趣",
	"Citadel_CommendPlayer_PopupDesc": "祝贺某位玩家在游戏中的表现,并告知匹配系统你会很高兴在未来的比赛中看到相关玩家。",
	"Citadel_CommendPlayer_PopupTitle": "称赞玩家",
	"Citadel_CommendPlayer_Skilled": "技术高超",
	"Citadel_CommendPlayer_Teamwork": "团队至上",
	"Citadel_CommendToast_ReturnCommendTooltip": "点击即可返回称赞页面。",
	"Citadel_Commend_Toast_Friendly": "{s:commender}({s:commender_hero})刚刚称赞你友好有趣!",
	"Citadel_Commend_Toast_Generic": "{s:commender}({s:commender_hero})称赞了你",
	"Citadel_Commend_Toast_NoHero_Generic": "{s:commender}称赞了你",
	"Citadel_Commend_Toast_Skilled": "{s:commender}({s:commender_hero})刚刚称赞你技术高超!",
	"Citadel_Commend_Toast_Teamwork": "{s:commender}({s:commender_hero})刚刚称赞你团队至上!",
	"Citadel_ComponentOwned": "已拥有",
	"Citadel_ComponentRequired": "升级自:",
	"Citadel_ComponentUseIn": "当前用于:",
	"Citadel_Confirm_Discord": "准备好创建邀请了吗?此邀请仅在 2 小时内有效,且你无法再创建其他的邀请。",
	"Citadel_Confirm_Discord_Create": "创建邀请",
	"Citadel_Confirm_Discord_Created_Body": "你已经创建了邀请,无法再创建任何邀请。",
	"Citadel_Confirm_Discord_Created_Title": "无法创建邀请",
	"Citadel_Confirm_Discord_InMatch_Body": "请于不在队伍中及不在匹配中时领取你的链接",
	"Citadel_Confirm_Discord_InMatch_Title": "现在无法领取",
	"Citadel_ConflictingWithPrimaryModifier": "此修饰键与{s:key_name}冲突",
	"Citadel_Connection_GCUpdating": "网络更新中",
	"Citadel_Connection_GCUpdating_Desc": "等待重新连接",
	"Citadel_Connection_LoggingIn": "正在连接至网络",
	"Citadel_Connection_LoggingIn_Desc": "正在登录……",
	"Citadel_Connection_NoSession": "网络未连接",
	"Citadel_Connection_NoSession_Desc": "部分功能可能不可用",
	"Citadel_Connection_NoSteam": "没有蒸汽平台连接",
	"Citadel_Connection_NoSteam_Desc": "请连接至蒸汽平台",
	"Citadel_Connection_SteamUpdating": "蒸汽平台更新中",
	"Citadel_Connection_SteamUpdating_Desc": "请等待蒸汽平台完成更新",
	"Citadel_CreateParty_AlreadyInParty": "你已加入了一个队伍,必须先离开当前队伍才能创建另一个。",
	"Citadel_CreateParty_Disabled": "由于维护,队伍系统暂时禁用。请几分钟后重试。",
	"Citadel_CreateParty_DisabledMode": "此模式当前不允许组队",
	"Citadel_CreateParty_ErrorTitle": "创建队伍失败",
	"Citadel_CreateParty_FailedToGetResponse": "当前无法与《异锁》网络通信并创建队伍。请几分钟后重试。",
	"Citadel_CreateParty_InMatchmaking": "匹配时无法创建队伍。",
	"Citadel_CreateParty_InternalError": "尝试创建队伍时发生了内部错误",
	"Citadel_CreateParty_InvalidVersion": "你的客户端不是最新版本。请更新你的客户端并重试。",
	"Citadel_CreateParty_NoRegionPings": "无法与任何数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。",
	"Citadel_CreateParty_NotFriends": "你必须与对方成为好友,才能向其发送组队邀请。",
	"Citadel_CreateParty_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。",
	"Citadel_CreateParty_TooBusy": "《异锁》网络当前过于繁忙,无法处理此操作。请几分钟后重试。",
	"Citadel_CreateParty_UnableToGetRegionPings": "你当前没有登录,或《异锁》网络无法确认你与游戏服务器的连接",
	"Citadel_DamageType_CITADEL_DAMAGETYPE_ABILITY": "技能伤害",
	"Citadel_DamageType_CITADEL_DAMAGETYPE_BULLET": "武器伤害",
	"Citadel_DamageType_CITADEL_DAMAGETYPE_ENVIRONMENTAL": "环境伤害",
	"Citadel_DamageType_CITADEL_DAMAGETYPE_MELEE": "近战伤害",
	"Citadel_DamageType_CITADEL_DAMAGETYPE_POISON": "毒素伤害",
	"Citadel_Dashboard_AbandonTooltip": "放弃你当前正在进行的比赛",
	"Citadel_Dashboard_BuildTime": "{s:buildTime}",
	"Citadel_Dashboard_BuildVersion": "#{d:buildNumber}",
	"Citadel_Dashboard_ClearReadyUpButtonTooltipText": "取消你的就绪状态,这样你的队伍就无法开始游戏",
	"Citadel_Dashboard_CloseAnnounceTooltip": "关闭公告",
	"Citadel_Dashboard_CompilingShaders": "正在预载地图和编译着色器:已完成 {d:prewarm_progress}/{d:prewarm_progress_total}",
	"Citadel_Dashboard_CompilingShaders_Desc": "已完成 {d:prewarm_progress}/{d:prewarm_progress_total}",
	"Citadel_Dashboard_CompilingShaders_Play_Tooltip": "正在等待地图预载和着色器编译完成",
	"Citadel_Dashboard_CompilingShaders_Title": "正在预载地图和着色器",
	"Citadel_Dashboard_EnterMatchmaking": "进入\u003Cbr\u003E匹配",
	"Citadel_Dashboard_Matchmaking_SearchingForBotMatchPlayers": "人机合作 - 正在等待玩家参加",
	"Citadel_Dashboard_Matchmaking_SearchingForBotMatchTime": "人机合作 - 比赛将在{s:coop_time_remaining}后开始",
	"Citadel_Dashboard_Matchmaking_SearchingForMatch": "正在匹配比赛",
	"Citadel_Dashboard_Matchmaking_UsersInQueue": "队列中有{s:users_in_queue}名玩家",
	"Citadel_Dashboard_Matchmaking_UsersInQueue_Single": "队列中有{s:users_in_queue}名玩家",
	"Citadel_Dashboard_PartyClearModeButtonTooltipText": "更改队伍要玩的模式",
	"Citadel_Dashboard_PartySetModeButtonTooltipText": "选择队伍要玩的模式",
	"Citadel_Dashboard_PatchNotesTooltip": "查看最新补丁说明",
	"Citadel_Dashboard_PlayButtonTooltipText": "开始与其他玩家匹配",
	"Citadel_Dashboard_PlayButtonTooltipTextSteamDeck": "Steam Deck 当前不支持标准匹配",
	"Citadel_Dashboard_ReadyUpButtonTooltipText": "选择你的阵容,这样你的队伍就可以开始游戏",
	"Citadel_Dashboard_Recommended": "推荐",
	"Citadel_Dashboard_RejoinTooltip": "重新加入正在进行的游戏",
	"Citadel_Dashboard_ReloadPageTooltip": "重新载入当前页面",
	"Citadel_Dashboard_Roster_ClearRoster": "清空阵容",
	"Citadel_Dashboard_Roster_HeroTooPopular": "选择的所有英雄都已在队列中",
	"Citadel_Dashboard_Roster_MissingHeroes": "\u003Cspan class=\"rosterErrorText\"\u003E必须在阵容中选择 3 名英雄才能进入匹配\u003C/span\u003E",
	"Citadel_Dashboard_SettingsTooltip": "调整显示和音频等设置",
	"Citadel_Dashboard_ShowAnnounceTooltip": "显示公告",
	"Citadel_Dashboard_ShowHeroLabHeroes": "显示实验英雄",
	"Citadel_Dashboard_Status_ConnectingToServer": "正在连接至游戏服务器",
	"Citadel_Dashboard_Status_ConnectingToServer_Detail": "比赛马上开始",
	"Citadel_Dashboard_Status_GCOffline": "《异锁》网络离线",
	"Citadel_Dashboard_Status_GCOffline_Detail": "一些功能可能不可用",
	"Citadel_Dashboard_Status_MatchInProgress": "比赛进行中",
	"Citadel_Dashboard_Status_MatchInProgress_Detail": "{g:citadel_binding:'OpenMainMenu'}重新加入或放弃",
	"Citadel_Dashboard_Status_Mode_Coop": "合作人机对战",
	"Citadel_Dashboard_Status_Mode_HeroLabs": "英雄实验室比赛",
	"Citadel_Dashboard_Status_Mode_Placement": "定级比赛",
	"Citadel_Dashboard_Status_Mode_Private": "私人比赛",
	"Citadel_Dashboard_Status_Mode_Ranked": "段位比赛",
	"Citadel_Dashboard_Status_Mode_StreetBrawl": "街头乱斗",
	"Citadel_Dashboard_Status_Mode_Unranked": "比赛",
	"Citadel_Dashboard_Status_OutOfDateClient": "更新已推出",
	"Citadel_Dashboard_Status_OutOfDateClient_Detail": "在蒸汽平台上下载",
	"Citadel_Dashboard_ViewLibrary": "查看图书馆",
	"Citadel_Dead_ReplayDeath": "{g:citadel_binding:'ReplayDeath'}击倒回放",
	"Citadel_Dead_ShopReminder": "{g:citadel_binding:'OpenHeroSheet'}购买和升级",
	"Citadel_Digger_HeroTag_1": "团 队 配 合",
	"Citadel_Digger_HeroTag_2": "先  手",
	"Citadel_Digger_HeroTag_3": "钻  地",
	"Citadel_DisableDevMessage": "不再显示",
	"Citadel_DiscordInvite_AlreadyClaimedText": "你已经接受了邀请。每位用户只可接受一次邀请。",
	"Citadel_DiscordInvite_AlreadyClaimedTitle": "已领取",
	"Citadel_DiscordInvite_Close": "关闭",
	"Citadel_DiscordInvite_ConfirmCloseText": "你确定要关闭对话吗?此对话关闭后,你将无法再生成邀请链接。",
	"Citadel_DiscordInvite_ConfirmCloseTitle": "确认关闭",
	"Citadel_DiscordInvite_Copied": "已复制",
	"Citadel_DiscordInvite_CopyLink": "将链接复制到剪贴板",
	"Citadel_DiscordInvite_Description": "如下所示,你已受邀加入《异锁》的频道,将链接复制到浏览器中并按照提示加入。",
	"Citadel_DiscordInvite_DisabledText": "维护期间,邀请暂时禁用。请稍后再试。",
	"Citadel_DiscordInvite_DisabledTitle": "已禁用",
	"Citadel_DiscordInvite_DiscordLink": "链接:",
	"Citadel_DiscordInvite_DiscordLinkHours": "此链接的有效期为 {i:num_hours} 小时",
	"Citadel_DiscordInvite_FailedText": "当前无法为你生成邀请。这可能是因为用户人数太多。请稍后再试。",
	"Citadel_DiscordInvite_FailedTitle": "错误",
	"Citadel_DiscordInvite_Loading": "正在载入…",
	"Citadel_DiscordInvite_Title": "邀请",
	"Citadel_Doorman_HeroTag_1": "迷 惑 对 手",
	"Citadel_Doorman_HeroTag_2": "地 图 控 制",
	"Citadel_Doorman_HeroTag_3": "脑 力 较 量",
	"Citadel_Drifter_HeroTag_1": "潜  行",
	"Citadel_Drifter_HeroTag_2": "好  战",
	"Citadel_Drifter_HeroTag_3": "不 择 手 段",
	"Citadel_DuplicateKeybind": "复制按键绑定",
	"Citadel_DuplicateKeybindDescBoundMultiple": "绑定至多个命令:",
	"Citadel_DuplicateKeybindDescKey": "按键",
	"Citadel_Dynamo_HeroTag_1": "团 队 协 作",
	"Citadel_Dynamo_HeroTag_2": "先  手",
	"Citadel_Dynamo_HeroTag_3": "力 挽 狂 澜",
	"Citadel_EnemyTeam": "敌方队伍",
	"Citadel_Engineer_HeroTag_1": "发  明  家",
	"Citadel_Engineer_HeroTag_2": "辅  助",
	"Citadel_Engineer_HeroTag_3": "干  扰",
	"Citadel_Event_Holiday_Challenge2025_Desc": "使用每位英雄赢下一场比赛就能获得大本营的树上一件独特的装饰品。",
	"Citadel_Event_Holiday_Challenge2025_Snowball": "向圣诞树上添加更多装饰品可以升级你的投掷\u003Cspan class=\"Emphasis\"\u003E雪球\u003C/span\u003E主动道具。",
	"Citadel_Event_Holiday_Challenge2025_Snowball_Level": "等级 {i:item_level} / {i:item_max_level}",
	"Citadel_Event_Holiday_Challenge2025_Title": "2025年假日挑战",
	"Citadel_Exit_Game_Confirm": "确定?",
	"Citadel_Familiar_HeroTag_1": "雪 中 送 炭",
	"Citadel_Familiar_HeroTag_2": "超  小",
	"Citadel_Familiar_HeroTag_3": "呼  呼  呼",
	"Citadel_Fencer_HeroTag_1": "招 式 精 妙",
	"Citadel_Fencer_HeroTag_2": "灵  动",
	"Citadel_Fencer_HeroTag_3": "技 高 一 筹",
	"Citadel_FlexSlotUnlockedSlot02": "你解锁了一个额外栏位,因为你击败了 1 个\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方机甲\u003C/span\u003E",
	"Citadel_FlexSlotUnlockedSlot03": "你解锁了一个额外栏位,因为你杀死了 2 个\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方四足机甲\u003C/span\u003E",
	"Citadel_FlexSlotUnlockedSlot04": "你解锁了一个额外栏位,因为你击败了所有\u003Cspan class=\"FlexSlotObjectiveName\"\u003E敌方机甲\u003C/span\u003E",
	"Citadel_FlexSlotVanguard": "先锋即将抵达{Lane Color}",
	"Citadel_FlexSlot_Title": "额外栏位已解锁",
	"Citadel_Frank_HeroTag_1": "我",
	"Citadel_Frank_HeroTag_2": "就  是",
	"Citadel_Frank_HeroTag_3": "屹 立 不 倒",
	"Citadel_FriendCode_AddFriendBadCode": "代码无效",
	"Citadel_FriendCode_AddFriendButton": "添加好友",
	"Citadel_FriendCode_AddFriendLabel": "输入好友代码",
	"Citadel_FriendCode_Blocked": "此用户屏蔽了你。这可能是因为你最近发送了好友请求。",
	"Citadel_FriendCode_Close": "关闭",
	"Citadel_FriendCode_CodeCopied": "好友代码已复制",
	"Citadel_FriendCode_ErrorTitle": "错误",
	"Citadel_FriendCode_Expiration": "过期时间:{t:s:expireDate}{t:t:expireDate}",
	"Citadel_FriendCode_FailedAlreadyFriends": "你已是此用户的好友。",
	"Citadel_FriendCode_FailedDisabled": "系统暂时禁用。",
	"Citadel_FriendCode_FailedInternalError": "意外的内部服务器错误。请稍后重试。",
	"Citadel_FriendCode_FailedKeyExpired": "此代码已过期。",
	"Citadel_FriendCode_FailedKeyInvalid": "此代码无效。",
	"Citadel_FriendCode_FailedKeyUsedUp": "此代码使用次数已达上限。",
	"Citadel_FriendCode_FailedRateLimited": "你已发送了太多请求。请稍后重试。",
	"Citadel_FriendCode_FailedToGetResponse": "当前无法与《异锁》网络通信。请几分钟后重试。",
	"Citadel_FriendCode_FailedTooBusy": "系统当前过于繁忙。请稍后重试。",
	"Citadel_FriendCode_FailedTooManyCodes": "你生成的好友代码数量已达到上限。请先撤销一个,然后再生成新的。",
	"Citadel_FriendCode_FriendPopupTitle": "邀请好友?",
	"Citadel_FriendCode_GCContact": "正在联系网络",
	"Citadel_FriendCode_GenerateCodeButton": "我的好友代码",
	"Citadel_FriendCode_GeneratedCodeLabel": "复制我的好友代码",
	"Citadel_FriendCode_HaveTooManyFriends": "你的好友数量已达到所允许的上限。",
	"Citadel_FriendCode_Ignored": "你已被此用户忽略。",
	"Citadel_FriendCode_InviteSent": "好友邀请已发送。",
	"Citadel_FriendCode_PleaseWait": "请稍等",
	"Citadel_FriendCode_Reconnect": "重新连接",
	"Citadel_FriendCode_RevokeCodeButton": "撤销代码",
	"Citadel_FriendCode_TargetHasTooManyFriends": "此用户的好友数量已达到所允许的上限。",
	"Citadel_FriendCode_Title": "好友代码",
	"Citadel_FriendCode_UsesLeft": "剩余次数:{i:usesLeft}",
	"Citadel_FriendCode_WaitingOnCode": "正在尝试连接",
	"Citadel_FriendsCategory_AlreadyOwned": "已加入",
	"Citadel_FriendsCategory_CanInvite": "可以邀请",
	"Citadel_FriendsCategory_IncomingPartyInvite": "收到的组队邀请",
	"Citadel_FriendsCategory_InviteSent": "邀请已发送",
	"Citadel_FriendsCategory_Invited": "邀请待处理",
	"Citadel_FriendsCategory_Offline": "离线",
	"Citadel_FriendsCategory_Online": "在线",
	"Citadel_FriendsCategory_Party": "队伍",
	"Citadel_FriendsCategory_PartyInvite": "邀请已发送",
	"Citadel_FriendsCategory_Pending": "待处理",
	"Citadel_FriendsCategory_PlayingCitadel": "游戏中",
	"Citadel_FriendsCategory_SentInvite": "已发送邀请",
	"Citadel_Friends_Add_Friend_Entry_Placeholder": "输入好友代码进行搜索",
	"Citadel_Friends_Add_Friend_Tooltip": "添加好友",
	"Citadel_Friends_Add_Friend_Your_ID": "你的好友代码是:",
	"Citadel_Friends_Empty": "好友列表当前为空",
	"Citadel_Friends_Friend_Code_Button": "添加好友",
	"Citadel_Friends_Online": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_online}\u003C/span\u003E 人在线",
	"Citadel_Friends_Play_With_Friends": "与好友同玩",
	"Citadel_Friends_Playing": "\u003Cspan class=\"OnlineNumber\"\u003E{d:friends_in_game}\u003C/span\u003E人游戏中",
	"Citadel_Friends_WindowTitle": "好友",
	"Citadel_GC_NoSteam": "无法匹配。未连接至蒸汽平台。",
	"Citadel_GC_noconnection": "无法匹配。未连接至《异锁》网络。",
	"Citadel_GC_steamupdating": "无法匹配。未连接至蒸汽平台。",
	"Citadel_GC_updating": "无法匹配。《异锁》网络正在更新。",
	"Citadel_GameName": "异锁",
	"Citadel_GameOver_Defeat:f": "失败",
	"Citadel_GameOver_Victory:f": "胜利",
	"Citadel_Geist_HeroTag_1": "生 命 吸 取",
	"Citadel_Geist_HeroTag_2": "伤 害 自 身",
	"Citadel_Geist_HeroTag_3": "蛇 蝎 美 人",
	"Citadel_GenericError_DurationControlBlocked": "你已超出允许在线进行游戏的可用时间。",
	"Citadel_GenericError_InvalidClientVersion": "由于版本差异,你的客户端无法连接到此服务器。请尝试将你的客户端更新至最新版本。",
	"Citadel_GenericError_RegionInfoNotProvided": "要在线进行游戏,你必须注册账户。",
	"Citadel_Gigawatt_HeroTag_1": "高  压  电",
	"Citadel_Gigawatt_HeroTag_2": "无  情",
	"Citadel_Gigawatt_HeroTag_3": "区 域 封 锁",
	"Citadel_GlobalLeaderboard_Desc": "技术评级",
	"Citadel_GlobalLeaderboard_Empty": "选定的排行榜当前为空",
	"Citadel_GlobalLeaderboard_Error": "载入排行榜错误",
	"Citadel_GlobalLeaderboard_HeroNote": "在过去30天内必须至少使用{s:leaderboard_hero_name}玩过{i:required_games_played}场游戏才能出现在排行榜上",
	"Citadel_GlobalLeaderboard_Note": "在过去30天内必须至少玩过{i:required_games_played}场游戏才能出现在排行榜上",
	"Citadel_GlobalLeaderboard_Overall": "总体",
	"Citadel_GlobalLeaderboard_OverallRating": "总体评分",
	"Citadel_GlobalLeaderboard_Player": "玩家",
	"Citadel_GlobalLeaderboard_Title": "全球排行榜",
	"Citadel_GraphGroup_General": "综合",
	"Citadel_GraphGroup_Player": "特定玩家",
	"Citadel_GraphType_DamageBreakdown": "伤害详情",
	"Citadel_GraphType_DamageDealt": "对玩家造成的伤害",
	"Citadel_GraphType_DamageTaken": "来自玩家的伤害",
	"Citadel_GraphType_DamageType": "伤害类型",
	"Citadel_GraphType_Deaths": "击倒次数",
	"Citadel_GraphType_Healing": "治疗量",
	"Citadel_GraphType_HealingType": "治疗类型",
	"Citadel_GraphType_Kills": "击败次数",
	"Citadel_GraphType_LaneStats": "分路数据",
	"Citadel_GraphType_NetWorth": "收集的魂魄",
	"Citadel_GraphType_NetWorthDelta": "收集魂魄差",
	"Citadel_GraphType_NetWorthPerMin": "每分钟收集魂魄",
	"Citadel_GraphType_RegenBreakdown": "恢复类型",
	"Citadel_GraphType_SoulsBySource": "魂魄来源",
	"Citadel_Graph_Damage_Boss": "目标物",
	"Citadel_Graph_Damage_Creep": "步兵",
	"Citadel_Graph_Damage_Neutral": "中立敌人",
	"Citadel_Graph_Damage_Player": "敌方玩家",
	"Citadel_Graph_NetWorthDeltaLine": "收集魂魄差",
	"Citadel_Graph_Souls_AbilityAssassinate": "技能狙击",
	"Citadel_Graph_Souls_Assists": "助攻",
	"Citadel_Graph_Souls_Boss": "目标物",
	"Citadel_Graph_Souls_Breakables": "可打破拾取物",
	"Citadel_Graph_Souls_Denies": "回收",
	"Citadel_Graph_Souls_ItemCultistSacrifice": "特异供奉",
	"Citadel_Graph_Souls_ItemGooseEgg": "金鹅蛋",
	"Citadel_Graph_Souls_ItemTrophyCollector": "寻猎季节",
	"Citadel_Graph_Souls_Lane": "步兵",
	"Citadel_Graph_Souls_Neutral": "中立敌人",
	"Citadel_Graph_Souls_Percent": "{d:pct}%",
	"Citadel_Graph_Souls_Percent_Paren": "({d:pct}%)",
	"Citadel_Graph_Souls_Players": "击败敌人次数",
	"Citadel_Graph_Souls_TeamBonus": "团队追赶",
	"Citadel_Graph_Souls_Treasure": "灵瓮",
	"Citadel_Graph_Team1": "隐王",
	"Citadel_Graph_Team2": "源祖",
	"Citadel_Graph_WeaponDamage": "武器伤害",
	"Citadel_Graph_WeaponDamageCrit": "武器伤害 - 强击",
	"Citadel_GraphicsDriverOutOfDateWarning_AMD": "为了获得最佳游戏体验,请访问AMD支持,下载最新驱动程序。",
	"Citadel_GraphicsDriverOutOfDateWarning_Nvidia": "为了获得最佳游戏体验,请访问英伟达支持,下载最新驱动程序。",
	"Citadel_GraphicsDriverWarning_Title": "警告:显卡驱动程序版本过时",
	"Citadel_GraphicsSettingsWarning_Title": "显卡设置建议",
	"Citadel_GunTag_Bow": "长弓",
	"Citadel_GunTag_BurstFire": "健步疾射",
	"Citadel_GunTag_Heavy": "重炮",
	"Citadel_GunTag_Pistol": "手枪",
	"Citadel_GunTag_Projectile": "投射物",
	"Citadel_GunTag_SMG": "冲锋枪",
	"Citadel_GunTag_Shotgun": "霰弹枪",
	"Citadel_GunTag_Sniper": "狙击步枪",
	"Citadel_HUD_AbilityUnlockAvailable": "按住{g:citadel_binding:'Scoreboard'}解锁技能",
	"Citadel_HUD_AbilityUnlockAvailableRadial": "按住{g:citadel_binding:'AbilityUpgradeRadial'}解锁技能",
	"Citadel_HUD_AbilityUnlock_Button": "解锁",
	"Citadel_HUD_AbilityUnlock_Locked": "待解锁",
	"Citadel_HUD_AbilityUpgradeAvailable": "按住{g:citadel_binding:'Scoreboard'}升级技能",
	"Citadel_HUD_AbilityUpgradeAvailableRadial": "按住{g:citadel_binding:'AbilityUpgradeRadial'}升级技能",
	"Citadel_HUD_AdjustedBy": "调整源:",
	"Citadel_HUD_DamageReport_AbilitySummary": "{s:ability_summary}",
	"Citadel_HUD_DamageReport_AllHeroDamageDealt": "对全部英雄造成的伤害",
	"Citadel_HUD_DamageReport_AllHeroDamageReceived": "来自全部英雄的伤害",
	"Citadel_HUD_DamageReport_CurrentLife": "当前生命",
	"Citadel_HUD_DamageReport_DamageByHero": "英雄造成的伤害",
	"Citadel_HUD_DamageReport_DamageDealt": "输出伤害",
	"Citadel_HUD_DamageReport_DamagePercentAbility": "{i:ability_damage_percent}%",
	"Citadel_HUD_DamageReport_DamagePercentWeapon": "{i:weapon_damage_percent}%",
	"Citadel_HUD_DamageReport_DamageReceived": "受到伤害",
	"Citadel_HUD_DamageReport_HeroDamageDealt": "对英雄造成的伤害",
	"Citadel_HUD_DamageReport_HeroDamageReceived": "来自英雄的伤害",
	"Citadel_HUD_DamageReport_LastRespawn": "(上次被击倒)",
	"Citadel_HUD_DamageReport_ShowMore": "显示更多",
	"Citadel_HUD_DamageReport_Time180": "3分钟",
	"Citadel_HUD_DamageReport_Time30": "30秒",
	"Citadel_HUD_DamageReport_Time300": "5分钟",
	"Citadel_HUD_DamageReport_Time60": "1分钟",
	"Citadel_HUD_DamageReport_Time600": "10分钟",
	"Citadel_HUD_DamageReport_Title": "伤害报告",
	"Citadel_HUD_DamageReport_TopDamageSources:f": "{num_damage_rows, plural, one{最高伤害来源} other{最高的{i:num_damage_rows}个伤害来源}}",
	"Citadel_HUD_DamageReport_Total": "总伤害:",
	"Citadel_HUD_DamageReport_TotalDamageValue": "{d:total_damage}",
	"Citadel_HUD_DamageReport_TotalTaken": "受到的英雄伤害:",
	"Citadel_HUD_DamageRows_DamageName": "{s:damage_name}",
	"Citadel_HUD_DamageRows_DamageValue": "{i:damage_done}",
	"Citadel_HUD_DamageRows_Hits:f": "x{i:hit_count}{hit_count, plural, one{ } other{}}",
	"Citadel_HUD_DamageRows_PercentDecreased": "-{i:percent_adjusted}%",
	"Citadel_HUD_DamageRows_PercentIncreased": "+{i:percent_adjusted}%",
	"Citadel_HUD_DamageSummary_Hint": "按住{g:citadel_binding:'Scoreboard'}查看调整详情",
	"Citadel_HUD_DamageSummary_Title": "\u003Cb\u003E受到\u003C/b\u003E伤害",
	"Citadel_HUD_Damage_DefenderInTier3Pit": "附近有防御者",
	"Citadel_HUD_Damage_Invulnerable": "无敌",
	"Citadel_HUD_Damage_NoTroopers": "需要步兵",
	"Citadel_HUD_Damage_NotInMidPit": "不在坑中",
	"Citadel_HUD_Damage_NotInTier3Pit": "不在圈内",
	"Citadel_HUD_Damage_Resistant": "抗性",
	"Citadel_HUD_Damage_TooFar": "太远",
	"Citadel_HUD_Damage_TooLow": "太低",
	"Citadel_HUD_IdolPickedUp": "拾取了灵瓮!",
	"Citadel_HUD_IdolReturned": "归还了灵瓮!",
	"Citadel_HUD_Impact_Asleep": "沉睡中",
	"Citadel_HUD_Impact_Assist": "助攻",
	"Citadel_HUD_Impact_Cursed": "扰动",
	"Citadel_HUD_Impact_Disarmed": "被缴械",
	"Citadel_HUD_Impact_Immobolized": "被定身",
	"Citadel_HUD_Impact_Kill": "击败",
	"Citadel_HUD_Impact_Silenced": "被沉默",
	"Citadel_HUD_Impact_Stunned": "被眩晕",
	"Citadel_HUD_JoinTeamChat_Dialog": "按住{g:citadel_binding:'PushToTalk'}选择加入队伍聊天",
	"Citadel_HUD_LevelReward_BulletDamage": "子弹伤害",
	"Citadel_HUD_LevelReward_BulletResist": "Spirit Damage",
	"Citadel_HUD_LevelReward_Health": "生命值",
	"Citadel_HUD_LevelReward_NetWorthHigh": "{s:thousands_gold}k",
	"Citadel_HUD_LevelReward_NetWorthLow": "{i:gold}",
	"Citadel_HUD_LevelReward_NextRewardsLabel": "下个奖励:",
	"Citadel_HUD_LevelReward_SpiritDamage": "元灵伤害",
	"Citadel_HUD_LevelReward_WeaponRange": "Spirit Damage",
	"Citadel_HUD_LevelUpAbilityPointAnnouncement": "技能点",
	"Citadel_HUD_LevelUpAbilityUnlocksAnnouncement": "技能解锁",
	"Citadel_HUD_LevelUpUltimateAbilityUnlocked": "终极技能已解锁",
	"Citadel_HUD_LevelUp_Title": "收到了恩赐",
	"Citadel_HUD_NextReward_PowerIncrease": "恩赐",
	"Citadel_HUD_PatronBoon": "来自守护神的礼物…",
	"Citadel_HUD_PlayerKilledAnnouncement": "\u0026nbsp;获得了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E",
	"Citadel_HUD_PlayerKilledSelfAnnouncement": "\u0026nbsp;击倒了自己",
	"Citadel_HUD_PlayerLostGoldAnnouncement": "\u0026nbsp;失去了\u003Cspan class=\"dataFeedClass\"\u003E{i:param_1}\u003C/span\u003E",
	"Citadel_HUD_PowerIncrease": "力量提升",
	"Citadel_HUD_RejuvCaptured": "捕获了复生石",
	"Citadel_HUD_RejuvStolen": "夺走了复生石!",
	"Citadel_HUD_TotalPowerIncreasesLabel": "恩赐总数",
	"Citadel_HUD_WeaponPowerAnnouncement": "子弹和近战伤害",
	"Citadel_Haze_HeroTag_1": "精  准",
	"Citadel_Haze_HeroTag_2": "隐  秘",
	"Citadel_Haze_HeroTag_3": "危  险",
	"Citadel_HeroBuilds_AP_Next_Indicator": "建议",
	"Citadel_HeroBuilds_AbilityBuildInstructions": "要设置推荐的技能升级顺序,点击编辑按钮,然后按照希望为你出装用户显示的顺序对每项技能进行升级。",
	"Citadel_HeroBuilds_AbilityBuildReset": "编辑",
	"Citadel_HeroBuilds_AbilityBuildTitle": "技能点分配顺序",
	"Citadel_HeroBuilds_AddCategory": "添加类别",
	"Citadel_HeroBuilds_AddItem": "添加至出装",
	"Citadel_HeroBuilds_AddTag": "按标签搜索",
	"Citadel_HeroBuilds_AllTimeFavorite": "史佳",
	"Citadel_HeroBuilds_AlreadyInBuild": "已在出装中",
	"Citadel_HeroBuilds_AssignTags": "分配标签",
	"Citadel_HeroBuilds_BeginnerHeroBuild": "%hero_name%新手出装",
	"Citadel_HeroBuilds_BeginnerHeroBuildDesc": "官方为新手提供的英雄默认推荐出装。",
	"Citadel_HeroBuilds_BrowseBuildSubheader": "{s:hero_name}",
	"Citadel_HeroBuilds_BrowseBuildTitle": "浏览出装",
	"Citadel_HeroBuilds_BrowseBuilds": "出装浏览器",
	"Citadel_HeroBuilds_Browse_button": "查看或修改出装",
	"Citadel_HeroBuilds_BuildCreatorTitle": "创建者",
	"Citadel_HeroBuilds_BuildDescription": "{s:selected_hero_build_description}",
	"Citadel_HeroBuilds_BuildDescriptionTitle": "出装描述",
	"Citadel_HeroBuilds_BuildID": "出装ID:{i:r:selected_hero_build_id}",
	"Citadel_HeroBuilds_BuildID_Copied": "已复制到剪贴板!",
	"Citadel_HeroBuilds_BuildName": "{s:selected_hero_build_name}{s:obsolete_tag}",
	"Citadel_HeroBuilds_BuildNameTitle": "出装名称",
	"Citadel_HeroBuilds_BuildPublishedLabel": "出装已发布",
	"Citadel_HeroBuilds_CancelChanges": "取消",
	"Citadel_HeroBuilds_CategoryDescription": "{s:category_description}",
	"Citadel_HeroBuilds_CategoryDescriptionLabel": "描述",
	"Citadel_HeroBuilds_CategoryName": "{s:category_name}",
	"Citadel_HeroBuilds_CategoryNameLabel": "名称",
	"Citadel_HeroBuilds_ChangeHero": "更换英雄",
	"Citadel_HeroBuilds_CopiedHeroBuildDesc": "在ID为%match_id%的比赛中创建。",
	"Citadel_HeroBuilds_CopiedHeroBuildName": "%persona_name%的%hero_name%出装副本",
	"Citadel_HeroBuilds_CopyBuildFailed_Desc": "在比赛中,你只能复制你当前正在使用的英雄的出装。",
	"Citadel_HeroBuilds_CopyBuildFailed_Title": "复制出装失败",
	"Citadel_HeroBuilds_CopyBuildLabel": "复制并编辑",
	"Citadel_HeroBuilds_CopyOfName": "[%name%]的副本",
	"Citadel_HeroBuilds_CopyOfNameValve": "%name%的副本",
	"Citadel_HeroBuilds_CopyPostGameBuild": "创建出装",
	"Citadel_HeroBuilds_CopyPostGameBuild_Tooltip": "这会根据玩家在本次比赛中购买的物品(包括增强目标和物品购买顺序)创建一套不会发布的本地出装。",
	"Citadel_HeroBuilds_CreateBuildLabel": "创建新出装",
	"Citadel_HeroBuilds_CurrenclyActive": "当前使用中",
	"Citadel_HeroBuilds_DailyFavorite": "本日人气最高",
	"Citadel_HeroBuilds_DailyFavorite_Tooltip": "这是此英雄过去 24 小时里人气最高的出装之一。",
	"Citadel_HeroBuilds_DefaultBuildUpdate_Title": "默认出装",
	"Citadel_HeroBuilds_DefaultBuild_Added": "已添加新的默认出装!",
	"Citadel_HeroBuilds_DefaultBuild_Failed": "更新默认出装失败!",
	"Citadel_HeroBuilds_DefaultBuild_Title": "默认出装",
	"Citadel_HeroBuilds_DefaultBuild_Updated": "已更新现有的默认出装!",
	"Citadel_HeroBuilds_DefaultHeroBuild": "%hero_name%默认出装",
	"Citadel_HeroBuilds_DefaultHeroBuildDesc": "官方为此英雄提供的默认推荐物品。",
	"Citadel_HeroBuilds_DeleteBuildLabel": "删除",
	"Citadel_HeroBuilds_DeletePopupBody": "你确定要删除此英雄出装吗?",
	"Citadel_HeroBuilds_DeletePopupTitle": "删除英雄出装",
	"Citadel_HeroBuilds_Deleting_Error": "删除出装失败",
	"Citadel_HeroBuilds_Deleting_Title": "正在删除出装",
	"Citadel_HeroBuilds_DescriptionLabel": "出装描述",
	"Citadel_HeroBuilds_Early": "前期",
	"Citadel_HeroBuilds_EarlyGame": "游戏前期",
	"Citadel_HeroBuilds_EditBuild": "编辑出装",
	"Citadel_HeroBuilds_EditBuildLabel": "编辑",
	"Citadel_HeroBuilds_EditCategory": "编辑类别",
	"Citadel_HeroBuilds_EditInstructions": "当商店处于出装编辑模式时,点击物品会将其添加到当前选定的出装类别中;如果物品已经存在于该类别中,则会将其移除。你可以添加具有自定义名称和描述的多个类别,并根据需要调整其大小。\u003Cbr/\u003E\u003Cbr/\u003E你也可以右键点击物品将其从出装中移除,或是为其添加出装作者留言。",
	"Citadel_HeroBuilds_EditMod": "编辑物品",
	"Citadel_HeroBuilds_EditingBuildSubheader": "{s:selected_hero_build_name}",
	"Citadel_HeroBuilds_EditingBuildTitle": "编辑出装:",
	"Citadel_HeroBuilds_ErrorTitle": "错误",
	"Citadel_HeroBuilds_Error_Publishing": "发布出装失败。这可能是由于内部服务器错误,或出装数据无效。",
	"Citadel_HeroBuilds_ExitBuilds": "退出浏览",
	"Citadel_HeroBuilds_FavoriteBuild": "已选择",
	"Citadel_HeroBuilds_FavoriteButtonTooltip": "切换收藏的出装",
	"Citadel_HeroBuilds_FavoriteCount": "{i:favorite_count}",
	"Citadel_HeroBuilds_ImbueTargetMessage": "此英雄技能将在购买对话框中作为此物品的建议加强目标显示。如果此物品是通过快速购买获取的,则作为加强目标被自动选中。",
	"Citadel_HeroBuilds_ItemAnnotation": "物品注释",
	"Citadel_HeroBuilds_Lane": "对线",
	"Citadel_HeroBuilds_LastUpdatedTime": "上次更新时间:\u003Cspan class='Value'\u003E{t:l:t:m:last_updated_time}\u003C/span\u003E",
	"Citadel_HeroBuilds_Late": "后期",
	"Citadel_HeroBuilds_LateGame": "游戏后期",
	"Citadel_HeroBuilds_Loading_Body": "请稍等",
	"Citadel_HeroBuilds_Loading_Failed": "获取英雄出装失败",
	"Citadel_HeroBuilds_Loading_Title": "正在载入出装",
	"Citadel_HeroBuilds_Mid": "中期",
	"Citadel_HeroBuilds_MidGame": "游戏中期",
	"Citadel_HeroBuilds_MissingCategoryName": "未知",
	"Citadel_HeroBuilds_NameLabel": "出装名称",
	"Citadel_HeroBuilds_New": "全新",
	"Citadel_HeroBuilds_NewCategory": "类别 %number%",
	"Citadel_HeroBuilds_NewHeroBuild": "%hero_name%新出装",
	"Citadel_HeroBuilds_Obsolete": "\u003Cspan class='outdated_build_label'\u003E[已过期]\u003C/span\u003E",
	"Citadel_HeroBuilds_Old": "旧",
	"Citadel_HeroBuilds_OldButtonTooltip": "此出装最近未更新或包含已不存在物品。复制或编辑此出装将清除已过期的物品。",
	"Citadel_HeroBuilds_Optional": "此类别中的物品为可选,将出装添加至队列时不会默认包含。",
	"Citadel_HeroBuilds_OptionalParens": "可选",
	"Citadel_HeroBuilds_OptionalShort": "可选",
	"Citadel_HeroBuilds_PickABuildOption": "默认建议出装",
	"Citadel_HeroBuilds_PleaseWait": "请稍等",
	"Citadel_HeroBuilds_Popup_TooBusy_Body": "服务器正忙于处理搜索请求。",
	"Citadel_HeroBuilds_Popup_TooBusy_Title": "出装搜索失败",
	"Citadel_HeroBuilds_PublicBuildLabel": "公开出装",
	"Citadel_HeroBuilds_PublishBuildDesc": "此出装将公开与其他玩家分享。",
	"Citadel_HeroBuilds_PublishBuildLabel": "发布",
	"Citadel_HeroBuilds_PublishBuildTitle": "发布英雄出装",
	"Citadel_HeroBuilds_PublishDialogVersion": "版本:{i:selected_hero_build_new_publish_version}",
	"Citadel_HeroBuilds_QueueFullBuild": "将出装加入队列",
	"Citadel_HeroBuilds_QuickbuyAll": "右键点击即可将类别中的物品添加至快速购买/从快速购买移除。",
	"Citadel_HeroBuilds_RecommendedItems": "推荐物品",
	"Citadel_HeroBuilds_RemoveFromBuild": "移除",
	"Citadel_HeroBuilds_RemoveItem": "从出装中移除",
	"Citadel_HeroBuilds_RevertBuildLabel": "还原",
	"Citadel_HeroBuilds_RevertBuildTooltip": "消除对此出装进行的本地更改,并将其替换为当前已发布版本。",
	"Citadel_HeroBuilds_Reverting_Error": "还原出装失败",
	"Citadel_HeroBuilds_Reverting_Title": "正在还原出装",
	"Citadel_HeroBuilds_SaveBuild": "保存修改",
	"Citadel_HeroBuilds_Saving_Error": "发布出装失败",
	"Citadel_HeroBuilds_Saving_Title": "正在发布出装",
	"Citadel_HeroBuilds_SearchText": "搜索文本或出装ID",
	"Citadel_HeroBuilds_SelectBuildLabel": "设为默认",
	"Citadel_HeroBuilds_SelectedBuild_Title": "我当前的出装:",
	"Citadel_HeroBuilds_SellPriorityMessage": "在栏位已满且在进行快速购买时,出售优先级(0-100)最高的物品将首先出售,以便为出装中的物品腾出空间。",
	"Citadel_HeroBuilds_SellPriorityTitle": "设置出售优先级",
	"Citadel_HeroBuilds_SetImbueTarget": "加强目标",
	"Citadel_HeroBuilds_SetSellPriority": "出售优先级",
	"Citadel_HeroBuilds_ShowAllLanguages": "显示所有语言",
	"Citadel_HeroBuilds_TabName": "出装",
	"Citadel_HeroBuilds_Tab_Favorites": "收藏",
	"Citadel_HeroBuilds_Tab_MyBuilds": "我的出装",
	"Citadel_HeroBuilds_Tab_PublicBuilds": "公开",
	"Citadel_HeroBuilds_Title": "英雄出装",
	"Citadel_HeroBuilds_UpdateAnnotationMessage": "使用你的出装时,将在商店物品的工具提示中出现这些注释。",
	"Citadel_HeroBuilds_UpdateAnnotationTitle": "更新物品注释",
	"Citadel_HeroBuilds_ValidateErrorBody": "请确保出装有描述和名称,以及至少1个推荐物品。",
	"Citadel_HeroBuilds_ValidateErrorTitle": "保存出装时出错",
	"Citadel_HeroBuilds_ValveBuildLabel": "设为默认",
	"Citadel_HeroBuilds_ValveCreated": "官方",
	"Citadel_HeroBuilds_Version": "版本:{i:r:selected_hero_build_version}",
	"Citadel_HeroBuilds_WeeklyFavorite": "本周人气最高",
	"Citadel_HeroBuilds_WeeklyFavorite_Tooltip": "这是此英雄过去 7 天里人气最高的出装之一。",
	"Citadel_HeroGrid_Assassin": "刺客",
	"Citadel_HeroGrid_Brawler": "斗士",
	"Citadel_HeroGrid_Marksman": "射手",
	"Citadel_HeroGrid_Mystic": "秘术",
	"Citadel_HeroLabsPatchNotes_PopupTitle": "{s:hero_name}的近期修改",
	"Citadel_HeroPage_Backstory": "背景故事:",
	"Citadel_HeroPage_BaseStats": "基础属性",
	"Citadel_HeroPage_Complexity": "复杂程度",
	"Citadel_HeroPage_EditBuild": "创建/编辑出装",
	"Citadel_HeroPage_FatesTale": "命运故事:",
	"Citadel_HeroPage_HeroLabs_Button": "查看修改",
	"Citadel_HeroPage_HeroLabs_Title": "预计此实验英雄会经常发生修改。",
	"Citadel_HeroPage_MissingVideos": "当前没有为英雄创建技能视频",
	"Citadel_HeroPage_PlayerStats": "玩家统计数据",
	"Citadel_HeroPage_Sandbox": "测试英雄",
	"Citadel_HeroPage_Sandbox_Party_Tooltip": "组队测试",
	"Citadel_HeroPage_Sandbox_Solo": "测试英雄",
	"Citadel_HeroReleaseVote_Button_Swap": "换为{s:hero_name}",
	"Citadel_HeroReleaseVote_Countdown": "下个英雄开放还有\u003Cb\u003E{t:d:t:countdown_time}\u003C/b\u003E",
	"Citadel_HeroReleaseVote_HowToGet": "游玩标准比赛或街头乱斗就能获得投票机会。",
	"Citadel_HeroReleaseVote_HowToGetBonus": "每天的首次胜利会额外获得4次投票机会。",
	"Citadel_HeroReleaseVote_RemainingVotes:f": "可以投出\u003Cb\u003E{d:remaining_votes}\u003C/b\u003E票",
	"Citadel_HeroReleaseVote_Reveal_Introducting": "隆重推出",
	"Citadel_HeroReleaseVote_Reveal_Title": "投票已有结果……",
	"Citadel_HeroReleaseVote_Title": "谁是下一个?",
	"Citadel_HeroReleaseVote_Toast_HasVotes:f": "有{d:remaining_votes}次解锁英雄的投票机会。\u003Cbr /\u003E在大本营的选票箱完成投票。",
	"Citadel_HeroReleaseVote_Unlocked": "已开放",
	"Citadel_HeroReleaseVote_VoteButton": "投票",
	"Citadel_HeroReleaseVote_VoteCounter": "总计票数",
	"Citadel_HeroReleaseVote_World": "投票",
	"Citadel_HeroReleaseVote_World_HasVotes": "投票",
	"Citadel_HeroReleaseVote_World_RemainingVotes:f": "可以投出{d:remaining_votes}票",
	"Citadel_Hero_Stats_ItemValue": "物品价值",
	"Citadel_Hero_Stats_Souls": "魂魄",
	"Citadel_Hero_Stats_Title": "英雄属性:",
	"Citadel_Hero_Stats_Tooltip_HealthMult": "在活力树中购买物品所获得的基础生命值总加成",
	"Citadel_Hero_Stats_Tooltip_Shards": "你可用于购买物品的金钱",
	"Citadel_Hero_Stats_Tooltip_Spirit": "\u003Cspan class=\"spirit_color\"\u003E元灵力量\u003C/span\u003E可提升你的技能效果。元灵力量可通过在元灵树中购买物品获得。",
	"Citadel_Hero_Stats_Tooltip_Spirit_IconDesc": "查看技能中的\u003Cspan class=\"spirit_color\"\u003E元灵力量\u003C/span\u003E图标即可了解其效果。",
	"Citadel_Hero_Stats_Tooltip_WeaponPower": "在武器树中购买物品所获得的武器和近战伤害总加成",
	"Citadel_Hero_Stats_Unsecured": "未稳获",
	"Citadel_HideoutBallJuggle_Increment": "{s:value}倍",
	"Citadel_HideoutBallJuggle_Land": "{s:value}倍 :)",
	"Citadel_HideoutConnectionFailed_FailedToConnect": "连接失败",
	"Citadel_HideoutConnectionFailed_NoServer": "未分配服务器",
	"Citadel_HideoutConnectionFailed_Title": "无法加入大本营队伍",
	"Citadel_HideoutConnectionFailed_VersionIncompatible": "客户端不兼容",
	"Citadel_Hideout_Exit": "按下{g:citadel_binding:'HideoutUse'}离开《异锁》",
	"Citadel_Hideout_Heroes": "按下{g:citadel_binding:'HideoutUse'}浏览英雄",
	"Citadel_Hideout_HolidayChallenge": "按下{g:citadel_binding:'HideoutUse'}查看假日挑战进度",
	"Citadel_Hideout_Intro": "按下任意键开始游戏",
	"Citadel_Hideout_Learn": "按下{g:citadel_binding:'HideoutUse'}学习游戏玩法",
	"Citadel_Hideout_News": "阅读所有相关信息",
	"Citadel_Hideout_News_Button": "按下{g:citadel_binding:'HideoutUse'}查看新闻",
	"Citadel_Hideout_Play": "按下{g:citadel_binding:'HideoutUse'}选择游戏模式",
	"Citadel_Hideout_Resources": "按下{g:citadel_binding:'HideoutUse'}查看资源",
	"Citadel_Hideout_ToggleFastCooldowns": "{g:citadel_binding:'AbilityMelee'}近战攻击来切换加快冷却和耐力恢复",
	"Citadel_Hideout_VaultHint01": "{g:citadel_binding:'AbilityMelee'}近战攻击后收集魂魄",
	"Citadel_Hideout_VaultHint02": "闪光期间进行{g:citadel_binding:'AbilityMelee'}近战攻击可获得加成,近战重击可获得更多加成",
	"Citadel_Hideout_VoteHero": "按下{g:citadel_binding:'HideoutUse'}为下一名英雄投票",
	"Citadel_Hideout_Watch": "按下{g:citadel_binding:'HideoutUse'}观看比赛",
	"Citadel_Hideout_Welcome": "欢迎来到大本营",
	"Citadel_Hideout_XmasGlobeEarned_Temp": "冬季更新期间{s:hideout_owner}获得的纪念品",
	"Citadel_Hud_ApPointsButton": "\u003Cspan class='apPointsNumber'\u003E{i:ap_points_required}\u003C/span\u003E",
	"Citadel_Hud_AutoBuy_Paused": "已暂停",
	"Citadel_Hud_AutoSelect": "自动选择",
	"Citadel_Hud_Autobuy_Buy_Prompt": "购买",
	"Citadel_Hud_Autobuy_HudHint_BuyKey": "{g:citadel_binding:'Default.PurchaseQuickbuy'}进行购买",
	"Citadel_Hud_Autobuy_HudHint_CantPurchase": "战斗时无法购买",
	"Citadel_Hud_Autobuy_HudHint_PanelKey": "按住{g:citadel_binding:'Default.Scoreboard'}查看队列",
	"Citadel_Hud_Autobuy_HudHint_ShopKey": "{g:citadel_binding:'Default.OpenHeroSheet'}打开商店",
	"Citadel_Hud_Autobuy_Tray_Title": "购买顺序:",
	"Citadel_Hud_BoonsRecieved": "收到的恩赐",
	"Citadel_Hud_BuildOrder": "出装顺序",
	"Citadel_Hud_BuildOrder_AutoQueue": "游戏开始时为所选出装自动排队",
	"Citadel_Hud_BuildOrder_AutobuyToggle": "在商店范围内时自动购买物品",
	"Citadel_Hud_BuildOrder_ClearQueue": "清空队列",
	"Citadel_Hud_BuildOrder_Off": "恢复自动购买",
	"Citadel_Hud_BuildOrder_On": "暂停自动购买",
	"Citadel_Hud_BuildOrder_RemoveText": "右键点击即可从队列中移除物品",
	"Citadel_Hud_BuyPhase_Countdown": "回合即将开始……",
	"Citadel_Hud_CantPause": "{i:pause_cooldown}秒后才能暂停",
	"Citadel_Hud_CantUnpause": "{i:pause_cooldown}秒后才能结束暂停",
	"Citadel_Hud_CaptureZipLine": "按住{g:citadel_binding:'HeldItem'}",
	"Citadel_Hud_CastTimeRemaining": "{s:time_remaining}秒",
	"Citadel_Hud_ChatDisabled": "聊天当前已禁用",
	"Citadel_Hud_CheaterVoteAlert": "你的比赛中有人作弊被抓…",
	"Citadel_Hud_CheaterVoteAlert_Action": "按住{g:citadel_binding:'Scoreboard'}决定该玩家的命运",
	"Citadel_Hud_CheaterVoteCaption": "{s:cheater_name}",
	"Citadel_Hud_CheaterVote_Option_Ban": "封禁并\u003Cbr\u003E离开比赛",
	"Citadel_Hud_CheaterVote_Option_Play": "现在变青蛙\u003Cbr\u003E稍后再封禁",
	"Citadel_Hud_ChooseHero": "选择英雄",
	"Citadel_Hud_Critical": "危急",
	"Citadel_Hud_DPS": "每秒伤害 {i:dps}",
	"Citadel_Hud_DeathCam": "击倒视角",
	"Citadel_Hud_DebugStats_Basic": "比赛:{s:match_id}\u003Cbr\u003E服务器CPU:{s:server_frametime_avg_pct}%(峰值:{s:server_frametime_max_pct}%)",
	"Citadel_Hud_DebugStats_Detailed": "比赛:{s:match_id}\u003Cbr\u003E客户端每秒帧数:{s:client_framerate}  延迟:{s:ping}\u003Cbr\u003E服务器CPU:{s:server_frametime_avg_pct}%(峰值:{s:server_frametime_max_pct}%)",
	"Citadel_Hud_Denied": "回收",
	"Citadel_Hud_HealthCritical": "生命危急",
	"Citadel_Hud_HealthWarning": "生命值低",
	"Citadel_Hud_KillFeedAllGuardians": "敌方卫士",
	"Citadel_Hud_KillFeedAllWalkers": "敌方机甲",
	"Citadel_Hud_KillFeedBarracksBoss": "基地卫士",
	"Citadel_Hud_KillFeedEnemyBarracksGuardian": "敌方基地卫士",
	"Citadel_Hud_KillFeedEnemyGuardian": "敌方卫士",
	"Citadel_Hud_KillFeedEnemyShield": "敌方圣坛",
	"Citadel_Hud_KillFeedEnemyTitan": "敌方守护神",
	"Citadel_Hud_KillFeedEnemyWalker": "敌方机甲",
	"Citadel_Hud_KillFeedFriendlyBarracksGuardian": "友方基地卫士",
	"Citadel_Hud_KillFeedFriendlyGuardian": "友方卫士",
	"Citadel_Hud_KillFeedFriendlyShield": "友方圣坛",
	"Citadel_Hud_KillFeedFriendlyTitan": "友方守护神",
	"Citadel_Hud_KillFeedFriendlyWalker": "友方机甲",
	"Citadel_Hud_KillFeedGuardian": "卫士",
	"Citadel_Hud_KillFeedNeutral": "中立生物 #{i:unit_num}",
	"Citadel_Hud_KillFeedNone": "\u003CNone\u003E",
	"Citadel_Hud_KillFeedPlayerDeath": "{s:killer_name}获得\u003Cspan class=\"yellowGold\"\u003E{i:bounty_amount}\u003C/span\u003E金钱",
	"Citadel_Hud_KillFeedSentry": "岗哨炮塔",
	"Citadel_Hud_KillFeedShieldName": "圣坛",
	"Citadel_Hud_KillFeedSuperNeutral": "圣殿卫士",
	"Citadel_Hud_KillFeedTitan": "守护神",
	"Citadel_Hud_KillFeedTrooper": "步兵 #{i:unit_num}",
	"Citadel_Hud_KillFeedVehicle": "载具",
	"Citadel_Hud_KillFeedWalker": "机甲",
	"Citadel_Hud_KillFeedWorld": "世界",
	"Citadel_Hud_LeaveMatch": "离开比赛",
	"Citadel_Hud_LoadingDeathReplay": "正在载入击倒回放",
	"Citadel_Hud_LowAmmo": "弹药量低",
	"Citadel_Hud_MatchFull": "比赛已满员",
	"Citadel_Hud_MicActive": "麦克风激活",
	"Citadel_Hud_MovementSpeed": "移动速度:",
	"Citadel_Hud_NoBuild": "不要加载出装",
	"Citadel_Hud_NoBuild_Subhead": "我会自己添加物品",
	"Citadel_Hud_NoPausesLeft": "无法暂停。你已使用本场比赛唯一的暂停机会。",
	"Citadel_Hud_NoTeamPausesLeft": "无法暂停。你的队伍已用完本场比赛所有的暂停机会。",
	"Citadel_Hud_NotEnoughEnergy": "能量不足",
	"Citadel_Hud_OpenShop": "按下{g:citadel_binding:'OpenHeroSheet'}进行选购",
	"Citadel_Hud_OutOfAmmo": "弹药用尽",
	"Citadel_Hud_Paused": "游戏已暂停,",
	"Citadel_Hud_Pauser": "{s:pauser}暂停了比赛",
	"Citadel_Hud_PreGame_Countdown": "游戏即将开始…",
	"Citadel_Hud_PurchasingDisabled": "战斗时禁用购买",
	"Citadel_Hud_Quickbuy": "快速购买",
	"Citadel_Hud_Quickbuy_Delete_Tooltip": "从队列中移除",
	"Citadel_Hud_Quickbuy_Empty": "通过右键点击或拖动\u003Cbr\u003E将物品添加至快速购买",
	"Citadel_Hud_Quickbuy_Exceeds_Slots": "栏位已满",
	"Citadel_Hud_Quickbuy_Index": "{i:index}",
	"Citadel_Hud_Quickbuy_Instructional": "用\u003CPanel class=\"rightClick\"\u003E\u003C/Panel\u003E添加至/移出快速购买",
	"Citadel_Hud_Quickbuy_Instructional_Ready": "按下{g:citadel_binding:'PurchaseQuickbuy'}进行购买",
	"Citadel_Hud_Quickbuy_ItemsReady": "{i:items_ready}",
	"Citadel_Hud_Quickbuy_ModCost": "{i:mod_cost}",
	"Citadel_Hud_Quickbuy_ModName": "{s:mod_name}",
	"Citadel_Hud_Quickbuy_QueueSize": "{i:queue_size}",
	"Citadel_Hud_Quickbuy_Reorder_Tooltip": "拖动物品即可重新排序",
	"Citadel_Hud_Quickbuy_Sell_Slot": "标记为出售",
	"Citadel_Hud_Quickbuy_ShopSummaryItemsInQueue:f": "{i:queue_size}件物品",
	"Citadel_Hud_Quickbuy_ShopSummaryItemsReady:f": "{i:items_ready}件物品",
	"Citadel_Hud_Quickbuy_Short": "快速购买",
	"Citadel_Hud_Quickbuy_ToastLabel_Purchase": "已购买物品",
	"Citadel_Hud_Quickbuy_ToastLabel_Sell": "已出售物品",
	"Citadel_Hud_Quickbuy_Tooltip": "点击后购买其中任意物品,或在商店范围内按下{g:citadel_binding:'PurchaseQuickbuy'}购买下一件快速购买物品。",
	"Citadel_Hud_Quickbuy_Tooltip_Autobuy": "在商店范围内且买得起此物品时就会购买此物品。当启用免费购买时(比如在沙盒模式中)将忽略此功能。",
	"Citadel_Hud_Quickbuy_Tooltip_Empty": "使用 [M2] 将物品添加至你的快速购买队列或从中移除。",
	"Citadel_Hud_RecentPurchases": "近期购买:",
	"Citadel_Hud_RespawnIn": "重生倒计时:",
	"Citadel_Hud_ReturnToMatch": "返回至游戏",
	"Citadel_Hud_RideZipLine": "按住{g:citadel_binding:'Zipline'}搭乘",
	"Citadel_Hud_RideZipLineOnCooldown": "受到伤害后不可用",
	"Citadel_Hud_RideZipLineOnCooldownValue": "{f:1:cooldown_seconds}秒",
	"Citadel_Hud_SelectBuild": "快速购买起点:",
	"Citadel_Hud_SelectBuild_Subhead": "你可以在比赛期间随时自定义这些物品的顺序",
	"Citadel_Hud_SoulsGathered": "收集的魂魄",
	"Citadel_Hud_Spectate": "观战",
	"Citadel_Hud_StreeBrawlScores": "回合结束",
	"Citadel_Hud_StreeBrawlTeamName": "\u003Cspan class=\"TeamName h2 display\"\u003E{s:team_name}\u003C/span\u003E",
	"Citadel_Hud_StreetBrawlShopCountdown": "回合即将开始:",
	"Citadel_Hud_TeamChoice": "队伍:",
	"Citadel_Hud_ToNext": "下一恩赐",
	"Citadel_Hud_Toast_SeasonalAchievement2024Unlocked": "{g:citadel_persona:account_id}获得了{s:hero_name}的节日奖励!",
	"Citadel_Hud_Toast_SeasonalAchievement2025Unlocked": "{g:citadel_persona:account_id}解锁的{s:hero_name}装饰品!",
	"Citadel_Hud_Toast_SeasonalKill": "\u003Cspan class=\"Emphasis\"{g:citadel_persona:killer_account_id}\u003C/span\u003E拿到了",
	"Citadel_Hud_Toast_SeasonalKill2": "雪球击倒!",
	"Citadel_Hud_TopbarPlayerNetworth": "{i:thousands_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
	"Citadel_Hud_TopbarPlayerNetworthPlayerHigh": "{i:thousands_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
	"Citadel_Hud_TopbarPlayerNetworthPlayerLow": "{i:gold}",
	"Citadel_Hud_TopbarPlayerNetworthPlayerMed": "{i:thousands_gold}.{i:hundred_gold}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
	"Citadel_Hud_TopbarStreeBrawlScore": "{i:score}\u003Cspan class=\"demote\"\u003E分\u003C/span\u003E",
	"Citadel_Hud_Unpausing": "游戏即将结束暂停",
	"Citadel_Hud_UseBuild": "以当前的出装开始",
	"Citadel_Hud_VoiceChatNotAvailable": "聊天当前已禁用",
	"Citadel_Hud_Voting_Poster_Tooltip_Header": "选择你的海报",
	"Citadel_Hud_Voting_Poster_Tooltip_Selected": "已选择",
	"Citadel_IdleMatchmaking_Dialog_Body": "你当前正在进行匹配,但似乎不在计算机前。请移动鼠标,否则将会被从匹配中移除。",
	"Citadel_IdleMatchmaking_Dialog_Title": "挂机匹配",
	"Citadel_IdleMatchmaking_IdleTimerExpired_Body": "你在匹配队列中挂机时间过长,请移动鼠标确认你仍在游戏中!",
	"Citadel_IdleMatchmaking_IdleTimerExpired_Title": "在匹配中挂机",
	"Citadel_IdleMatchmaking_Removed_Body": "你因为挂机时间过长而被从匹配中移除",
	"Citadel_IdleMatchmaking_Removed_Title": "已从匹配中移除",
	"Citadel_IgnoreFriendInvite_Body": "请稍等",
	"Citadel_IgnoreFriendInvite_ConfirmBody": "你确定要忽略{g:dac_persona:b:account_id}发送给你的邀请吗?",
	"Citadel_IgnoreFriendInvite_ConfirmTitle": "忽略邀请",
	"Citadel_IgnoreFriendInvite_ErrorBody": "当前无法忽略此邀请。请稍后重试。",
	"Citadel_IgnoreFriendInvite_ErrorTitle": "错误",
	"Citadel_IgnoreFriendInvite_Title": "正在忽略邀请",
	"Citadel_Inferno_HeroTag_1": "纵  火",
	"Citadel_Inferno_HeroTag_2": "火  爆",
	"Citadel_Inferno_HeroTag_3": "速 度 爆 发",
	"Citadel_InvalidCast_NoFullClips": "无完整剪辑可重载",
	"Citadel_InvalidPersonaName": "无效的角色名称",
	"Citadel_InviteFrient_FailedToGetFriends_Body": "无法与《异锁》网络通信以了解可以邀请哪些好友。请稍后再试。",
	"Citadel_InviteFrient_FailedToGetFriends_Title": "错误",
	"Citadel_IsComponentOf": "升级为:",
	"Citadel_ItemDraft_Bonus": "额外!",
	"Citadel_ItemDraft_Enhanced": "已加强",
	"Citadel_ItemDraft_Legendary": "传说",
	"Citadel_ItemDraft_Rare": "稀有!",
	"Citadel_ItemModifies": "调整",
	"Citadel_ItemOwnedBy": "拥有者:",
	"Citadel_ItemViewImpact": "查看详情",
	"Citadel_Item_Build_Annotation": "{s:mod_annotation}",
	"Citadel_Item_Build_ImbueTarget": "加强建议:",
	"Citadel_Item_Build_RequiredFlexSlots": "所需额外栏位:{i:required_flex_slots}",
	"Citadel_Item_Build_SellPriority": "出售优先级:{i:sell_priority}",
	"Citadel_Item_Tooltip_CantAfford": "买不起道具",
	"Citadel_Item_Tooltip_ReturnToShop": "Return to Shop to purchase",
	"Citadel_JoinForum_AcctDetails": "你的账户详情:",
	"Citadel_JoinForum_AlreadyClaimedText": "已授予这个账户论坛访问权。",
	"Citadel_JoinForum_ChangePassword": "已生成一个随机密码,用来访问你的账户。",
	"Citadel_JoinForum_Copied": "已复制!",
	"Citadel_JoinForum_CopyTooltip": "复制到剪贴板",
	"Citadel_JoinForum_Description": "用户可以在论坛中报告问题并展开主题讨论。提供你的电子邮件,即可获得用来访问论坛的账户和密码。",
	"Citadel_JoinForum_DisabledText": "由于维护,论坛访问暂时禁用。请稍后重试。",
	"Citadel_JoinForum_Email": "电子邮件:",
	"Citadel_JoinForum_EmailPlaceholder": "电子邮件地址",
	"Citadel_JoinForum_EmailUsedText": "提供的电子邮件已在论坛注册。请使用其他电子邮件。",
	"Citadel_JoinForum_ErrorTitle": "无法加入论坛",
	"Citadel_JoinForum_FailedText": "发生意外错误",
	"Citadel_JoinForum_FieldEmail": "电子邮件",
	"Citadel_JoinForum_FieldPassword": "密码:",
	"Citadel_JoinForum_FieldUsername": "用户名:",
	"Citadel_JoinForum_Loading": "正在载入…",
	"Citadel_JoinForum_Submit": "提交",
	"Citadel_JoinForum_Title": "论坛访问",
	"Citadel_JoinForum_ViewInfo": "查看论坛登录信息",
	"Citadel_JoinOrCreateParty_CopyPartyCode": "复制代码",
	"Citadel_JoinOrCreateParty_CreateNewParty": "创建队伍",
	"Citadel_JoinOrCreateParty_CreateNewParty_Desc": "创建一个新队伍并分享代码",
	"Citadel_JoinOrCreateParty_CreateParty": "创建代码",
	"Citadel_JoinOrCreateParty_EnterCode": "输入队伍代码",
	"Citadel_JoinOrCreateParty_FriendsInGame:f": "{d:friend_count}名好友正在游玩异锁",
	"Citadel_JoinOrCreateParty_JoinParty": "加入",
	"Citadel_JoinOrCreateParty_JoinPartyWithCode": "加入队伍",
	"Citadel_JoinOrCreateParty_JoinPartyWithCode_Desc": "输入队伍代码来加入已有的队伍",
	"Citadel_JoinOrCreateParty_JoinorCreatePartyWithCode": "组队设置",
	"Citadel_JoinOrCreateParty_SelectAddFriend": "邀请好友",
	"Citadel_JoinOrCreateParty_Title": "组队设置",
	"Citadel_JoinOrCreateParty_YourPartyCode": "你的队伍代码",
	"Citadel_JoinOrCreateParty_YourPartyCode_Desc": "分享此代码来让其他人加入队伍",
	"Citadel_JoinParty_AlreadyInParty": "你已加入了一个队伍,必须先离开当前队伍才能加入另一个。",
	"Citadel_JoinParty_Desc": "如果你已收到队伍代码,请在下方输入代码。",
	"Citadel_JoinParty_Disabled": "由于维护,队伍系统暂时禁用。请几分钟后重试。",
	"Citadel_JoinParty_ErrorTitle": "错误",
	"Citadel_JoinParty_FailedToGetResponse": "当前无法与《异锁》网络通信并加入队伍。请几分钟后重试。",
	"Citadel_JoinParty_InMatchmaking": "在匹配队列中无法加入队伍。",
	"Citadel_JoinParty_InternalError": "尝试加入队伍时发生了内部错误",
	"Citadel_JoinParty_InvalidCode": "你提供的代码和任何队伍都不匹配。该代码可能无效,或关联队伍已被放弃。",
	"Citadel_JoinParty_InvalidParty": "你请求加入的队伍已无法找到。该队伍可能已被放弃。",
	"Citadel_JoinParty_InvalidPermissions": "你没有收到加入指定队伍的邀请。",
	"Citadel_JoinParty_InvalidVersion": "你的客户端不是最新版本。请更新你的客户端并重试。",
	"Citadel_JoinParty_NoRegionPings": "无法与任何 Steam 数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。",
	"Citadel_JoinParty_PartyFull": "队伍已满。",
	"Citadel_JoinParty_PartyInMatchMaking": "此队伍当前处于匹配队列中。请稍后重试。",
	"Citadel_JoinParty_Prompt": "队伍 ID",
	"Citadel_JoinParty_RateLimited": "你最近发送了太多加入请求。请等待几秒,再继续发送。",
	"Citadel_JoinParty_Title": "加入队伍",
	"Citadel_JoinParty_TooBusy": "《异锁》网络当前过于繁忙,无法处理你的请求。请等待一分钟,然后再试。",
	"Citadel_Kelvin_HeroTag_1": "保 护 他 人",
	"Citadel_Kelvin_HeroTag_2": "探  险  家",
	"Citadel_Kelvin_HeroTag_3": "冰 冷 刺 骨",
	"Citadel_Key_CapsLock": "Caps",
	"Citadel_Key_Enter": "Enter",
	"Citadel_Key_Escape": "ESC",
	"Citadel_Key_LAlt": "Alt",
	"Citadel_Key_LCtrl": "Ctrl",
	"Citadel_Key_LShift": "Shift",
	"Citadel_Key_LWin": "Win",
	"Citadel_Key_RAlt": "右Alt",
	"Citadel_Key_RCtrl": "右Ctrl",
	"Citadel_Key_RShift": "右Shift",
	"Citadel_Key_RWin": "右Win",
	"Citadel_Key_Space": "空格",
	"Citadel_Key_Tab": "Tab",
	"Citadel_KeybindConflict": "绑定冲突:",
	"Citadel_LaneColorBlue": "蓝路",
	"Citadel_LaneColorGreen": "绿路",
	"Citadel_LaneColorPurple": "紫路",
	"Citadel_LaneColorUnassigned": "未分配",
	"Citadel_LaneColorYellow": "黄路",
	"Citadel_LanePreference_BalancedLanes": "均衡",
	"Citadel_LanePreference_Balanced_Desc": "分路将根据比赛中所有玩家的技术水平分配。",
	"Citadel_LanePreference_Party_Desc": "分路分配将优先考虑保持你的队伍不变。",
	"Citadel_LanePreference_Title": "分路偏好",
	"Citadel_LanePreference_Tooltip": "尽可能与组队成员开局优先走同一条分路。\u003Cbr\u003E\u003Cbr\u003E注意这可能会影响游戏平衡。",
	"Citadel_LanePreference_WithParty": "和队伍一起",
	"Citadel_LaneStats_Denies": "回收数",
	"Citadel_LaneStats_Guardians": "基地卫士",
	"Citadel_LaneStats_Kills": "击败次数",
	"Citadel_LaneStats_LastHits": "稳获数",
	"Citadel_LaneStats_PlayerDamage": "玩家伤害",
	"Citadel_LaneStats_Souls": "魂魄数",
	"Citadel_LaneStats_Tier1": "1 级",
	"Citadel_LaneStats_Tier2": "2 级",
	"Citadel_Lash_HeroTag_1": "先  手",
	"Citadel_Lash_HeroTag_2": "高 空 飞 行",
	"Citadel_Lash_HeroTag_3": "傲  慢",
	"Citadel_LearnMore": "了解更多",
	"Citadel_LeaveLobby_FailedToGetResponse": "停止匹配失败。请重试。",
	"Citadel_LeaveParty_ErrorTitle": "错误",
	"Citadel_LeaveParty_FailedToGetResponse": "当前无法与《异锁》网络通信并离开队伍。请几分钟后重试。",
	"Citadel_LeaveParty_InMatchMaking": "你的队伍正在进行匹配,必须先停止匹配才能离开队伍。",
	"Citadel_LeaveParty_InternalError": "尝试离开队伍时发生了内部错误",
	"Citadel_LeaveParty_NotInParty": "无法离开指定队伍。你当前不是该队成员。",
	"Citadel_Level_test": "99",
	"Citadel_Library_AvailableBooks": "Available Books",
	"Citadel_Library_ComingSoon": "Coming Soon",
	"Citadel_Library_Description": "By playing matches, you will earn chapter keys that you can use here to you can explore tales in the world of Deadlock.\u003Cbr\u003E\u003Cbr\u003EFor now, only one book is available: \u003Cb\u003EThe Binding of Oathkeeper\u003C/b\u003E. In time, each hero will have their own story that you will be able to shape - allowing you to put your own fingerprint on the world.",
	"Citadel_Library_Future_Desc": "At this point in Friends and Family, the choices you make only impact the narrative itself.  However the long term goal is to make the choices you make tangible in a regular match; either by unique voice lines, cosmetic options, or a combination of the two.",
	"Citadel_Library_Future_Label": "Future State:",
	"Citadel_Library_Progress": "{d:pct_complete}% Complete",
	"Citadel_Library_Title": "图书馆",
	"Citadel_Library_Welcome": "欢迎来到图书馆",
	"Citadel_LoadingScreen_Loading": "正在载入…",
	"Citadel_LowLatencyVSyncRecommendation_Nvidia": "看起来你启用了英伟达G-Sync,但未启用V-Sync和英伟达Reflex。建议一起启用这三个设置以获得最佳的游戏体验。",
	"Citadel_Magician_HeroTag_1": "智 计 百 出",
	"Citadel_Magician_HeroTag_2": "模 仿 大 师",
	"Citadel_Magician_HeroTag_3": "战 术 多 变",
	"Citadel_Main_EarlyDevBuild": "",
	"Citadel_Main_PlayMode": "选择游戏模式:",
	"Citadel_Main_ViewProfile": "查看个人资料",
	"Citadel_Map_Gameplay_Update": "重大更新",
	"Citadel_MatchDetails_Assists": "助攻次数",
	"Citadel_MatchDetails_CommendTooltip": "点击称赞玩家",
	"Citadel_MatchDetails_Deaths": "击倒次数",
	"Citadel_MatchDetails_Defeat": "失败",
	"Citadel_MatchDetails_GraphType": "图表类型:",
	"Citadel_MatchDetails_Healing": "治疗量",
	"Citadel_MatchDetails_InternalError": "获取比赛详情时发生意外错误",
	"Citadel_MatchDetails_InvalidMatch": "无效的比赛ID",
	"Citadel_MatchDetails_InvalidPermission": "你没有权限查看这场比赛的详情",
	"Citadel_MatchDetails_Kills": "击败次数",
	"Citadel_MatchDetails_Loading": "正在载入比赛详情",
	"Citadel_MatchDetails_MatchDraw": "平局",
	"Citadel_MatchDetails_MatchID": "比赛 {s:match_id}",
	"Citadel_MatchDetails_MatchInFlight": "本场比赛还在进行中",
	"Citadel_MatchDetails_NetWorth": "总魂魄数",
	"Citadel_MatchDetails_NoResponse": "无法与《异锁》网络通信。请稍后再试。",
	"Citadel_MatchDetails_NotScored": "比赛未记录",
	"Citadel_MatchDetails_ObjDmg": "目标伤害",
	"Citadel_MatchDetails_Objectives": "目标物",
	"Citadel_MatchDetails_PlayerBarriering": "屏障吸收量",
	"Citadel_MatchDetails_PlayerDmg": "玩家伤害",
	"Citadel_MatchDetails_PlayerDmgShort": "玩家伤害",
	"Citadel_MatchDetails_PlayerHealing": "治疗量",
	"Citadel_MatchDetails_RateLimited": "请稍等片刻,然后再请求更多比赛详情",
	"Citadel_MatchDetails_Report": "举报",
	"Citadel_MatchDetails_ReportTooltip": "点击举报玩家",
	"Citadel_MatchDetails_Reported": "已举报玩家!",
	"Citadel_MatchDetails_SelfDamage": "对自身伤害",
	"Citadel_MatchDetails_ServerError": "服务器错误",
	"Citadel_MatchDetails_ShowDataBy": "按以下方式显示数据:",
	"Citadel_MatchDetails_ShowDataByPlayer": "玩家",
	"Citadel_MatchDetails_ShowDataByTeam": "队伍",
	"Citadel_MatchDetails_Stats": "玩家统计数据",
	"Citadel_MatchDetails_StatsAt": "统计时间:{s:sample_time}",
	"Citadel_MatchDetails_Team1Name": "{i:team2_networth}k",
	"Citadel_MatchDetails_Team1NetWorth": "{i:team1_networth}k",
	"Citadel_MatchDetails_Team2NetWorth": "{i:team2_networth}k",
	"Citadel_MatchDetails_Team_Results_Bottom": "\u003Cspan class=\"OutcomeLabel h1 display\"\u003E{s:outcome_label}\u003C/span\u003E",
	"Citadel_MatchDetails_Team_Results_Top": "\u003Cspan class=\"TeamName h2 display\"\u003E{s:team_name}\u003C/span\u003E",
	"Citadel_MatchDetails_TemporarilyDisabled": "因维护,比赛详情已暂时禁用",
	"Citadel_MatchDetails_TooBusy": "《异锁》网络太忙,目前无法提供比赛详情",
	"Citadel_MatchDetails_Victory": "胜利",
	"Citadel_MatchDetails_ViewAs": "查看方式:",
	"Citadel_MatchDetails_ViewAsPct": "%",
	"Citadel_MatchDetails_ViewAsValue": "数值",
	"Citadel_MatchDetails_ViewGraphs": "查看图表",
	"Citadel_MatchDetails_ViewScoreboard": "查看记分板",
	"Citadel_MatchDetails_WinningTeam": "{g:citadel_team_name:winning_team} 获胜",
	"Citadel_MatchEnd_Subtitle": "返回大本营",
	"Citadel_MatchEnd_Title": "匹配已取消",
	"Citadel_MatchHistory_Disbanded": "已解散",
	"Citadel_MatchHistory_FilterGameMode_All": "所有比赛",
	"Citadel_MatchHistory_FilterGameMode_Brawl": "街头乱斗比赛",
	"Citadel_MatchHistory_FilterGameMode_CoopBot": "合作人机对战",
	"Citadel_MatchHistory_FilterGameMode_Standard": "标准比赛",
	"Citadel_MatchHistory_InternalError": "获取比赛历史记录时发生意外错误",
	"Citadel_MatchHistory_InvalidPermission": "你没有权限查看此玩家的比赛历史记录",
	"Citadel_MatchHistory_Loss": "败北",
	"Citadel_MatchHistory_NoResponse": "无法与《异锁》网络通信。请稍后再试。",
	"Citadel_MatchHistory_RateLimited": "请稍等片刻,然后再请求更多比赛历史记录",
	"Citadel_MatchHistory_TemporarilyDisabled": "因维护,比赛历史记录已暂时禁用",
	"Citadel_MatchHistory_TooBusy": "《异锁》网络太忙,目前无法提供比赛历史记录",
	"Citadel_MatchHistory_Win": "胜利",
	"Citadel_MatchInfo_Mode_CoopBot": "标准比赛(机器人)",
	"Citadel_MatchInfo_Mode_CoopBotBrawl": "街头乱斗(机器人)",
	"Citadel_MatchInfo_Mode_HeroLabs": "英雄实验室",
	"Citadel_MatchInfo_Mode_Private": "标准比赛(房间)",
	"Citadel_MatchInfo_Mode_PrivateBrawl": "街头乱斗(房间)",
	"Citadel_MatchInfo_Mode_Ranked": "段位",
	"Citadel_MatchInfo_Mode_Standard": "标准比赛",
	"Citadel_MatchInfo_Mode_StandardBrawl": "街头乱斗",
	"Citadel_MatchIntro_HeroReveal": "加入战斗中……",
	"Citadel_MatchPage_Next": "下一页",
	"Citadel_MatchPage_Prev": "上一页",
	"Citadel_MatchSurvey_FreeformPlaceholder": "分享你对这场比赛的任何其他反馈…",
	"Citadel_MatchSurvey_KindOfFun": "有点好玩",
	"Citadel_MatchSurvey_NotFun": "不好玩",
	"Citadel_MatchSurvey_Skip": "跳过",
	"Citadel_MatchSurvey_Submit": "提交",
	"Citadel_MatchSurvey_SuperFun": "很好玩",
	"Citadel_MatchSurvey_Title": "比赛调查",
	"Citadel_MatchmakingSchedule": "更新:",
	"Citadel_MatchmakingSchedule_Desc": "现在匹配全天开放!",
	"Citadel_MatchmakingStopped_Header": "已从匹配中移除",
	"Citadel_MatchmakingStopped_Reason_HeroLabsClosed": "英雄实验室匹配现已关闭。",
	"Citadel_MatchmakingStopped_Reason_RankedClosed": "段位匹配现已关闭。",
	"Citadel_MatchmakingStopped_Reason_Unspecified": "已将你从匹配中移除",
	"Citadel_MatchmakingStopped_Reason_VersionUpdated": "你的客户端版本不再兼容,已将你从匹配中移除。请重启游戏以更新客户端。",
	"Citadel_Matchmaking_CannotCreateParty": "匹配时无法加入或创建队伍。",
	"Citadel_Matchmaking_ConnectingToServer": "正在连接至服务器",
	"Citadel_Matchmaking_ElapsedTime": "{s:queue_time}",
	"Citadel_Matchmaking_HideoutCancelHint": "按住{g:citadel_binding:'HideoutCancelMatchmaking'}取消搜索",
	"Citadel_Matchmaking_InteractHint": "{g:citadel_binding:'OpenMainMenu'}取消搜索",
	"Citadel_Matchmaking_PartyMembersReady:f": "{d:ready_party_members} / {d:party_members}",
	"Citadel_Matchmaking_SearchingForMatch": "正在寻找",
	"Citadel_Matchmaking_WaitingForParty": "等待组队",
	"Citadel_Menu": "菜单",
	"Citadel_Mirage_HeroTag_1": "保  镖",
	"Citadel_Mirage_HeroTag_2": "旅  行  者",
	"Citadel_Mirage_HeroTag_3": "全 神 贯 注",
	"Citadel_ModBonus_ArmorInvestment": "活力投入",
	"Citadel_ModBonus_ArmorInvestmentDesc": "生命值提升",
	"Citadel_ModBonus_CostHigh": "{i:thousands_gold}.{i:hundreds_gold}K",
	"Citadel_ModBonus_CostLow": "{i:souls}",
	"Citadel_ModBonus_Percentage": "{i:bonus_percent}%",
	"Citadel_ModBonus_TechInvestment": "元灵投入",
	"Citadel_ModBonus_TechInvestmentDesc": "元灵力量提升",
	"Citadel_ModBonus_WeaponInvestment": "武器投入",
	"Citadel_ModBonus_WeaponInvestmentDesc": "武器伤害提升",
	"Citadel_Mod_Tooltip_Active": "主动",
	"Citadel_Mod_Tooltip_Innate": "先天",
	"Citadel_Mod_Tooltip_Passive": "被动",
	"Citadel_ModifierKeybindOnly": "此处只能绑定修饰键。",
	"Citadel_MyTeam": "我方",
	"Citadel_Nano_HeroTag_1": "诡 计 多 端",
	"Citadel_Nano_HeroTag_2": "狡  猾",
	"Citadel_Nano_HeroTag_3": "爆 发 伤 害",
	"Citadel_Necro_HeroTag_1": "病  态",
	"Citadel_Necro_HeroTag_2": "区 域 封 锁",
	"Citadel_Necro_HeroTag_3": "魂 灵 法 师",
	"Citadel_News_FailedToLoad": "目前没有新闻。",
	"Citadel_News_LoadMore": "载入更多",
	"Citadel_News_Loading": "正在载入…",
	"Citadel_News_MajorUpdate": "重大更新",
	"Citadel_News_OldGods_Title": "旧神·新血",
	"Citadel_News_RegularUpdate": "定期更新",
	"Citadel_News_SmallUpdate": "小型更新",
	"Citadel_News_Subtitle": "所有值得报道的新闻。",
	"Citadel_News_Title": "近期更新",
	"Citadel_News_ViewAllNews": "查看所有新闻",
	"Citadel_Notification_About_To_Respawn_Message": "你即将重生…",
	"Citadel_Notification_About_To_Respawn_Title": "重生时间",
	"Citadel_Notification_Paused_Message": "游戏已暂停",
	"Citadel_Notification_Paused_Title": "已暂停",
	"Citadel_Notification_Unpaused_Message": "游戏即将结束暂停…",
	"Citadel_Notification_Unpaused_Title": "结束暂停",
	"Citadel_OrbClaimTime_postfix": "ms",
	"Citadel_Orion_HeroTag_1": "百 步 穿 杨",
	"Citadel_Orion_HeroTag_2": "猎  手",
	"Citadel_Orion_HeroTag_3": "区 域 封 锁",
	"Citadel_Overtime": "超时",
	"Citadel_PartyAction_AlreadyDrafting": "队伍已经开始了一场比赛。你必须停止当前比赛才能开始另一场。",
	"Citadel_PartyAction_Disabled": "此操作暂时禁用。请几分钟后重试。",
	"Citadel_PartyAction_ErrorTitle": "错误",
	"Citadel_PartyAction_FailedToGetResponse": "当前无法与《异锁》网络通信。请几分钟后重试。",
	"Citadel_PartyAction_InMatch": "此队伍正在比赛中,当前无法进行此变更。",
	"Citadel_PartyAction_InMatchMaking": "此队伍正在进行匹配,当前无法进行此变更。",
	"Citadel_PartyAction_InternalError": "发生了意外的内部错误。请几分钟后重试。",
	"Citadel_PartyAction_InvalidParty": "无法找到队伍。该队伍可能已被放弃。",
	"Citadel_PartyAction_InvalidPermissions": "你没有权限为该队伍做出这些更改。",
	"Citadel_PartyAction_InvalidTarget": "指定目标不再是队伍成员。",
	"Citadel_PartyAction_InvalidValue": "提供的值对此队伍无效。",
	"Citadel_PartyAction_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。",
	"Citadel_PartyAction_TooBusy": "《异锁》网络当前过于繁忙,无法处理此操作。请几分钟后重试。",
	"Citadel_PartyChat_InGameOnly": "仅限游戏中",
	"Citadel_PartyChat_PlayerCount": "{i:players_in_team_chat}名玩家",
	"Citadel_PartyChat_Title": "队伍聊天",
	"Citadel_PartyChat_VoiceAndText": "语音和文字聊天",
	"Citadel_PartyFindMatch": "寻找比赛",
	"Citadel_PartyFindMatch_DevContinue": "DEV - 继续继续",
	"Citadel_PartyFindMatch_LocalNotReady": "你必须先就绪",
	"Citadel_PartyFindMatch_OpenInvitesBody": "你有尚未接受的组队邀请。你想要取消这些邀请并继续吗?",
	"Citadel_PartyFindMatch_OpenInvitesTitle": "待处理邀请",
	"Citadel_PartyFindMatch_OtherNotReady": "有队伍成员尚未就绪",
	"Citadel_PartyFindMatch_SoloPartyBody": "你是队伍里的唯一成员。邀请好友一起玩,或离开队伍独自玩。",
	"Citadel_PartyFindMatch_SoloPartyTitle": "队伍无人",
	"Citadel_PartyFindMatch_SoloParty_Leave": "离开队伍玩游戏",
	"Citadel_PartyFindMatch_SoloParty_Wait": "等待好友",
	"Citadel_PartyInviteFriend_AlreadyInvited": "已邀请",
	"Citadel_PartyInviteFriend_AlreadyMember": "已在队伍中",
	"Citadel_PartyInviteFriend_Cancel": "取消",
	"Citadel_PartyInviteFriend_Close": "关闭",
	"Citadel_PartyInviteFriend_Invite": "邀请",
	"Citadel_PartyInviteFriend_InvitesFull": "成员过多",
	"Citadel_PartyInviteFriend_NoFriends": "你没有正在玩《异锁》的好友。",
	"Citadel_PartyInviteFriend_NotInParty": "不在队伍中",
	"Citadel_PartyInviteFriend_Title": "邀请在线好友",
	"Citadel_PartyInvite_Accept": "接受",
	"Citadel_PartyInvite_AcceptInParty_Body": "需要离开当前队伍才能加入新队伍。想要离开当前队伍吗?",
	"Citadel_PartyInvite_AcceptInParty_Title": "离开当前队伍",
	"Citadel_PartyInvite_AlreadyInvited": "这个用户已在一个队伍中,或已被邀请",
	"Citadel_PartyInvite_Decline": "拒绝",
	"Citadel_PartyInvite_Disabled": "邀请用户加入队伍的功能暂时被禁用。请在几分钟后重试。",
	"Citadel_PartyInvite_ErrorTitle": "无法发送邀请",
	"Citadel_PartyInvite_EscapeHint": "{g:citadel_binding:'OpenMainMenu'}管理邀请",
	"Citadel_PartyInvite_FailedToGetResponse": "当前无法与《异锁》网络通信去邀请特定用户。请在几分钟后重试。",
	"Citadel_PartyInvite_Hold": "暂挂",
	"Citadel_PartyInvite_InternalError": "尝试邀请用户加入队伍时发生了内部错误",
	"Citadel_PartyInvite_InvalidParty": "尝试发送邀请的队伍已经不存在。",
	"Citadel_PartyInvite_InvalidPermissions": "你没有邀请这个用户加入这个队伍的许可",
	"Citadel_PartyInvite_NotFriends": "邀请加入队伍的玩家必须是你的好友。",
	"Citadel_PartyInvite_RateLimited": "你在过去几秒内发送了过多邀请。请稍等片刻后再继续发送。",
	"Citadel_PartyInvite_TooBusy": "《异锁》网络当前过于繁忙,无法处理你的请求。请稍等片刻后重试。",
	"Citadel_PartyInvite_TooManyInvites": "这个队伍有过多相关邀请。请在继续发送前取消之前的邀请。",
	"Citadel_PartyInvite_UserDoesntHaveGame": "邀请的玩家还未游玩过《异锁》。你只能发送给玩过《异锁》的用户。",
	"Citadel_PartySetMode_AccountLocked": "你队伍成员{g:citadel_persona:nl:account_id}的账户当前已锁定,无法玩此模式",
	"Citadel_PartySetMode_AlreadyDrafting": "队伍已经开始了一场比赛。你必须停止当前比赛才能开始另一场。",
	"Citadel_PartySetMode_CannotLeavePrivate": "私人大厅当前不允许更改模式",
	"Citadel_PartySetMode_Disabled": "此操作暂时禁用。请几分钟后重试。",
	"Citadel_PartySetMode_ErrorTitle": "错误",
	"Citadel_PartySetMode_FailedToGetResponse": "当前无法与《异锁》网络通信。请几分钟后重试。",
	"Citadel_PartySetMode_FiveStacksNotAllowed": "五人队伍当前不允许进行匹配。请尝试组建人数更多或更少的队伍。",
	"Citadel_PartySetMode_HeroLabsMMNotOpen": "英雄实验室匹配目前不可用。",
	"Citadel_PartySetMode_HeroLabsNotUnlocked": "你的队伍中有成员({g:citadel_persona:nl:account_id})尚未获得英雄实验室匹配资格。",
	"Citadel_PartySetMode_InMatch": "此队伍正在比赛中,当前无法进行此变更。",
	"Citadel_PartySetMode_InMatchMaking": "此队伍正在进行匹配,当前无法进行此变更。",
	"Citadel_PartySetMode_InternalError": "发生了意外的内部错误。请几分钟后重试。",
	"Citadel_PartySetMode_InvalidParty": "无法找到队伍。该队伍可能已被放弃。",
	"Citadel_PartySetMode_InvalidPermissions": "你没有权限为该队伍做出这些更改。",
	"Citadel_PartySetMode_InvalidValue": "提供的值对此队伍无效。",
	"Citadel_PartySetMode_NoHeroLabsWhileInLowPri": "你的队伍中有成员({g:citadel_persona:nl:account_id})处于低优先级,目前无法加入英雄实验室匹配队列。",
	"Citadel_PartySetMode_NoHighRangeFiveStack": "你队伍的5名玩家技术水平差异过大。当队伍成员技术水平差异超出比赛通常允许的范围时,我们会将其与其他具有类似技术水平差异的队伍匹配。鉴于你的队伍有 5 名成员,没有其他有效的队伍构成可与你的队伍匹配。调整你的队伍构成或规模后再进行匹配。",
	"Citadel_PartySetMode_PlayerBanned": "你的队伍中有成员({g:citadel_persona:nl:account_id})当前被禁止玩此模式,封禁持续至{t:s:time_stamp}{t:t:time_stamp}",
	"Citadel_PartySetMode_PlayerPermaBanned": "你的队伍中有成员({g:citadel_persona:nl:account_id})永久性被禁止玩此模式",
	"Citadel_PartySetMode_RateLimited": "你在短时间内进行了太多操作。请稍等,然后重试。",
	"Citadel_PartySetMode_TooBusy": "《异锁》网络当前过于繁忙,无法处理此操作。请几分钟后重试。",
	"Citadel_PartySetMode_TooManyHighMMR": "你的队伍中包含太多高 MMR 玩家,无法匹配。我们暂时不允许高水平玩家组成影响比赛平衡的队伍。",
	"Citadel_PartyStartMatch": "开始比赛",
	"Citadel_Party_AcceptInviteInGameTooltip": "退出游戏并接受邀请",
	"Citadel_Party_AcceptInviteTooltip": "接受邀请",
	"Citadel_Party_CancelInviteText": "请稍等",
	"Citadel_Party_CancelInviteTitle": "正在取消邀请",
	"Citadel_Party_CancelMM": "取消",
	"Citadel_Party_Commend": "称赞",
	"Citadel_Party_Commended": "已称赞",
	"Citadel_Party_Context_ClearReady": "取消就绪",
	"Citadel_Party_Context_Close": "结束组队",
	"Citadel_Party_Context_CopyCode": "复制队伍代码",
	"Citadel_Party_Context_HideCode": "隐藏",
	"Citadel_Party_Context_Invite": "邀请好友",
	"Citadel_Party_Context_Open": "开始组队",
	"Citadel_Party_Context_PartyCode": "队伍代码",
	"Citadel_Party_Context_ReadyUp": "就绪",
	"Citadel_Party_Context_ShowCode": "显示",
	"Citadel_Party_Context_SwitchTeam": "切换队伍",
	"Citadel_Party_CreateCoopBot": "创建一支队伍并邀请好友加入,一同对战机器人",
	"Citadel_Party_CreateEasyBot": "创建一支队伍并邀请好友加入,一同对战简单水平的机器人",
	"Citadel_Party_CreateHardBot": "创建一支队伍并邀请好友加入,一同对战困难水平的机器人",
	"Citadel_Party_CreatePartyText": "请稍等",
	"Citadel_Party_CreatePartyTitle": "正在创建队伍",
	"Citadel_Party_CreateParty_Extended": "创建用于分享的队伍代码",
	"Citadel_Party_CreatePrivateLobby": "创建私人大厅",
	"Citadel_Party_DeclineInviteTooltip": "拒绝邀请",
	"Citadel_Party_DisabledInMMTooltip": "正在匹配,无法接受邀请",
	"Citadel_Party_DisabledInPartyTooltip": "已经在队伍中,无法接受邀请",
	"Citadel_Party_DraftEndedByText": "{g:citadel_persona:account_id}取消了匹配",
	"Citadel_Party_DraftEndedByTitle": "匹配已取消",
	"Citadel_Party_InMatchMaking": "队伍正在寻找比赛",
	"Citadel_Party_InviteFriendToGameButton": "邀请",
	"Citadel_Party_InviteFriendToGameTooltip": "邀请这名好友加入游戏",
	"Citadel_Party_InviteFriendToParty": "邀请至队伍",
	"Citadel_Party_InviteFriendTooltip": "邀请好友加入队伍",
	"Citadel_Party_InviteFriends": "邀请好友",
	"Citadel_Party_InviteSent": "邀请已发送",
	"Citadel_Party_InviteUserText": "请稍等",
	"Citadel_Party_InviteUserTitle": "正在邀请用户",
	"Citadel_Party_InvitedToPartyText": "{g:citadel_persona:invited_by_account}邀请你加入队伍",
	"Citadel_Party_InvitedToPartyTitle": "组队邀请",
	"Citadel_Party_Invites:f": "\u003Cspan class=\"InviteHeaderText\"\u003E组队{party_invites, plural, one{邀请} other{邀请}}\u003C/span\u003E",
	"Citadel_Party_JoinOrCreateParty": "加入或创建队伍",
	"Citadel_Party_JoinParty": "加入队伍",
	"Citadel_Party_JoinPartyText": "请稍等",
	"Citadel_Party_JoinPartyTitle": "正在加入队伍",
	"Citadel_Party_JoinParty_Extended": "通过代码加入队伍",
	"Citadel_Party_KickPlayerText": "请稍等",
	"Citadel_Party_KickPlayerTitle": "正在踢出玩家",
	"Citadel_Party_KickedByText": "你被{g:citadel_persona:kicked_by_account}踢出了队伍",
	"Citadel_Party_KickedByTitle": "被踢出队伍",
	"Citadel_Party_Leave": "离开队伍",
	"Citadel_Party_LeaveParty": "离开队伍",
	"Citadel_Party_LeavePartyText": "请稍等",
	"Citadel_Party_LeavePartyTitle": "正在离开队伍",
	"Citadel_Party_MMEndedByText": "{g:citadel_persona:account_id}取消了匹配",
	"Citadel_Party_MMEndedByTitle": "匹配已取消",
	"Citadel_Party_MatchHistory": "查看比赛历史记录",
	"Citadel_Party_MatchMaking": "休闲比赛",
	"Citadel_Party_MatchMakingFailedText": "无法启动队伍匹配。匹配系统出错:{s:matchmaker_error}",
	"Citadel_Party_MatchMakingFailedTitle": "无法匹配",
	"Citadel_Party_MatchMakingRanked": "段位比赛",
	"Citadel_Party_NoParty_Desc": "邀请好友来组队",
	"Citadel_Party_NotConnectedToGC": "未连接至《异锁》网络",
	"Citadel_Party_Or": "或",
	"Citadel_Party_OutOfDateClientTooltip": "游戏版本过时",
	"Citadel_Party_PartyCodeHidden": "XXXXXX",
	"Citadel_Party_PartyCodeLabel": "邀请代码:",
	"Citadel_Party_PartyPlayer": "玩家",
	"Citadel_Party_PartyReadyText": "请稍等",
	"Citadel_Party_PartyReadyTitle": "设置就绪",
	"Citadel_Party_PartyRoleText": "请稍等",
	"Citadel_Party_PartyRoleTitle": "正在变更角色",
	"Citadel_Party_PartySlotText": "请稍等",
	"Citadel_Party_PartySlotTitle": "正在变更槽位",
	"Citadel_Party_PartySpectator": "观众",
	"Citadel_Party_PlayWithFriends": "与好友同玩",
	"Citadel_Party_PlayerLabel": "玩家",
	"Citadel_Party_PrivateMatch": "私人比赛",
	"Citadel_Party_ReadyUp": "就绪",
	"Citadel_Party_Report": "举报",
	"Citadel_Party_Reported": "已举报",
	"Citadel_Party_RolePlayer": "玩家",
	"Citadel_Party_RoleSpectator": "观众",
	"Citadel_Party_SentInvite": "邀请已发送",
	"Citadel_Party_SetBotDifficultyText": "请稍等",
	"Citadel_Party_SetBotDifficultyTitle": "正在设置机器人难度",
	"Citadel_Party_SetMMPrefernceText": "请稍等",
	"Citadel_Party_SetMMPrefernceTitle": "正在设置偏好",
	"Citadel_Party_SetMatchModeText": "正在设置你的队伍,请稍等",
	"Citadel_Party_SetMatchModeTitle": "正在设置队伍模式",
	"Citadel_Party_SetRegionText": "请稍等",
	"Citadel_Party_SetRegionTitle": "正在设置区域",
	"Citadel_Party_SetTeamNameText": "请稍等",
	"Citadel_Party_SetTeamNameTitle": "正在设置队伍名称",
	"Citadel_Party_SetTeamText": "请稍等",
	"Citadel_Party_SetTeamTitle": "正在设置队伍",
	"Citadel_Party_SpectatorLabel": "观众",
	"Citadel_Party_UnavailableInQueueTooltip": "在队列中不可用",
	"Citadel_PauseMsg_AutoUnpaused": "游戏已自动继续。",
	"Citadel_PauseMsg_CantPause": "你不能暂停。",
	"Citadel_PauseMsg_CantPauseYet": "你在{i:value}秒后才能暂停。",
	"Citadel_PauseMsg_CantUnpauseTeam": "你还不能继续此队伍的游戏。",
	"Citadel_PauseMsg_NoPausesLeft": "你的暂停次数已用完。",
	"Citadel_PauseMsg_PauseCountdown": "{s:player}将于{i:value} 秒后暂停……",
	"Citadel_PauseMsg_Paused": "{s:player}暂停了游戏。",
	"Citadel_PauseMsg_UnpauseButton": "按下{g:citadel_binding:'Pause'}取消暂停",
	"Citadel_PauseMsg_UnpauseCountdown": "{i:value}秒后结束暂停……",
	"Citadel_PauseMsg_Unpaused": "{s:player}继续了游戏。",
	"Citadel_PauseMsg_YouPaused:f": "你暂停了游戏,还剩下{i:value}次暂停可以使用。",
	"Citadel_Ping_Customize_Reminder": "你可以在\u003Cb\u003E设置\u003C/b\u003E中更改聊天轮盘的选项。",
	"Citadel_PlayOfTheGame_Intro_1": "[ 本场最佳 ]",
	"Citadel_PlayOfTheGame_PlayedBy": "玩家",
	"Citadel_PlayOfTheGame_StarringMajor": "最佳",
	"Citadel_PlayOfTheGame_StarringMinor": "优秀",
	"Citadel_Play_BotsOfflineText": "机器人暂时禁用,请稍后再试。",
	"Citadel_Play_BotsOfflineTitle": "机器人暂时离线",
	"Citadel_Play_MatchmakingOfflineExperimentalText": "匹配功能当前已关闭。请在安排的游戏时间回来。",
	"Citadel_Play_MatchmakingOfflineText": "匹配当前处于离线状态。请在几分钟后重试",
	"Citadel_Play_MatchmakingOfflineTitle": "匹配已关闭",
	"Citadel_Play_NotConnectedToGCText": "您目前未连接到《异锁》网络。您可能遇到了平台连接问题,或者《异锁》网络暂时离线",
	"Citadel_Play_NotConnectedToGCTitle": "未连接",
	"Citadel_Play_RankedMatchmakingOfflineText": "段位匹配功能当前已关闭。请在你选择的游戏时间回来使用。",
	"Citadel_Play_RankedMatchmakingOfflineTitle": "段位匹配已关闭",
	"Citadel_Play_RankedNoSchedule": "未选择日程",
	"Citadel_Play_RankedNoScheduleDesc": "你必须选择一个已安排的时间才能进行段位比赛。",
	"Citadel_Play_StreetBrawl_Desc": "快节奏的4v4战斗",
	"Citadel_Play_StreetBrawl_Title": "街头乱斗",
	"Citadel_Play_Street_Brawl_Logo_Part1": "街头",
	"Citadel_Play_Street_Brawl_Logo_Part2": "乱斗",
	"Citadel_PlayerCard_FavoriteHero": "最爱英雄",
	"Citadel_PlayerContextMenu_AcceptFriendRequest": "接受好友请求",
	"Citadel_PlayerContextMenu_AddFriend": "发送好友邀请",
	"Citadel_PlayerContextMenu_AudioVolume": "音量",
	"Citadel_PlayerContextMenu_CancelFriendInvite": "取消好友邀请",
	"Citadel_PlayerContextMenu_EmptyMenu": "--",
	"Citadel_PlayerContextMenu_IgnoreFriendRequest": "忽略好友请求",
	"Citadel_PlayerContextMenu_InviteToParty": "邀请至队伍",
	"Citadel_PlayerContextMenu_PartyCancelInvite": "取消组队邀请",
	"Citadel_PlayerContextMenu_PartyCreateWith": "创建队伍",
	"Citadel_PlayerContextMenu_PartyKick": "踢出队伍",
	"Citadel_PlayerContextMenu_PartyLeave": "离开队伍",
	"Citadel_PlayerContextMenu_PartySwitchPlayer": "切换为玩家",
	"Citadel_PlayerContextMenu_PartySwitchSpectator": "切换为观众",
	"Citadel_PlayerContextMenu_RemoveFriend": "移除好友",
	"Citadel_PlayerContextMenu_SpectateGame": "观战",
	"Citadel_PlayerContextMenu_ViewProfile": "查看个人资料",
	"Citadel_PlayerFeedback_Desc": "感谢参与异锁社区。\u003Cbr\u003E\u003Cbr\u003E你的反馈对游戏很有帮助。",
	"Citadel_PlayerFeedback_Title": "玩家反馈",
	"Citadel_PlayerList_Enemy": "敌方队伍",
	"Citadel_PlayerList_Teammates": "队友",
	"Citadel_Player_Level_AP": "技能点",
	"Citadel_Player_Level_APShort": "技能点",
	"Citadel_Player_Level_AP_Rewards": "\u003Cspan class=\"boldText\"\u003E技能解锁\u003C/span\u003E或\u003Cspan class=\"boldText\"\u003E技能点\u003C/span\u003E",
	"Citadel_Player_Level_AP_Rewards_UnlockNote": "技能会在 0 个、2 个、4 个和 6 个恩赐时解锁",
	"Citadel_Player_Level_AP_Rewards_Visuals": "\u003CPanel class=\"rewardIcon iconUnlock\"\u003E\u003C/Panel\u003E或\u003CPanel class=\"rewardIcon iconAP\"\u003E\u003C/Panel\u003E",
	"Citadel_Player_Level_AbilityPoints": "\u003Cspan class=\"boldText\"\u003E1 Ability Point\u003C/span\u003E gained at levels 2, 3, 5, 7, and each level after",
	"Citadel_Player_Level_AbilityUnlock": "技能解锁点",
	"Citadel_Player_Level_AbilityUnlocks": "\u003Cspan class=\"boldText\"\u003E1 Ability Unlock\u003C/span\u003E gained at levels 1, 2, 4, and 6",
	"Citadel_Player_Level_AbilityUnlocksShort": "技能解锁点",
	"Citadel_Player_Level_BaseBullet": "基础子弹伤害",
	"Citadel_Player_Level_BaseHealth": "基础生命值",
	"Citadel_Player_Level_BaseMelee": "基础近战伤害",
	"Citadel_Player_Level_BulletResist": "子弹抗性",
	"Citadel_Player_Level_HeroLevel": "{i:hero_level}级{g:citadel_hero_name:hero_id}",
	"Citadel_Player_Level_Legend": "图例:",
	"Citadel_Player_Level_MaxRewards": "已达到最大奖励",
	"Citadel_Player_Level_PowerIncrease": "恩赐",
	"Citadel_Player_Level_PowerIncreaseGrants": "每个恩赐授予:",
	"Citadel_Player_Level_PowerIncreases": "恩赐",
	"Citadel_Player_Level_RewardsSubhead": "{s:hero_name}在每个恩赐会获得:",
	"Citadel_Player_Level_RewardsTitle": "恩赐奖励",
	"Citadel_Player_Level_SpiritAmp": "元灵伤害提升",
	"Citadel_Player_Level_SpiritPower": "元灵力量",
	"Citadel_Player_Level_StatIncreases": "属性提升",
	"Citadel_Player_Level_StatMax": "奖励在35个恩赐时达到上限",
	"Citadel_Player_Level_Stat_Rewards": "属性提升",
	"Citadel_Player_Level_Stat_RewardsMax": "属性奖励在{#}个恩赐时达到最大值",
	"Citadel_Player_Level_TechResist": "元灵抗性",
	"Citadel_Player_Level_Title": "恩赐",
	"Citadel_Player_Level_ToNext": "到下个恩赐还需 {i:gold_to_next}",
	"Citadel_Player_Level_TotalGold": "总魂魄数 {i:total_gold}",
	"Citadel_Player_Level_WeaponPower": "\u003Cspan class=\"boldText\"\u003E+{s:weapon_bonus}% Base Bullet Damage\u003C/span\u003E, \u003Cspan class=\"boldText\"\u003E+{s:melee_bonus}% Base Melee damage\u003C/span\u003E and \u003Cspan class=\"boldText\"\u003E+{s:health_bonus} Max Health \u003C/span\u003E",
	"Citadel_Player_Level_WeaponRange": "武器射程",
	"Citadel_Players_WindowTitle": "玩家",
	"Citadel_PlaytestUser_Result_AlreadyHasGame": "此玩家已具有《异锁》访问权",
	"Citadel_PlaytestUser_Result_GenericFailure": "提交用户失败,无法与《异锁》网络通信。请稍后再试。",
	"Citadel_PlaytestUser_Result_GenericFailureTitle": "无法提交",
	"Citadel_PlaytestUser_Result_InvalidFriend": "你不是指定用户的好友",
	"Citadel_PlaytestUser_Result_LimitedUser": "此玩家为受限用户,因此当前不具备玩《异锁》的资格。",
	"Citadel_PlaytestUser_Result_NotFriendsLongEnough": "你与此用户成为好友的时间太短,无法向其发送邀请。",
	"Citadel_PlaytestUser_Result_Success": "感谢你推荐此用户!",
	"Citadel_PlaytestUser_Result_SuccessTitle": "已提交成功",
	"Citadel_PlaytestUser_SubmitProcessing": "请稍等",
	"Citadel_PlaytestUser_SubmitProcessingTitle": "正在提交用户",
	"Citadel_PlaytestWarningBody": "欢迎大家提供反馈!",
	"Citadel_PlaytestWarningTitle": "欢迎",
	"Citadel_Playtest_CreateAccountsBody": "创建论坛账户以提供有关游戏的反馈。加入《异锁》的聊天频道,与其他玩家聊天并获取最新消息。",
	"Citadel_Playtest_CreateAccountsTitle": "提供反馈并参与讨论",
	"Citadel_Playtest_DiscordButton": "加入",
	"Citadel_Playtest_DiscordInfo": "加入《异锁》的频道,与其他玩家聊天并获取最新消息。",
	"Citadel_Playtest_GoToForum": "前往论坛",
	"Citadel_Playtest_JoinDiscord": "加入",
	"Citadel_Playtest_JoinForum": "加入反馈论坛",
	"Citadel_Playtest_JoinedDiscord": "已加入",
	"Citadel_Playtest_JoinedForum": "已加入论坛",
	"Citadel_Playtest_LocalTime": "本地时间",
	"Citadel_Playtest_MatchmakingOpen": "匹配开放至:{t:t:playtest_end}",
	"Citadel_Playtest_MatchmakingPaused": "匹配当前已暂停:{t:d:unranked_mm_pause_time}",
	"Citadel_Playtest_RecommendButton": "成为异锁玩家",
	"Citadel_Playtest_RecommendInfo": "邀请好友",
	"Citadel_Playtest_Region": "地区:{s:region_name}",
	"Citadel_Playtest_Schedule": "匹配时间:",
	"Citadel_Playtest_Status": "状态:",
	"Citadel_Playtest_Upcoming": "游戏开始时间:{t:l:t:m:playtest_start}",
	"Citadel_Playtest_Weekdays": "周一至周四:",
	"Citadel_Playtest_Weekends": "周五至周日:",
	"Citadel_PostGame_AwardAbilityKills": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E技能击倒次数",
	"Citadel_PostGame_AwardAbilityKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E技能击倒次数",
	"Citadel_PostGame_AwardAbilityKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E技能击倒次数",
	"Citadel_PostGame_AwardAbilityKills_RankOther": "\u003Cbr/\u003E技能击倒次数",
	"Citadel_PostGame_AwardAssists": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E助攻次数",
	"Citadel_PostGame_AwardAssists_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E助攻次数",
	"Citadel_PostGame_AwardAssists_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E助攻次数",
	"Citadel_PostGame_AwardAssists_RankOther": "\u003Cbr/\u003E助攻次数",
	"Citadel_PostGame_AwardHeadshotKills": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数",
	"Citadel_PostGame_AwardHeadshotKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数",
	"Citadel_PostGame_AwardHeadshotKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E头弹击倒次数",
	"Citadel_PostGame_AwardHeadshotKills_RankOther": "\u003Cbr/\u003E头弹击倒次数",
	"Citadel_PostGame_AwardHealing": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E治疗量",
	"Citadel_PostGame_AwardHealing_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E治疗量",
	"Citadel_PostGame_AwardHealing_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E治疗量",
	"Citadel_PostGame_AwardHealing_RankOther": "\u003Cbr/\u003E治疗量",
	"Citadel_PostGame_AwardKills": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E击倒次数",
	"Citadel_PostGame_AwardKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E击倒次数",
	"Citadel_PostGame_AwardKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E击倒次数",
	"Citadel_PostGame_AwardKills_RankOther": "\u003Cbr/\u003E击倒次数",
	"Citadel_PostGame_AwardMaxKillstreak": "\u003Cbr/\u003E连续击败",
	"Citadel_PostGame_AwardMaxKillstreak_Rank2": "\u003Cbr/\u003E连续击败",
	"Citadel_PostGame_AwardMaxKillstreak_Rank3": "\u003Cbr/\u003E连续击败",
	"Citadel_PostGame_AwardMaxKillstreak_RankOther": "\u003Cbr/\u003E连续击败",
	"Citadel_PostGame_AwardMeleeKills": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E近战击倒次数",
	"Citadel_PostGame_AwardMeleeKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E近战击倒次数",
	"Citadel_PostGame_AwardMeleeKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E近战击倒次数",
	"Citadel_PostGame_AwardMeleeKills_RankOther": "\u003Cbr/\u003E近战击倒次数",
	"Citadel_PostGame_AwardObjDmg": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E目标物伤害",
	"Citadel_PostGame_AwardObjDmg_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E目标物伤害",
	"Citadel_PostGame_AwardObjDmg_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E目标物伤害",
	"Citadel_PostGame_AwardObjDmg_RankOther": "\u003Cbr/\u003E目标物伤害",
	"Citadel_PostGame_AwardPlayerDmg": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E玩家伤害",
	"Citadel_PostGame_AwardPlayerDmg_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E玩家伤害",
	"Citadel_PostGame_AwardPlayerDmg_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E玩家伤害",
	"Citadel_PostGame_AwardPlayerDmg_RankOther": "\u003Cbr/\u003E玩家伤害",
	"Citadel_PostGame_AwardSouls": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E魂魄数",
	"Citadel_PostGame_AwardSouls_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E魂魄数",
	"Citadel_PostGame_AwardSouls_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E魂魄数",
	"Citadel_PostGame_AwardSouls_RankOther": "\u003Cbr/\u003E魂魄数",
	"Citadel_PostGame_AwardWeaponKills": "\u003Cspan class=\"rank_demote\"\u003E冠军\u003C/span\u003E\u003Cbr/\u003E武器击倒次数",
	"Citadel_PostGame_AwardWeaponKills_Rank2": "\u003Cspan class=\"rank_demote\"\u003E亚军\u003C/span\u003E\u003Cbr/\u003E武器击倒次数",
	"Citadel_PostGame_AwardWeaponKills_Rank3": "\u003Cspan class=\"rank_demote\"\u003E季军\u003C/span\u003E\u003Cbr/\u003E武器击倒次数",
	"Citadel_PostGame_AwardWeaponKills_RankOther": "\u003Cbr/\u003E武器击倒次数",
	"Citadel_PostGame_CopyMatchID": "复制比赛 ID",
	"Citadel_PostGame_CopyMatchIDSuccess": "成功",
	"Citadel_PostGame_HighSkillRangeParties": "技术水平差距较大的队伍",
	"Citadel_PostGame_StreetBrawl": "街头乱斗",
	"Citadel_Post_Game_Assits": "助攻次数",
	"Citadel_Post_Game_BossDamage": "头目伤害",
	"Citadel_Post_Game_Graphs": "个人",
	"Citadel_Post_Game_Graphs_New": "图表",
	"Citadel_Post_Game_Healing": "治疗量",
	"Citadel_Post_Game_HeroDamage": "英雄伤害",
	"Citadel_Post_Game_HighestNetworth": "最高财产总和",
	"Citadel_Post_Game_Kills": "击败次数",
	"Citadel_Post_Game_MVP": "MVP",
	"Citadel_Post_Game_MVP_HonorableMention": "关键玩家",
	"Citadel_Post_Game_MVP_KeyPlayers": "关键玩家",
	"Citadel_Post_Game_MostAssits": "最高助攻数",
	"Citadel_Post_Game_MostBossDamage": "最高头目伤害",
	"Citadel_Post_Game_MostHealing": "最大治疗量",
	"Citadel_Post_Game_MostHeroDamage": "最高英雄伤害",
	"Citadel_Post_Game_MostKills": "最高击败次数",
	"Citadel_Post_Game_Networth": "财产总和",
	"Citadel_Post_Game_Personal": "个人",
	"Citadel_Post_Game_PlayedBy": "玩家",
	"Citadel_Post_Game_Requeue": "再玩一局",
	"Citadel_Post_Game_Retry": "重试",
	"Citadel_Post_Game_Scoreboard": "计分板",
	"Citadel_Post_Game_You": "我",
	"Citadel_Post_View_Other_Team": "查看其他队伍",
	"Citadel_Pregame_WaitingForMapToLoad": "正在完成加载",
	"Citadel_Pregame_WaitingForPlayers": "玩家正在连接",
	"Citadel_Priest_HeroTag_1": "虔  诚",
	"Citadel_Priest_HeroTag_2": "武 器 专 家",
	"Citadel_Priest_HeroTag_3": "战  术",
	"Citadel_PriorityToken": "新英雄优先币",
	"Citadel_PriorityToken_Available": "可用",
	"Citadel_PriorityToken_Cancel": "移除",
	"Citadel_PriorityToken_Desc": "游玩比赛可以获得英雄优先币。\u003Cbr\u003E\u003Cbr\u003E解锁代币后,将其放置到英雄卡上可以把选到特定英雄的几率提升到最高。只有选到该英雄时才会消耗代币。\u003Cbr\u003E\u003Cbr\u003E随着更多新英雄进入匹配池,获得代币的速度也会加快。",
	"Citadel_PrivateLobby_Bot_Easy": "机器人:简单",
	"Citadel_PrivateLobby_Bot_Hard": "机器人:困难",
	"Citadel_PrivateLobby_Bot_Medium": "机器人:中等",
	"Citadel_PrivateLobby_Bot_None": "空",
	"Citadel_PrivateLobby_Cheats_Off": "作弊功能已禁用",
	"Citadel_PrivateLobby_Cheats_On": "作弊功能已启用",
	"Citadel_PrivateLobby_Difficulty_Easy": "简单难度机器人",
	"Citadel_PrivateLobby_Difficulty_Hard": "困难难度机器人",
	"Citadel_PrivateLobby_Difficulty_Medium": "中等难度机器人",
	"Citadel_PrivateLobby_Difficulty_None": "无机器人",
	"Citadel_PrivateLobby_Duplicate_Heroes_Off": "重复英雄已禁用",
	"Citadel_PrivateLobby_Duplicate_Heroes_On": "重复英雄已启用",
	"Citadel_PrivateLobby_Error_NoPlayers": "此比赛中没有玩家",
	"Citadel_PrivateLobby_Error_NotAllAssigned": "部分玩家尚未选择队伍",
	"Citadel_PrivateLobby_Error_NotAllReady": "部分玩家尚未准备就绪",
	"Citadel_PrivateLobby_Experimental_Heroes_Off": "实验英雄已禁用",
	"Citadel_PrivateLobby_Experimental_Heroes_On": "实验英雄已启用",
	"Citadel_PrivateLobby_FindingMatch": "比赛即将开始",
	"Citadel_PrivateLobby_GameMode_Normal": "游戏模式 - 普通",
	"Citadel_PrivateLobby_GameMode_StreetBrawl": "游戏模式 - 街头乱斗",
	"Citadel_PrivateLobby_Group_Invites": "邀请",
	"Citadel_PrivateLobby_Group_Spectators": "观众",
	"Citadel_PrivateLobby_Group_Unassigned": "未分配",
	"Citadel_PrivateLobby_Invite": "邀请好友",
	"Citadel_PrivateLobby_Join": "取消分配自己",
	"Citadel_PrivateLobby_LeavePrompt_Body": "你确定要离开自定义比赛吗?",
	"Citadel_PrivateLobby_LeavePrompt_Exit": "离开自定义比赛",
	"Citadel_PrivateLobby_LeavePrompt_Title": "离开自定义比赛",
	"Citadel_PrivateLobby_MatchSettings": "比赛设置",
	"Citadel_PrivateLobby_PageTitle": "自定义比赛",
	"Citadel_PrivateLobby_PubliclyVisible_Off": "仅对玩家可见",
	"Citadel_PrivateLobby_PubliclyVisible_On": "对所有人可见",
	"Citadel_PrivateLobby_RandomLanes_Off": "指定分路分配",
	"Citadel_PrivateLobby_RandomLanes_On": "默认分路分配",
	"Citadel_PrivateLobby_RandomizeTeams": "随机分配所有玩家",
	"Citadel_PrivateLobby_Ready": "就绪",
	"Citadel_PrivateLobby_Region_Europe": "欧洲",
	"Citadel_PrivateLobby_Region_Oceania": "大洋洲",
	"Citadel_PrivateLobby_Region_ROW": "北美洲",
	"Citadel_PrivateLobby_Region_Russia": "俄罗斯",
	"Citadel_PrivateLobby_Region_SAmerica": "南美洲",
	"Citadel_PrivateLobby_Region_SEAsia": "东南亚",
	"Citadel_PrivateLobby_Region_Unselected": "选择地区",
	"Citadel_PrivateLobby_ShuffleLanesTooltip": "将队伍中的玩家随机分配到不同分路",
	"Citadel_PrivateLobby_ShuffleTeams": "队伍内随机分配",
	"Citadel_PrivateLobby_ShuffleTeamsTooltip": "将大厅内的玩家随机分配到两支不同队伍",
	"Citadel_PrivateLobby_StartMatch": "开始比赛",
	"Citadel_PrivateLobby_StartPrompt_Body": "你确定要开始比赛吗?",
	"Citadel_PrivateLobby_StartPrompt_Title": "开始比赛",
	"Citadel_PrivateLobby_SwapTeams": "交换队伍",
	"Citadel_PrivateLobby_SwapTeamsTooltip": "两支队伍之间交换成员,保持分路不变",
	"Citadel_PrivateLobby_Unready": "未就绪",
	"Citadel_PrivateLobby_Versus": "VS",
	"Citadel_PrivilegedFeatures_CommsRestricted_Active": "你与其他玩家的交流受到限制,结束时间为{t:l:t:m:comms_ban_end_time}。",
	"Citadel_PrivilegedFeatures_CommsRestricted_Inactive": "当交流限制生效时,只有你队伍中的玩家才能看到你的聊天或听到你的语音。",
	"Citadel_PrivilegedFeatures_CommsRestricted_InactiveTitle": "交流",
	"Citadel_PrivilegedFeatures_CommsRestricted_Title": "交流受限",
	"Citadel_PrivilegedFeatures_LowPriority_Active:f": "你在低优先级匹配中还有{i:low_priority_games_remaining}场胜利需要完成。",
	"Citadel_PrivilegedFeatures_LowPriority_Inactive": "故意破坏或放弃比赛的玩家将被放入单独的低优先级匹配队列。生效时,只会与其他也处于低优先级匹配队列的玩家进行匹配。",
	"Citadel_PrivilegedFeatures_LowPriority_InactiveTitle": "匹配",
	"Citadel_PrivilegedFeatures_LowPriority_Title": "低优先级匹配",
	"Citadel_PrivilegedFeatures_NoneDisabled": "你当前没有功能被禁用,你的守护神谢谢你!",
	"Citadel_PrivilegedFeatures_PausingDisabled_Active": "你帐户中的游戏内暂停功能已禁用,结束时间为{t:l:t:m:pausing_ban_end_time}。",
	"Citadel_PrivilegedFeatures_PausingDisabled_Inactive": "游戏内过度暂停将导致你帐户的暂停功能被禁用。",
	"Citadel_PrivilegedFeatures_PausingDisabled_InactiveTitle": "正在暂停",
	"Citadel_PrivilegedFeatures_PausingDisabled_Title": "暂停已禁用",
	"Citadel_PrivilegedFeatures_ReportingDisabled_Active": "你帐户中的游戏内玩家举报功能已禁用,结束时间为{t:l:t:m:report_ban_end_time}。",
	"Citadel_PrivilegedFeatures_ReportingDisabled_Inactive": "不准确或过多的玩家举报将导致你帐户的举报功能被禁用,如果问题持续存在,则永久封禁帐户。",
	"Citadel_PrivilegedFeatures_ReportingDisabled_InactiveTitle": "正在举报",
	"Citadel_PrivilegedFeatures_ReportingDisabled_Title": "举报已禁用",
	"Citadel_PrivilegedFeatures_Title": "行为总结",
	"Citadel_ProfileCard_AccountID": "账户ID:{d:account_id}",
	"Citadel_ProfileCard_PartyInvited": "已邀请至队伍",
	"Citadel_ProfileCard_PartyMatchmaking": "队伍正在匹配",
	"Citadel_ProfileCard_PartyNotReady": "未就绪",
	"Citadel_ProfileCard_PartyReady": "已就绪",
	"Citadel_ProfileCard_PartyRoster": "阵容",
	"Citadel_ProfileCard_StatTitle_Commends": "称赞",
	"Citadel_ProfileCard_StatTitle_GamesPlayed": "比赛数",
	"Citadel_ProfileCard_StatTitle_Kills": "击败次数",
	"Citadel_ProfileCard_StatTitle_Wins": "获胜次数",
	"Citadel_ProfileCard_StatValue_Date": "{t:s:stat_value}",
	"Citadel_ProfileCard_StatValue_Int": "{d:stat_value}",
	"Citadel_ProfileCard_StatValue_String": "{s:stat_value}",
	"Citadel_Profile_CoreRating": "技术评级",
	"Citadel_Profile_FriendID": "好友代码:{i:r:account_id}",
	"Citadel_Profile_Loading": "正在载入…",
	"Citadel_Profile_Loss": "败北",
	"Citadel_Profile_Loss_Short": "败",
	"Citadel_Profile_MatchHistory": "比赛历史记录",
	"Citadel_Profile_MatchHistory_ViewAll": "查看所有比赛历史记录",
	"Citadel_Profile_MatchHistory_ViewDetails": "查看详情",
	"Citadel_Profile_MostPlayed": "玩得最多的英雄",
	"Citadel_Profile_NotScored": "未得分",
	"Citadel_Profile_RankedPerformanceSort": "技术评级",
	"Citadel_Profile_Showcase": "展柜",
	"Citadel_Profile_Skill_Arrow_Tooltip_-1": "相对于技术评级较低",
	"Citadel_Profile_Skill_Arrow_Tooltip_-2": "相对于技术评级最低",
	"Citadel_Profile_Skill_Arrow_Tooltip_0": "玩这个英雄以校准技术评级",
	"Citadel_Profile_Skill_Arrow_Tooltip_1": "相对于技术评级较高",
	"Citadel_Profile_Skill_Arrow_Tooltip_2": "相对于技术评级最高",
	"Citadel_Profile_Skill_Rating_Intro": "技术评级是对玩家近期和历史表现的衡量标准。",
	"Citadel_Profile_Skill_Rating_Tooltip": "技术评级 - 点击查看详情",
	"Citadel_Profile_Stats_All": "所有英雄",
	"Citadel_Profile_Stats_Assists:f": "{stat_value, plural, one{助攻数} other{助攻数}}",
	"Citadel_Profile_Stats_Commends:f": "{commend_count, plural, one{称赞} other{称赞}}",
	"Citadel_Profile_Stats_Denies:f": "{denies, plural, one{回收数} other{回收数}}",
	"Citadel_Profile_Stats_GamesPlayed:f": "{games_played, plural, one{游玩} other{游玩}}场数",
	"Citadel_Profile_Stats_GamesWon:f": "{games_won, plural, one{获胜} other{获胜}}场数",
	"Citadel_Profile_Stats_Healing:f": "治疗量",
	"Citadel_Profile_Stats_HeroDamage:f": "英雄伤害",
	"Citadel_Profile_Stats_Kills:f": "{stat_value, plural, one{击败数} other{击败数}}",
	"Citadel_Profile_Stats_LastHits:f": "{last_hits, plural, one{正补数} other{正补数}}",
	"Citadel_Profile_Stats_Networth:f": "{stat_value, plural, one{收集} other{收集}}魂魄",
	"Citadel_Profile_Stats_ObjDamage:f": "目标物伤害",
	"Citadel_Profile_Stats_SortBy": "排序方式:",
	"Citadel_Profile_Stats_TitleSection": "全期数据",
	"Citadel_Profile_Stats_Value_Networth_High": "{i:game_networth}k",
	"Citadel_Profile_Stats_Value_Networth_Low": "{i:game_networth}",
	"Citadel_Profile_TimePlayedSort": "游戏时间",
	"Citadel_Profile_Title": "个人资料",
	"Citadel_Profile_ViewLeaderboard": "查看全球排行榜",
	"Citadel_Profile_ViewSteamProfile": "查看个人资料",
	"Citadel_Profile_Win": "获胜",
	"Citadel_Profile_Win_Short": "胜",
	"Citadel_Punkgoat_HeroTag_1": "朋  克",
	"Citadel_Punkgoat_HeroTag_2": "混  乱",
	"Citadel_Punkgoat_HeroTag_3": "G.O.A.T.",
	"Citadel_QuestPrompt_DailyHeroVote": "赢一场比赛",
	"Citadel_QuestPrompt_DailyHeroVoteBonusAmount": "+4 张选票",
	"Citadel_QuestPrompt_DailyHeroVoteHeader": "每日奖励",
	"Citadel_QueueOptions_Button": "队列选项",
	"Citadel_QueueOptions_Modal_Title": "匹配",
	"Citadel_QueueOptions_Modal_Title_confirm_reset": "你确定要将匹配设置重置为默认设置吗?",
	"Citadel_QueueOptions_Modal_Title_reset_tooltip": "恢复默认匹配设置。",
	"Citadel_RP_Away": "离开",
	"Citadel_RP_Busy": "忙碌",
	"Citadel_RP_LookingToPlay": "想玩游戏",
	"Citadel_RP_LookingToTrade": "想交易",
	"Citadel_RP_NotFriends": "非好友",
	"Citadel_RP_Online": "在线",
	"Citadel_RP_PendingReceived": "好友请求待处理",
	"Citadel_RP_PendingSent": "好友请求已发送",
	"Citadel_RP_PlayingOtherGame": "正在玩其他游戏",
	"Citadel_RP_Snooze": "打盹",
	"Citadel_RankedGame_Played_desc": "为获得段位资格而进行的比赛",
	"Citadel_RankedGames_Played": "{i:ranked_games_played} / {i:ranked_games_required} 已游玩比赛",
	"Citadel_RankedGames_PlayedQualified": "你的段位将根据额外比赛计算",
	"Citadel_RankedGames_Qualified1": "所进行的额外比赛将计入你最终的段位中",
	"Citadel_RankedGames_Qualified2": "最终段位授予时间:{t:s:end_day}",
	"Citadel_ReadyUp_InMatch": "你正在比赛中,无法准备就绪",
	"Citadel_ReadyUp_InvalidGroupRoster": "你的阵容与队伍中其他玩家的阵容重叠太严重。请尝试添加更多英雄,或更改你阵容中的英雄",
	"Citadel_ReadyUp_InvalidRoster": "你必须具备有效的阵容,然后才能准备就绪",
	"Citadel_ReadyUp_TooManyLimitedHeroes": "你的阵容中大部分是新英雄。为了有助于组建比赛,我们当前要求阵容中包括部分旧英雄。请添加更多英雄到阵容中。",
	"Citadel_RecommendFriend_Comments": "留言:",
	"Citadel_RecommendFriend_CommentsPrompt": "对好友进行简单描述",
	"Citadel_RecommendFriend_Email": "电子邮件:",
	"Citadel_RecommendFriend_EmailDesc": "(联系好友的最佳电子邮件地址,无需与其账户的电子邮件地址匹配)",
	"Citadel_RecommendFriend_EmailPrompt": "电子邮件地址",
	"Citadel_RecommendFriend_ErrorMsg": "必须从列表中选择好友",
	"Citadel_RecommendFriend_LocWarning": "我们正在努力添加其他语言,但此游戏测试当前仅支持英文。邀请好友时请考虑这一情况。",
	"Citadel_RecommendFriend_PopupButton": "提交",
	"Citadel_RecommendFriend_Region": "选择地区:",
	"Citadel_RecommendFriend_Region_EU": "欧洲",
	"Citadel_RecommendFriend_Region_NA": "北美洲",
	"Citadel_RecommendFriend_Region_Other": "其他(请在留言中注明)",
	"Citadel_RecommendFriend_Region_SA": "南美洲",
	"Citadel_RecommendFriend_Region_SEA": "亚太地区",
	"Citadel_RecommendFriend_SelectTitle": "选择好友:",
	"Citadel_RecommendFriend_Timing_desc": "邀请通常在 1-2 天内发出,但有时可能需要更长时间。",
	"Citadel_RecommendFriend_Title": "邀请好友",
	"Citadel_RecommendFriend_desc": "有好友想玩我们的游戏?\u003Cbr\u003E在下方点击其账户发送邀请吧!",
	"Citadel_ReconnectPopup_Abandon": "放弃",
	"Citadel_ReconnectPopup_AbandonConfirm": "确定要放弃吗?",
	"Citadel_ReconnectPopup_Message": "想要重新连接吗?",
	"Citadel_ReconnectPopup_Reconnect": "重新连接",
	"Citadel_ReconnectPopup_Title": "比赛进行中",
	"Citadel_Reconnect_IncompatibleVersionBody": "你的客户端不再是连接此服务器的有效版本",
	"Citadel_Reconnect_IncompatibleVersionTitle": "不兼容版本",
	"Citadel_RefreshRateRecommendation": "看起来你的显示器有{d:max_refresh_rate}Hz模式,但当前以{d:curr_refresh_rate}Hz运行。一般建议使用显示器支持的最高刷新率来获得最佳的游戏体验。",
	"Citadel_Region_All": "全部",
	"Citadel_Region_Europe": "欧洲",
	"Citadel_Region_NA": "北美洲",
	"Citadel_Region_Oceania": "大洋洲",
	"Citadel_Region_SAmerica": "南美洲",
	"Citadel_Region_SEA": "亚洲",
	"Citadel_RemoveFriend_Body": "请稍等",
	"Citadel_RemoveFriend_ConfirmBody": "你确定要移除好友{g:dac_persona:b:account_id}吗?",
	"Citadel_RemoveFriend_ConfirmTitle": "移除好友",
	"Citadel_RemoveFriend_ErrorBody": "当前无法移除此好友。请稍后重试。",
	"Citadel_RemoveFriend_ErrorTitle": "错误",
	"Citadel_RemoveFriend_Title": "正在移除好友",
	"Citadel_Replay_DecompressPct": "正在解压缩 - {d:replay_progress}%",
	"Citadel_Replay_Delete": "删除回放",
	"Citadel_Replay_Download": "回放",
	"Citadel_Replay_Downloading": "正在下载",
	"Citadel_Replay_DownloadingPct": "正在下载 - {d:replay_progress}%",
	"Citadel_Replay_Error": "错误 {s:replay_error}",
	"Citadel_Replay_ErrorDirect": "错误",
	"Citadel_Replay_Expired": "回放已过期",
	"Citadel_Replay_FindingReplay": "正在查找回放",
	"Citadel_Replay_NotReadyYet": "回放尚未就绪",
	"Citadel_Replay_RequestingReplay": "正在请求回放",
	"Citadel_Replay_Speed_1": "1倍",
	"Citadel_Replay_Speed_16": "16倍",
	"Citadel_Replay_Speed_1Point5": "1.5倍",
	"Citadel_Replay_Speed_2": "2倍",
	"Citadel_Replay_Speed_4": "4倍",
	"Citadel_Replay_Speed_8": "8倍",
	"Citadel_Replay_Speed_Point25": "0.25倍",
	"Citadel_Replay_Speed_Point5": "0.5倍",
	"Citadel_Replay_Unavailable": "回放不可用",
	"Citadel_Replay_Watch": "观看回放",
	"Citadel_ReportPlayer_CommentPlaceholder": "描述你发现这名玩家有什么问题",
	"Citadel_ReportPlayer_Desc": "举报玩家的不当行为。",
	"Citadel_ReportPlayer_Reason_Abandon": "弃赛",
	"Citadel_ReportPlayer_Reason_CheatingIssue": "作弊",
	"Citadel_ReportPlayer_Reason_Comments": "留言:",
	"Citadel_ReportPlayer_Reason_Griefing": "恶意破坏",
	"Citadel_ReportPlayer_Reason_Smurfing": "开小号",
	"Citadel_ReportPlayer_Reason_Title": "原因:",
	"Citadel_ReportPlayer_Reason_VoiceTextAbuse": "滥用语音/文字",
	"Citadel_ReportPlayer_Result_AlreadyReported": "你最近已经举报了这名玩家。",
	"Citadel_ReportPlayer_Result_BannedFromReporting": "目前不允许你举报其他玩家。",
	"Citadel_ReportPlayer_Result_GenericFailure": "提交玩家举报失败,无法与《异锁》网络通信。请稍后再试。",
	"Citadel_ReportPlayer_Result_Success": "感谢你的举报!",
	"Citadel_ReportPlayer_Result_SuccessTitle": "已举报成功!",
	"Citadel_ReportPlayer_Result_WindowClosed": "举报时限已过。必须在比赛结束后的 1 小时内举报玩家。",
	"Citadel_ReportPlayer_Title": "举报玩家",
	"Citadel_RosterMode_ChangeHero": "更换英雄",
	"Citadel_RosterMode_ChangeOpponent": "更换对手",
	"Citadel_RosterMode_CoopBotMM": "机器人",
	"Citadel_RosterMode_Dev1v1Testing": "Development 1v1 Testing",
	"Citadel_RosterMode_EditRoster": "编辑阵容",
	"Citadel_RosterMode_ExploreMap": "探索纽约",
	"Citadel_RosterMode_HeroLabsMatchmaking": "英雄实验室",
	"Citadel_RosterMode_HeroTesting": "沙盒模式",
	"Citadel_RosterMode_Matchmaking": "异锁",
	"Citadel_RosterMode_Party_CoopBotMM": "玩人机对战",
	"Citadel_RosterMode_Party_HeroLabsMatchmake": "玩英雄实验室",
	"Citadel_RosterMode_Party_Matchmaking": "玩《异锁》",
	"Citadel_RosterMode_Party_PrivateBotEasy": "私人组队人机对战 - 简单",
	"Citadel_RosterMode_Party_PrivateBotHard": "私人组队人机对战 - 困难",
	"Citadel_RosterMode_Party_PrivateBotMedium": "私人组队人机对战 - 中等",
	"Citadel_RosterMode_Party_RankedMatchmaking": "玩段位比赛",
	"Citadel_RosterMode_PrivateBotEasy": "私人人机对战 - 简单",
	"Citadel_RosterMode_PrivateBotHard": "私人人机对战 - 简单",
	"Citadel_RosterMode_PrivateBotMedium": "私人人机对战 - 中等",
	"Citadel_RosterMode_PrivateLobby": "私人房间",
	"Citadel_RosterMode_RankedMatchmaking": "段位",
	"Citadel_RosterMode_StreetBrawl": "街头乱斗",
	"Citadel_RosterMode_TutorialGuided": "教程 - 指导训练",
	"Citadel_RosterMode_TutorialSandbox": "教程 - 沙盒",
	"Citadel_RosterUpdate_Disabled": "阵容更新目前已禁用。",
	"Citadel_RosterUpdate_FailedTitle": "无法更新阵容",
	"Citadel_RosterUpdate_InternalError": "意外错误代码 {d:error_code}。",
	"Citadel_RosterUpdate_InvalidHeroSelection": "英雄选择无效。",
	"Citadel_RosterUpdate_InvalidMode": "游戏模式不支持编辑阵容。",
	"Citadel_RosterUpdate_MMBusy": "比赛已经开始进行。",
	"Citadel_RosterUpdate_NotInMatchmaking": "不在匹配队列中。",
	"Citadel_RosterUpdate_RateLimited": "请求过多。",
	"Citadel_RosterUpdate_Timeout": "无法连接至《异锁》网络",
	"Citadel_RosterUpdate_TooBusy": "《异锁》网络太过繁忙。",
	"Citadel_Roster_AddToRoster": "加入阵容",
	"Citadel_Roster_ClearBan": "停止避开英雄",
	"Citadel_Roster_ClearPriority": "清除优先",
	"Citadel_Roster_HeroCount": "阵容中的英雄:",
	"Citadel_Roster_HeroLocked": "英雄已锁定",
	"Citadel_Roster_HighPriority": "高优先级",
	"Citadel_Roster_HighPriorityCount": "高优先英雄:",
	"Citadel_Roster_HighPriorityCount_Singular": "高优先英雄:",
	"Citadel_Roster_InRoster": "阵容中",
	"Citadel_Roster_Instructions_Desc": "选择至少三名英雄,比赛开始时你将会自动分配到其中一名。\u003Cbr\u003E\u003Cbr\u003E你可以将英雄标记为\u003Cspan class='selected'\u003E\u003Cb\u003E“已选”\u003C/b\u003E\u003C/span\u003E、\u003Cspan class='priority'\u003E\u003Cb\u003E“优先”\u003C/b\u003E\u003C/span\u003E,或者\u003Cspan class='high_priority'\u003E\u003Cb\u003E“高优先”\u003C/b\u003E\u003C/span\u003E,以提高分配到该英雄的几率。",
	"Citadel_Roster_Instructions_Desc_HeroLabs": "加入队列,玩全新的实验英雄或与之对抗。\u003Cbr\u003E\u003Cbr\u003E选择至少3名英雄,\u003Cb\u003E其中2名必须是标准的非实验英雄。\u003C/b\u003E自上一次玩实验英雄以来过去的时间越长,玩家就越有可能得到其所选阵容中的实验英雄。",
	"Citadel_Roster_Instructions_Prefer": "{g:citadel_binding:'ADS'}在\u003Cb\u003E优先\u003C/b\u003E与\u003Cb\u003E高优先\u003C/b\u003E之间切换",
	"Citadel_Roster_Instructions_Select": "{g:citadel_binding:'Attack'}将一名英雄标记为已选",
	"Citadel_Roster_Instructions_Title": "创造你的阵容",
	"Citadel_Roster_Instructions_Title_HeroLabs": "英雄实验室",
	"Citadel_Roster_MakeBanned": "避开英雄",
	"Citadel_Roster_MakeHighPriority": "设为高优先",
	"Citadel_Roster_MakePriority": "设为优先",
	"Citadel_Roster_NewHeroInvalidBan": "新英雄无法避免",
	"Citadel_Roster_NoHeroes": "无",
	"Citadel_Roster_PreferredCount": "优先英雄:",
	"Citadel_Roster_PreferredCount_Singular": "优先英雄:",
	"Citadel_Roster_Priority": "优先级",
	"Citadel_Roster_Random": "随机",
	"Citadel_Roster_RandomHero": "随机英雄",
	"Citadel_Roster_RandomHero_Desc": "启用后,匹配系统将从所有可用英雄中随机选择一个。",
	"Citadel_Roster_RemoveFromRoster": "移出阵容",
	"Citadel_Roster_TestHero": "测试",
	"Citadel_Roster_ViewBackstory_Tooltip": "查看角色背景故事",
	"Citadel_Scoreboard_BrawlRoundTitle": "第 {i:sb_round} 回合",
	"Citadel_Scoreboard_BrawlRoundTotalTitle": "总回合时间",
	"Citadel_Scoreboard_Items": "物品",
	"Citadel_Scoreboard_KDA_Assists": "助攻",
	"Citadel_Scoreboard_KDA_Deaths": "击倒",
	"Citadel_Scoreboard_KDA_Kills": "击败",
	"Citadel_Scoreboard_LaneSwapAvailable_Tooltip": "点击即可请求交换分路。",
	"Citadel_Scoreboard_LaneSwapReceiving_Tooltip": "点击即可交换分路。\u003Cbr\u003E右键点击即可拒绝。",
	"Citadel_Scoreboard_LaneSwapRejected_Tooltip": "已拒绝。",
	"Citadel_Scoreboard_LaneSwapRejecting_Tooltip": "已拒绝。",
	"Citadel_Scoreboard_LaneSwapRequesting_Tooltip": "点击即可取消此请求。",
	"Citadel_Scoreboard_Obj_Damage": "目标伤害:",
	"Citadel_Scoreboard_TeamAP": "技能点",
	"Citadel_Scoreboard_TeamKills": "击败次数",
	"Citadel_SelectHero": "选择英雄",
	"Citadel_ServerRegion_0": "自动选择地区",
	"Citadel_ServerRegion_1": "美国西部",
	"Citadel_ServerRegion_10": "南美洲",
	"Citadel_ServerRegion_11": "南非",
	"Citadel_ServerRegion_14": "智利",
	"Citadel_ServerRegion_15": "秘鲁",
	"Citadel_ServerRegion_19": "日本",
	"Citadel_ServerRegion_2": "美国东部",
	"Citadel_ServerRegion_21": "西班牙",
	"Citadel_ServerRegion_22": "美国西南部",
	"Citadel_ServerRegion_23": "美国东南部",
	"Citadel_ServerRegion_24": "香港",
	"Citadel_ServerRegion_27": "美国中北部",
	"Citadel_ServerRegion_28": "波兰",
	"Citadel_ServerRegion_3": "法国",
	"Citadel_ServerRegion_31": "美国中南部",
	"Citadel_ServerRegion_38": "阿根廷",
	"Citadel_ServerRegion_39": "韩国",
	"Citadel_ServerRegion_44": "芬兰",
	"Citadel_ServerRegion_45": "英格兰",
	"Citadel_ServerRegion_48": "香港",
	"Citadel_ServerRegion_5": "新加坡",
	"Citadel_ServerRegion_50": "荷兰",
	"Citadel_ServerRegion_52": "德国",
	"Citadel_ServerRegion_7": "澳大利亚",
	"Citadel_ServerRegion_8": "瑞典",
	"Citadel_ServerRegion_9": "意大利",
	"Citadel_SetSchedule_AlreadySet": "无法设置日程,因为你已设置日程。",
	"Citadel_SetSchedule_Failed": "设置日程出错",
	"Citadel_SetSchedule_FailedToSetSchedule": "无法设置日程。请稍后再试。",
	"Citadel_SetSchedule_LocalTimes": "所有日程均以当地时间显示",
	"Citadel_SetSchedule_RegionWithIndex": "{s:region_name}{d:region_index}",
	"Citadel_SetSchedule_Selected": "已选择",
	"Citadel_SetSchedule_SetSuccessfully": "日程设置成功",
	"Citadel_SetSchedule_Success": "成功",
	"Citadel_Settings_HudTelemetry_FrameTime": "显示帧间时间和每秒帧数",
	"Citadel_Settings_HudTelemetry_FrameTimePoor": "帧间时间警告阈值",
	"Citadel_Settings_HudTelemetry_FrameTimePoor_Info": "帧间时间长于这个值时,条件将被视为“恶劣”。",
	"Citadel_Settings_HudTelemetry_FrameTimePoor_Slider_Display": "{f:1:ms}ms = {f:0:fps}FPS",
	"Citadel_Settings_HudTelemetry_FrameTime_Info": "显示最近最长帧间时间(以毫秒为单位),及其当前每秒平均帧数。",
	"Citadel_Settings_HudTelemetry_NetworkMissedTicks": "显示网络问题",
	"Citadel_Settings_HudTelemetry_NetworkMissedTicksPoor": "tick 丢失率警告阈值",
	"Citadel_Settings_HudTelemetry_NetworkMissedTicksPoor_Info": "当由于网络错误交付而错过的 tick 百分比超过此值时,网络条件被视为“恶劣”。",
	"Citadel_Settings_HudTelemetry_NetworkMissedTicks_Info": "显示由于网络丢失或延迟交付,在需要时无法获取的 tick 百分比。\u003Cbr\u003E\u003Cbr\u003E每个方向的比率(从客户端到服务器和从服务器到客户端)都会显示。\u003Cbr\u003E\u003Cbr\u003E网络错误交付通常可以自动修正,错过的 tick 可以通过额外的缓冲来填补。这个数字仅统计由于网络错误交付而错过且未被修正的 tick。",
	"Citadel_Settings_HudTelemetry_NetworkQualityDetailed": "显示详细的网络质量",
	"Citadel_Settings_HudTelemetry_NetworkQualityDetailed_Info": "分两行显示网络信息。除了延迟和错过的 tick 之外,还显示原始数据包丢失和抖动测量结果。",
	"Citadel_Settings_HudTelemetry_NetworkQualityGraph": "显示抖动",
	"Citadel_Settings_HudTelemetry_NetworkQualityGraph_Info": "显示网络抖动的实时图表。突出显示错误交付事件(丢失、重新排序或过度抖动)。",
	"Citadel_Settings_HudTelemetry_Ping": "显示延迟",
	"Citadel_Settings_HudTelemetry_Ping_Info": "显示与服务器的往返延迟(以毫秒为单位)。",
	"Citadel_Settings_HudTelemetry_Show_Always": "总是",
	"Citadel_Settings_HudTelemetry_Show_Never": "从不",
	"Citadel_Settings_HudTelemetry_Show_OnlyInPoorConditions": "如果条件恶劣",
	"Citadel_Settings_Rendering_Interface": "界面",
	"Citadel_Settings_Telemetry_SectionHeader": "遥测界面",
	"Citadel_Settings_Telemetry_SectionHeader_confirm_reset": "你确定要将遥测选项重置为默认设置吗?",
	"Citadel_Settings_Telemetry_SectionHeader_reset_tooltip": "恢复默认遥测设置。",
	"Citadel_Shiv_HeroTag_1": "怒  气",
	"Citadel_Shiv_HeroTag_2": "生 命 流 失",
	"Citadel_Shiv_HeroTag_3": "多 次 重 复",
	"Citadel_ShopFilter_Ammo": "弹药",
	"Citadel_ShopFilter_Disruption": "干扰",
	"Citadel_ShopFilter_Durabilty": "耐久性",
	"Citadel_ShopFilter_FireRate": "射速",
	"Citadel_ShopFilter_Healing": "治疗",
	"Citadel_ShopFilter_MagicDamage": "元灵伤害",
	"Citadel_ShopFilter_Melee": "近战",
	"Citadel_ShopFilter_Movement": "移动",
	"Citadel_ShopFilter_WeaponDamage": "武器伤害",
	"Citadel_ShopStats_Base": "基础",
	"Citadel_ShopStats_Boons": "恩赐",
	"Citadel_ShopStats_GoldenStatues": "金色雕像",
	"Citadel_ShopStats_Mods": "道具",
	"Citadel_ShopStats_ShopBonuses": "商店加成",
	"Citadel_ShopStats_SpiritScaling": "元灵",
	"Citadel_ShopStats_Starting": "基础",
	"Citadel_ShopStats_Total": "总计",
	"Citadel_Shop_AbilityIsImbued": "{s:imbuing_ability_name}加强",
	"Citadel_Shop_AbilityIsImbuing": "受到{s:imbued_ability_name}加强",
	"Citadel_Shop_ActivePlacementTooltip_Drag": "拖放以重新分配当前已激活技能",
	"Citadel_Shop_ActivePlacementTooltip_Title": "选择技能槽位以完成购买",
	"Citadel_Shop_BonusAttribute": "加成",
	"Citadel_Shop_ConditionalAttribute": "有条件",
	"Citadel_Shop_Destroy_Item": "出售物品?",
	"Citadel_Shop_Destroy_Item_Confirm": "你确定要以{i:item_sell_amount}个魂魄的价格(买入价格的一半)卖出物品{s:item_name}吗?",
	"Citadel_Shop_HoldAlt": "按住{g:citadel_binding:'Scoreboard'}",
	"Citadel_Shop_ImbueTooltip_Title": "选择要加强的技能",
	"Citadel_Shop_InCombat_Alert": "伤害警告",
	"Citadel_Shop_PickEnhanceItem_Desc": "选择想要增强的物品",
	"Citadel_Shop_PickEnhanceItem_Title": "强化一件物品",
	"Citadel_Shop_Player_Level_Label": "Player Level: \u003Cspan class=\"playerLevelNum\"\u003E{i:total_player_level}\u003C/span\u003E",
	"Citadel_Shop_Purchased": "已购买",
	"Citadel_Shop_Rework": "商店重制",
	"Citadel_Shop_SelectedBuildHeader": "{s:selected_build_name}",
	"Citadel_Shop_SellMaxItemsActive_Title": "主动物品栏已满",
	"Citadel_Shop_SellMaxItems_Desc": "选择一件物品进行\u003Cspan class='highlight'\u003E替换\u003C/span\u003E",
	"Citadel_Shop_SellMaxItems_Recommended": "推荐",
	"Citadel_Shop_SellMaxItems_SellButton": "出售",
	"Citadel_Shop_SellMaxItems_Title": "物品栏已满",
	"Citadel_Shop_Sort_Tooltip_Categories": "按类别排序物品",
	"Citadel_Shop_Sort_Tooltip_Tier": "按价格排序物品",
	"Citadel_Shop_TierBonus": "Tier Bonus",
	"Citadel_Shop_TierBonus_Armor": "基础生命值",
	"Citadel_Shop_TierBonus_Tech": "元灵力量",
	"Citadel_Shop_TierBonus_Weapon": "武器伤害",
	"Citadel_Shop_Upgrade_Locked_Label": "Lvl \u003Cspan class=\"blueAP\"\u003E{i:unlockLevelRequired}\u003C/span\u003E",
	"Citadel_Showcase_SeasonalAchievement2024": "2024年12月",
	"Citadel_Showcase_SeasonalAchievement2025": "2025年12月",
	"Citadel_SkipTutorial_Body": "你确定要跳过教程吗?强烈建议你仅在已经玩过此游戏的情况下跳过教程。",
	"Citadel_SkipTutorial_Title": "跳过教程",
	"Citadel_Social_Invite": "邀请",
	"Citadel_Social_Party": "队伍",
	"Citadel_SpectateUser_BusyText": "请稍等",
	"Citadel_SpectateUser_BusyTitle": "正在观看比赛",
	"Citadel_SpectateUser_Disabled": "观看用户的功能暂时禁用。请稍后重试。",
	"Citadel_SpectateUser_DisabledForGame": "此玩家当前所处的游戏不允许他人观看。",
	"Citadel_SpectateUser_ErrorTitle": "无法观看",
	"Citadel_SpectateUser_FailedToGetResponse": "当前无法与《异锁》网络通信并观看此玩家。请几分钟后重试。",
	"Citadel_SpectateUser_InParty": "你已组队,而当前不允许已组队的玩家观看。若要观看,请先离开你的队伍。",
	"Citadel_SpectateUser_InternalError": "尝试观看此玩家时发生了内部错误",
	"Citadel_SpectateUser_InvalidRegion": "此比赛在另一地区进行,当前无法观看。",
	"Citadel_SpectateUser_NotFriends": "你请求观看的玩家不是你的好友。你必须与对方成为好友才能观看。",
	"Citadel_SpectateUser_NotInGame": "你尝试观看的玩家已不在游戏中。",
	"Citadel_SpectateUser_RateLimited": "你最近请求观看的用户人数太多。请等待一分钟,然后重试。",
	"Citadel_SpectateUser_ServerFull": "服务器当前已达到允许的观众人数上限。请稍后再试。",
	"Citadel_SpectateUser_TooBusy": "《异锁》网络当前过于繁忙,无法处理此观看请求。请几分钟后重试。",
	"Citadel_Spectate_Connecting_Buffering": "已连接至比赛,正在缓冲,请稍候。",
	"Citadel_Spectate_Connecting_Title": "正在连接至比赛",
	"Citadel_Spectate_Connecting_Waiting": "正在连接比赛,请稍候。服务器可能需要最多一分钟的时间来启动比赛播送。",
	"Citadel_Spectate_Deaths": "击倒",
	"Citadel_Spectate_Kills": "击败",
	"Citadel_Spectate_KillsAndDeaths": "击败和击倒",
	"Citadel_StartMatchmaking_AccountLocked": "你的账户当前已锁定,锁定期间无法玩此模式",
	"Citadel_StartMatchmaking_AlreadyFindingMatch": "无法进入匹配,你已经在尝试寻找匹配。",
	"Citadel_StartMatchmaking_CannotSelectRegion": "无法为匹配选择地区",
	"Citadel_StartMatchmaking_ErrorTitle": "错误",
	"Citadel_StartMatchmaking_FailedToGetResponse": "当前无法与《异锁》网络通信并进入匹配。请几分钟后重试。",
	"Citadel_StartMatchmaking_HeroLabsMMNotOpen": "英雄实验室匹配目前不可用。",
	"Citadel_StartMatchmaking_HeroLabsNotUnlocked": "你尚未解锁英雄实验室匹配。",
	"Citadel_StartMatchmaking_HeroRosterTooPopular": "你英雄阵容中的所有英雄都已有人使用",
	"Citadel_StartMatchmaking_InParty": "你已在队伍中,无法独自进入匹配。",
	"Citadel_StartMatchmaking_InternalError": "尝试进入匹配时发生了内部错误。",
	"Citadel_StartMatchmaking_InvalidClientVersion": "无法进入匹配,你的客户端已过时。请更新并重启游戏。",
	"Citadel_StartMatchmaking_InvalidHeroSelection": "你尚未选择有效的英雄来进入匹配。",
	"Citadel_StartMatchmaking_InvalidParty": "此队伍已解散,无法进入匹配",
	"Citadel_StartMatchmaking_InvalidPartyMatchMode": "此游戏模式无法组队玩",
	"Citadel_StartMatchmaking_InvalidPartyPermissions": "你没有权限为此队伍开始匹配",
	"Citadel_StartMatchmaking_InvalidTeam": "一名用户为此游戏模式选择了无效的队伍",
	"Citadel_StartMatchmaking_MatchmakingDisabled": "此模式当前已禁用匹配。请几分钟后重试。",
	"Citadel_StartMatchmaking_MatchmakingTooBusy": "匹配当前过于繁忙。请几分钟后重试。",
	"Citadel_StartMatchmaking_ModeBanned": "你被暂时禁止玩此模式,封禁持续至 {t:s:time_stamp} {t:t:time_stamp}",
	"Citadel_StartMatchmaking_ModeLocked": "你尚未解锁玩此模式的能力",
	"Citadel_StartMatchmaking_NoHeroLabsWhileInLowPri": "处于低优先级时不允许进行英雄实验室匹配。",
	"Citadel_StartMatchmaking_NoRankedWhileCommsBanned": "通讯封禁期间不允许进行段位匹配",
	"Citadel_StartMatchmaking_NoRankedWhileInLowPri": "处于低优先级时不允许进行段位匹配",
	"Citadel_StartMatchmaking_NoRankedWhileReportBanned": "举报封禁期间不允许进行段位匹配",
	"Citadel_StartMatchmaking_NoRegionPings": "无法与任何数据报中继通信。如果你已连接至互联网,这通常是由防火墙、MTU(最大传输单元)或互联网连接问题引起的。",
	"Citadel_StartMatchmaking_NotAllPlayersCanPlayRanked": "队伍中有玩家尚未解锁段位匹配,因此无法进入此模式。",
	"Citadel_StartMatchmaking_PartyMatchMaking": "此队伍已经开始了匹配",
	"Citadel_StartMatchmaking_PartyMemberInLobby": "无法进入匹配,你已经在游戏中。请先离开这局游戏。",
	"Citadel_StartMatchmaking_PartyMemberInMatch": "你当前在比赛中,必须先离开比赛才能就绪。",
	"Citadel_StartMatchmaking_PartyMemberInvalidClientVersion": "你的队伍中有成员的客户端版本已过时,需要先更新才能匹配",
	"Citadel_StartMatchmaking_PartyMemberNotAvailable": "有队伍成员不在线或无法进行匹配",
	"Citadel_StartMatchmaking_PartyMemberNotReady": "你队伍中有成员尚未准备好匹配",
	"Citadel_StartMatchmaking_PermanentBan": "你被永久禁止玩此模式",
	"Citadel_StartMatchmaking_PlayerBannedFromMode": "队伍中有玩家当前在此模式中遭到封禁。",
	"Citadel_StartMatchmaking_RankedLocked1": "再玩{i:games_needed_to_unlock_ranked}场休闲多人游戏即可解锁段位多人游戏。",
	"Citadel_StartMatchmaking_RankedLockedPlural": "再玩{i:games_needed_to_unlock_ranked}场休闲多人游戏即可解锁段位多人游戏。",
	"Citadel_StartMatchmaking_RankedMMNotOpen": "你选择的日程目前尚未启用段位匹配",
	"Citadel_StartMatchmaking_RankedNotUnlocked": "你尚未解锁段位匹配",
	"Citadel_StartMatchmaking_TooFewPlayers": "队伍中玩家不足,无法在此模式中进入匹配",
	"Citadel_StartMatchmaking_TooManyLimitedHeroes": "你的阵容中大部分是新英雄。为了有助于组建比赛,我们当前要求阵容中包括部分旧英雄。请添加更多英雄到阵容中。",
	"Citadel_StartMatchmaking_TooManyPlayers": "队伍中玩家过多,无法在此模式中进入匹配",
	"Citadel_StartMatchmaking_TooManyPlayersOnTeam": "同队玩家过多",
	"Citadel_StartMatchmaking_TooManySpectators": "队伍中观众过多,无法在此模式中进入匹配",
	"Citadel_StartMatchmaking_UnableToFillTeam": "无法在当前玩家队伍的基础上创建有效队伍",
	"Citadel_StartMatchmaking_UnverifiedPGI": "无法在组队成员运行工具模式(Tools-mode)或对'gameinfo.gi'进行下列不支持的部分更改的情况下进行队伍匹配: Engine2,MaterialSystem2,NetworkSystem,Particles,RenderSystem,SceneSystem,WorldRenderer",
	"Citadel_StartupPause_Continue": "继续",
	"Citadel_StartupPause_Exit": "退出游戏",
	"Citadel_StartupPause_Message": "正在等待载入大本营。",
	"Citadel_StartupPause_Title": "暂停启动",
	"Citadel_StatusEffect": "状态效果",
	"Citadel_StatusEffectBleed": "流失生命",
	"Citadel_StatusEffectBuff": "Buff",
	"Citadel_StatusEffectBulletDebuff": "Bullet Debuff",
	"Citadel_StatusEffectBurn": "燃烧",
	"Citadel_StatusEffectCustomDebuff": "减益",
	"Citadel_StatusEffectDisarmed": "缴械",
	"Citadel_StatusEffectDisplacement": "位移",
	"Citadel_StatusEffectEMP": "被沉默",
	"Citadel_StatusEffectFreeze": "冻结",
	"Citadel_StatusEffectImmobilize": "定身",
	"Citadel_StatusEffectInfiniteClip": "无限弹药",
	"Citadel_StatusEffectInvisible": "隐身",
	"Citadel_StatusEffectPetrify": "石化",
	"Citadel_StatusEffectSilence": "沉默",
	"Citadel_StatusEffectSleep": "睡眠",
	"Citadel_StatusEffectStacks": "Stacks",
	"Citadel_StatusEffectStun": "眩晕",
	"Citadel_StatusEffectTethered": "束缚",
	"Citadel_StatusEffectUnstoppable": "势不可挡",
	"Citadel_Steamshare_Desc_Allied_ObjectiveDestroyed": "我方%victim_name%已被摧毁",
	"Citadel_Steamshare_Desc_Death_Player": "你被%killer_name%击倒",
	"Citadel_Steamshare_Desc_Enemy_ObjectiveDestroyed": "敌方 %victim_name% 已被摧毁",
	"Citadel_Steamshare_Desc_Kill_Player": "你击败了%victim_name%",
	"Citadel_Steamshare_Title_Allied_ObjectiveDestroyed": "我方%victim_name%",
	"Citadel_Steamshare_Title_Death_Player": "击倒",
	"Citadel_Steamshare_Title_Enemy_ObjectiveDestroyed": "敌方 %victim_name%",
	"Citadel_Steamshare_Title_Kill_Player": "击败",
	"Citadel_StopMatchMaking_FailedToGetResponse": "匹配已停止。无法从 GC 获得响应。",
	"Citadel_StopMatchMaking_GeneralError": "匹配失败。请重试",
	"Citadel_StreetBrawl_AvgRoundDuration": "回合平均",
	"Citadel_StreetBrawl_Draft_Choice": "选择 {d:item_draft_round} / {d:item_draft_rounds_total}",
	"Citadel_StreetBrawl_Draft_ReRoll_Btn": "使用重选",
	"Citadel_StreetBrawl_Draft_ReRoll_Desc:f": "剩余{i:rerolls}次重选",
	"Citadel_StreetBrawl_Draft_Skip_Btn": "跳过物品",
	"Citadel_StreetBrawl_Draft_Title": "选择物品",
	"Citadel_StreetBrawl_MatchPoint": "赛点",
	"Citadel_StreetBrawl_MatchPoint_Both_Teams": "双方队伍",
	"Citadel_StreetBrawl_Overtime_Desc": "步兵生命值提升\u003Cbr\u003E复活时间增加",
	"Citadel_StreetBrawl_Overtime_Title": "超时",
	"Citadel_StreetBrawl_RoundSubtitle": "率先获得3胜",
	"Citadel_StreetBrawl_RoundTitle": "第 {d:sb_round} 回合",
	"Citadel_StreetBrawl_Tooltip_Modified": "= 已为街头乱斗调整数值",
	"Citadel_Subtitles_Message_Entity": "\u003Cb\u003E{s:subtitle_actor}\u003C/b\u003E:\u003Ci\u003E{s:subtitle_text}\u003C/i\u003E",
	"Citadel_Subtitles_Message_World": "\u003Ci\u003E{s:subtitle_text}\u003C/i\u003E",
	"Citadel_Survey_Question_Desc": "请提供您宏观的总体反应。玩家的反馈有助于完善游戏。",
	"Citadel_Survey_Question_HeroCarry": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E核心\u003C/b\u003E\u003C/span\u003E表现如何?",
	"Citadel_Survey_Question_HeroDisable": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E控制或者团控\u003C/b\u003E\u003C/span\u003E表现如何?",
	"Citadel_Survey_Question_HeroFrontliner": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E前排\u003C/b\u003E\u003C/span\u003E表现如何?",
	"Citadel_Survey_Question_HeroPlayAgainst": "与这个英雄\u003Cspan class=\"playtestHighlight\"\u003E\u003Cb\u003E对抗\u003C/b\u003E\u003C/span\u003E有趣吗?",
	"Citadel_Survey_Question_HeroPlayAgainst_HighLabel": "很享受",
	"Citadel_Survey_Question_HeroPlayAgainst_LowLabel": "很难受",
	"Citadel_Survey_Question_HeroPlayAs": "\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E使用\u003C/b\u003E这个英雄\u003C/span\u003E好玩吗?",
	"Citadel_Survey_Question_HeroPlayAs_HighLabel": "很享受",
	"Citadel_Survey_Question_HeroPlayAs_LowLabel": "很难受",
	"Citadel_Survey_Question_HeroPower": "这个英雄强度如何?",
	"Citadel_Survey_Question_HeroPower_HighLabel": "强",
	"Citadel_Survey_Question_HeroPower_LowLabel": "弱",
	"Citadel_Survey_Question_HeroUtility": "这个英雄作为\u003Cspan class=\"playAsHighlight\"\u003E\u003Cb\u003E非控制型辅助或者奶妈\u003C/b\u003E\u003C/span\u003E表现如何?",
	"Citadel_Survey_Question_ItemDesign": "这个物品有趣吗?",
	"Citadel_Survey_Question_ItemDesign_HighLabel": "很有趣",
	"Citadel_Survey_Question_ItemDesign_LowLabel": "需要重新设计",
	"Citadel_Survey_Question_ItemPower": "这个物品强度如何?",
	"Citadel_Survey_Question_ItemPower_HighLabel": "太强",
	"Citadel_Survey_Question_ItemPower_LowLabel": "太弱",
	"Citadel_Survey_Question_Number": "第{d:question_number}个问题 / 共{d:max_question_number}个",
	"Citadel_Survey_Question_Title": "游戏人员调查",
	"Citadel_Survey_Skip": "跳过",
	"Citadel_Survey_Submitting": "正在提交…",
	"Citadel_Synth_HeroTag_1": "智 计 百 出",
	"Citadel_Synth_HeroTag_2": "爆 发 伤 害",
	"Citadel_Synth_HeroTag_3": "青  蛙",
	"Citadel_Team1_Name": "隐王",
	"Citadel_Team1_Name_Uppercase": "隐王",
	"Citadel_Team1_Name_Uppercase:n": "隐王",
	"Citadel_Team2_Name": "源祖",
	"Citadel_Team2_Name_Uppercase": "源祖",
	"Citadel_Team2_Name_Uppercase:n": "源祖",
	"Citadel_TeamMsg_BossKilledMessage": "已摧毁",
	"Citadel_TeamMsg_BossKilledTitle": "我方{s:lane_color}{i:boss_tier}级",
	"Citadel_TeamMsg_EnemyBossKilledTitle": "敌方{s:lane_color}{i:boss_tier}级",
	"Citadel_TeamMsg_EnemyTitanKilledTitle": "敌方守护神",
	"Citadel_TeamMsg_TitanKilledTitle": "你的守护神",
	"Citadel_TeamName_Invalid": "无效",
	"Citadel_TeamName_Neutral": "中立",
	"Citadel_TeamName_Spectator": "观众",
	"Citadel_TeamName_Unassigned": "未分配",
	"Citadel_TeamOptions_Modal_Title": "队伍",
	"Citadel_Tengu_HeroTag_1": "配 合 队 友",
	"Citadel_Tengu_HeroTag_2": "扰 乱 敌 军",
	"Citadel_Tengu_HeroTag_3": "坚 如 磐 石",
	"Citadel_ThousandsNumber": "{s:number_value}\u003Cspan class=\"demote\"\u003Ek\u003C/span\u003E",
	"Citadel_Three_Lanes": "地图重做",
	"Citadel_Tip_0": "这是一个提示。",
	"Citadel_Tip_1": "这是另一个提示。",
	"Citadel_Tip_2": "这又是一个提示。",
	"Citadel_Tip_4": "摧毁核心即可获胜。",
	"Citadel_UnableToBindKey": "无法绑定按键",
	"Citadel_UnableToBindUniqueKey": "“{s:bind_name}”键已绑定到独特键“{s:duplicate_bind_name}”",
	"Citadel_Unicorn_HeroTag_1": "表  演",
	"Citadel_Unicorn_HeroTag_2": "干  扰",
	"Citadel_Unicorn_HeroTag_3": "眩  目",
	"Citadel_UnknownKey": "未知键",
	"Citadel_UnstickFailure_GameAnnouncement": "如果近期受到过伤害,解救功能无法使用。",
	"Citadel_UserFeedback_Result_GenericFailure": "提交反馈失败,无法与《异锁》网络通信。请稍后再试。",
	"Citadel_UserFeedback_Result_GenericFailureTitle": "无法发送",
	"Citadel_UserFeedback_Result_Success": "感谢你的反馈。《异锁》团队将会进行查看。",
	"Citadel_UserFeedback_Result_SuccessTitle": "已提交成功",
	"Citadel_UserFeedback_Submit": "提交反馈",
	"Citadel_UserFeedback_SubmitProcessing": "请稍等",
	"Citadel_UserFeedback_SubmitProcessingTitle": "正在发送反馈",
	"Citadel_UserFeedback_TextPlaceholder": "在此输入信息",
	"Citadel_UserFeedback_Title": "提交反馈",
	"Citadel_UserFeedback_Tooltip": "提交反馈",
	"Citadel_UserFeedback_TypeLabel": "类型",
	"Citadel_UserFeedback_eType_Bug": "错误",
	"Citadel_UserFeedback_eType_CriticalBug": "严重错误",
	"Citadel_UserFeedback_eType_General": "一般反馈",
	"Citadel_UserFeedback_eType_Other": "其它",
	"Citadel_UserFeedback_eType_Suggestion": "建议",
	"Citadel_VampireBat_HeroTag_1": "骚  扰",
	"Citadel_VampireBat_HeroTag_2": "灵  活",
	"Citadel_VampireBat_HeroTag_3": "捣  乱",
	"Citadel_VariableRefreshRateRecommendation_Nvidia": "看起来你的显示器支持英伟达G-Sync,但当前并未启用。建议启用 G-Sync 以获得最佳游戏体验。可在游戏外用英伟达控制面板启用。可能需要重启游戏才能使更改生效。",
	"Citadel_ViewMatchID_Desc": "输入比赛 ID 以查看比赛详情",
	"Citadel_ViewMatchID_InFlight_Body": "这场比赛仍在进行中。你想观看这场比赛吗?",
	"Citadel_ViewMatchID_InFlight_Title": "比赛仍在进行中",
	"Citadel_ViewMatchID_Loading_Body": "请等待",
	"Citadel_ViewMatchID_Loading_Error": "无法观看比赛",
	"Citadel_ViewMatchID_Loading_Title": "正在载入比赛",
	"Citadel_ViewMatchID_Prompt": "比赛 ID",
	"Citadel_ViewMatchID_Title": "查看比赛 ID",
	"Citadel_Vindicta_HeroTag_1": "狙  击  手",
	"Citadel_Vindicta_HeroTag_2": "高  飞",
	"Citadel_Vindicta_HeroTag_3": "一 击 制 敌",
	"Citadel_Viper_HeroTag_1": "机  枪  手",
	"Citadel_Viper_HeroTag_2": "诡 计 多 端",
	"Citadel_Viper_HeroTag_3": "砰  砰  砰",
	"Citadel_Viscous_HeroTag_1": "捉 摸 不 定",
	"Citadel_Viscous_HeroTag_2": "扰 乱 敌 军",
	"Citadel_Viscous_HeroTag_3": "黏  糊  糊",
	"Citadel_Warden_HeroTag_1": "先  手",
	"Citadel_Warden_HeroTag_2": "无 所 畏 惧",
	"Citadel_Warden_HeroTag_3": "独 当 一 面",
	"Citadel_WatchPage_ActiveMatches:f": "{d:ActiveMatchCount}场进行中的比赛",
	"Citadel_WatchPage_FilterByHeroDefault": "按英雄筛选",
	"Citadel_WatchPage_FilterGameMode_All": "所有模式",
	"Citadel_WatchPage_FilterGameMode_Brawl": "街头乱斗比赛",
	"Citadel_WatchPage_FilterGameMode_Normal": "标准比赛",
	"Citadel_WatchPage_NextPage": "下一页",
	"Citadel_WatchPage_PrevPage": "上一页",
	"Citadel_WatchPage_SearchMatchID": "按比赛ID搜索",
	"Citadel_Watch_Featured": "精选比赛",
	"Citadel_Watch_FriendsCheckbox": "仅限好友",
	"Citadel_Watch_Loading": "正在载入…",
	"Citadel_Watch_Page_FriendInMatch": "比赛中的好友",
	"Citadel_Watch_Page_Internal_Bots": "人机对战",
	"Citadel_Watch_Page_LiveNow": "正在直播",
	"Citadel_Watch_Page_Loading": "正在载入比赛…",
	"Citadel_Watch_Page_MatchID": "ID:{s:match_id}",
	"Citadel_Watch_Page_NetWorthTeam0": "{d:net_worth_team_0}k",
	"Citadel_Watch_Page_NetWorthTeam1": "{d:net_worth_team_1}k",
	"Citadel_Watch_Page_SpectateFull": "观众人数已满",
	"Citadel_Watch_Page_Spectators:f": "{d:spectators}名观众",
	"Citadel_Watch_Page_ViewAllMatches": "查看所有比赛",
	"Citadel_Watch_Page_ViewFeaturedMatches": "查看精选比赛",
	"Citadel_Watch_Title": "观看比赛",
	"Citadel_Werewolf_HeroTag_1": "野  性",
	"Citadel_Werewolf_HeroTag_2": "混  乱",
	"Citadel_Werewolf_HeroTag_3": "变  身",
	"Citadel_Wraith_HeroTag_1": "决 斗 达 人",
	"Citadel_Wraith_HeroTag_2": "隔 绝 战 场",
	"Citadel_Wraith_HeroTag_3": "念  力",
	"Citadel_Yamato_HeroTag_1": "无  情",
	"Citadel_Yamato_HeroTag_2": "招 式 眩 目",
	"Citadel_Yamato_HeroTag_3": "追 敌 不 懈",
	"Citadel_ZiplineBoostDesc": "滑索加速",
	"Citadel_ZiplineBoost_Active": "激活",
	"Citadel_ZiplineBoost_Cooldown": "正在冷却中",
	"Citadel_core_skill_rating": "核心技术评级",
	"Citadel_library_Modal_CTA": "怎么操作?",
	"Citadel_rank_phase_example": "{t:s:popup_start_day} - {t:s:popup_end_day}",
	"Citadel_ranked_closed": "段位赛已关闭",
	"Citadel_ranked_comingsoon": "首次段位比赛将于 10 月 15 日周二晚上 8 时(GMT)开始",
	"Citadel_ranked_explainer_button": "什么是段位比赛?",
	"Citadel_ranked_explainer_desc": "段位赛是一种挑战模式,提供更具竞争性的《异锁》体验。你将在此模式中与技术水平相近的玩家进行匹配,以确定你在全球玩家中的技术段位。\u003Cbr\u003E\u003Cbr\u003E每周,玩家可以选择在自己所在地区的开放时间段内参加段位赛,一展各自的技术水平。",
	"Citadel_ranked_explainer_note": "徽章设计将于10月22日周二首次授予段位时揭晓。",
	"Citadel_ranked_explainer_title": "段位匹配",
	"Citadel_ranked_howitworks_desc": "所有玩家在开始时的临时技术评级都为“无名”,直到完成了足够场次的比赛,可对评级进行校准为止。\u003Cbr\u003E\u003Cbr\u003E技术评级共有十一个不同的段位,每个段位中,玩家还会被分配从 I 到 \u003CPanel class=\"starIcon\"\u003E\u003C/Panel\u003E 的级别,以进一步区分他们在该段位中的位置。\u003Cbr\u003E\u003Cbr\u003E每个英雄都会根据玩家的核心技术评级分配一个匹配权重(由箭头指示)。\u003Cbr\u003E\u003Cbr\u003E未使用过的英雄在一开始其权重相对于核心技术评级总是较低。\u003Cbr\u003E\u003Cbr\u003E技术评级会在比赛结束后立即更新。\u003Cbr\u003E\u003Cbr\u003E只有你可以看到自己的技术评级。",
	"Citadel_ranked_howitworks_title": "运作机制是什么?",
	"Citadel_ranked_match_history": "比赛历史记录:",
	"Citadel_ranked_numGamesPlayed": "已游玩{s:games_played}场比赛",
	"Citadel_ranked_open": "现已开放",
	"Citadel_ranked_rankedmedals": "徽章等级:",
	"Citadel_ranked_result_adjustment": "段位调整",
	"Citadel_ranked_result_rankup": "你的技术评级已提高",
	"Citadel_ranked_result_title": "技术评级",
	"Citadel_ranked_scheduleModal_desc": "选择最适合你首选游戏时间的段位窗口。\u003Cbr\u003E\u003Cbr\u003E无论你选择了什么时间窗口,都始终会在最近的可用服务器上进行游戏。",
	"Citadel_ranked_scheduleModal_title": "段位日程",
	"Citadel_ranked_scheduleModal_warning": "注意:选择日程后,你需要等待 7 天才能更改为其他日程。",
	"Citadel_ranked_schedule_explainer": "段位只在某些时段内可用,在开始游戏前,你必须选择最适合你日程的时间设置。",
	"Citadel_ranked_subranks_explainer": "级别:I、II、III、IV、V、 \u003CPanel class=\"starIcon\"\u003E\u003C/Panel\u003E",
	"Citadel_ranks_rank0": "无名",
	"Citadel_ranks_rank1": "新人",
	"Citadel_ranks_rank10": "凌世君",
	"Citadel_ranks_rank11": "不朽之星",
	"Citadel_ranks_rank2": "行者",
	"Citadel_ranks_rank3": "术士",
	"Citadel_ranks_rank4": "法师",
	"Citadel_ranks_rank5": "侍祭",
	"Citadel_ranks_rank6": "密使",
	"Citadel_ranks_rank7": "统御",
	"Citadel_ranks_rank8": "神谕者",
	"Citadel_ranks_rank9": "幽虚影",
	"Citadel_skill_rating_explainer_title": "技术评级",
	"Citadel_subranks_1": "I",
	"Citadel_subranks_2": "II",
	"Citadel_subranks_3": "III",
	"Citadel_subranks_4": "IV",
	"Citadel_subranks_5": "V",
	"Citadel_subranks_6": "VI",
	"Citael_PrivateLobbyModal_CreateNewButton": "创建新的自定义比赛",
	"Citael_PrivateLobbyModal_JoinCode": "通过代码加入现有大厅",
	"ClarityBonusSpirit_prefix": "{s:sign}",
	"CleavePercentage_label": "Splash Amount",
	"CleavePercentage_postfix": "%",
	"CleavePercentage_prefix": "{s:sign}",
	"CleaveRadius_label": "Splash Radius",
	"ClipSizeOverride_label": "弹药",
	"ClipSizeOverride_postvalue_label": "弹药",
	"Cloaked": "Cloaked",
	"CloneDamagePercentage_label": "助手伤害",
	"CloneDamagePercentage_postfix": "%",
	"CloneDamagePercentage_postvalue_label": "助手伤害",
	"CloneDamageTakenIncreasePercent_label": "Clone Damage Taken",
	"CloneDamageTakenIncreasePercent_postfix": "%",
	"CloneDamageTakenIncreasePercent_prefix": "{s:sign}",
	"CloneHealthPercentage_label": "克隆体生命值",
	"CloneHealthPercentage_postfix": "%",
	"CloneHealthPercentage_postvalue_label": "克隆体生命值",
	"CloneHealth_label": "助手生命值",
	"CloneHealth_postvalue_label": "助手生命值",
	"CloneLifetime_label": "克隆体持续时间",
	"CloneLifetime_postfix": "秒",
	"CloneLifetime_postvalue_label": "复制持续时间",
	"Close": "关闭",
	"CloseRangeBonusDamagePercent_label": "武器伤害",
	"CloseRangeBonusDamagePercent_postfix": "%",
	"CloseRangeBonusDamagePercent_postvalue_label": "武器伤害",
	"CloseRangeBonusDamagePercent_prefix": "+",
	"CloseRangeBonusDamageRange_label": "近程",
	"CloseRangeBonusDamageRange_postfix": "米",
	"CloseRangeBonusDamageRange_postvalue_label": "近程",
	"CloseRangeBonusWeaponPower_conditional": "射程内",
	"CloseRangeBonusWeaponPower_label": "武器伤害",
	"CloseRangeBonusWeaponPower_postfix": "%",
	"CloseRangeBonusWeaponPower_postvalue_label": "武器伤害",
	"CloseRangeBonusWeaponPower_prefix": "{s:sign}",
	"CloudDuration_label": "Cloud Lifetime",
	"CloudDuration_postfix": "秒",
	"ClubSlowPercent_label": "移动减速",
	"ClubSlowPercent_postfix": "%",
	"ClubSlowPercent_postvalue_label": "移动减速",
	"CombatBarrierPerStack_postvalue_label": "每层叠加屏障",
	"CombatBarrier_label": "屏障",
	"CombatBarrier_postvalue_label": "屏障",
	"CombatRegenPercent_label": "Health Regen in Combat",
	"CombatRegenPercent_postfix": "%",
	"ComboBulletResist_label": "连招子弹抗性",
	"ComboBulletResist_postfix": "%",
	"ComboBulletResist_postvalue_label": "连招子弹抗性",
	"ConeAngle_label": "锥形角度",
	"ConeAngle_postfix": "º",
	"ConeAngle_postvalue_label": "锥形角度",
	"ConeRadius_label": "Lightning Distance",
	"ConeRadius_postfix": "米",
	"ConfirmRoster_BadRoster:f": "你的阵容中至少需要 {d:min_roster_size}名{min_roster_size, plural, one{英雄} other{英雄}} 才能加入匹配。",
	"ConsumeHealPercentage_label": "消耗治疗百分比",
	"ConsumeHealPercentage_postfix": "%",
	"ConsumeHealPercentage_postvalue_label": "消耗治疗百分比",
	"ConsumeStaminaOnWake_postvalue_label": "睡醒时耐力",
	"ConvertedHealth_label": "Trooper Health",
	"CooldownBetweenChargeReduction_label": "充能间隔缩短",
	"CooldownBetweenChargeReduction_postfix": "%",
	"CooldownBetweenChargeReduction_postvalue_label": "充能间隔缩短",
	"CooldownBetweenChargeReduction_prefix": "{s:sign}",
	"CooldownOnMissReduction_label": "未命中时冷却",
	"CooldownOnMissReduction_postfix": "%",
	"CooldownOnMissReduction_postvalue_label": "未命中时冷却",
	"CooldownReductionFlat_label": "冷却时间减少",
	"CooldownReductionFlat_postfix": "秒",
	"CooldownReductionFlat_postvalue_label": "冷却时间减少",
	"CooldownReductionOnCatch_label": "Cooldown on Catch",
	"CooldownReductionOnCatch_postfix": "s",
	"CooldownReductionOnChargedAbilities_label": "充能技能的冷却时间减少",
	"CooldownReductionOnChargedAbilities_postfix": "%",
	"CooldownReductionOnChargedAbilities_postvalue_label": "充能技能的冷却时间减少",
	"CooldownReductionOnChargedAbilities_prefix": "+",
	"CooldownReductionOnHitMin_label": "最低减少",
	"CooldownReductionOnHitMin_postfix": "秒",
	"CooldownReductionOnHitMin_postvalue_label": "最低减少",
	"CooldownReductionOnHitNonHero_label": "击中非英雄时冷却时间减少",
	"CooldownReductionOnHitNonHero_postfix": "秒",
	"CooldownReductionOnHitNonHero_postvalue_label": "击中非英雄时冷却时间减少",
	"CooldownReductionOnHitPct_label": "击中时减少冷却时间",
	"CooldownReductionOnHitPct_postfix": "%",
	"CooldownReductionOnHitPct_postvalue_label": "击中时减少冷却时间",
	"CooldownReductionOnHit_label": "击中英雄时冷却时间减少",
	"CooldownReductionOnHit_postfix": "秒",
	"CooldownReductionOnHit_postvalue_label": "击中英雄时冷却时间减少",
	"CooldownReductionOnKill_label": "冷却时间减少",
	"CooldownReductionOnKill_postfix": "秒",
	"CooldownReductionOnKill_postvalue_label": "冷却时间减少",
	"CooldownReductionOnProc_label": "Cooldown On Apply",
	"CooldownReductionOnProc_postfix": "秒",
	"CooldownReductionOnProc_postvalue_label": "冷却时间减少",
	"CooldownReductionOnProc_prefix": "{s:sign}",
	"CooldownReductionPerHit_label": "每次击中时的冷却时间减少",
	"CooldownReductionPerHit_postfix": "秒",
	"CooldownReductionPerHit_postvalue_label": "每次击中减少冷却",
	"CooldownReductionPercentagePerHit_postfix": "%",
	"CooldownReductionPercentagePerHit_postvalue_label": "每次击中减少冷却",
	"CooldownReduction_label": "技能冷却时间减少",
	"CooldownReduction_postfix": "%",
	"CooldownReduction_postvalue_label": "技能冷却时间减少",
	"CooldownReduction_prefix": "{s:sign}",
	"CooldownRefreshChancePercent_label": "冷却时间减免几率",
	"CooldownRefreshChancePercent_postfix": "%",
	"CooldownRefreshChancePercent_postvalue_label": "冷却时间减免几率",
	"CooldownRefundPercent_label": "冷却时间减免",
	"CooldownRefundPercent_postfix": "%",
	"CooldownRefundPercent_postvalue_label": "冷却时间减免",
	"CopiedUltWindow_label": "复制持续时间",
	"CopiedUltWindow_postfix": "秒",
	"CopiedUltWindow_postvalue_label": "复制持续时间",
	"CopyCooldownPercentage_label": "已复制技能的冷却时间",
	"CopyCooldownPercentage_postfix": "%",
	"CopyCooldownPercentage_postvalue_label": "已复制技能的冷却时间",
	"CounterTimeWindow_label": "Time Window",
	"CounterTimeWindow_postfix": "s",
	"CounterTimeWindow_postvalue_label": "Time Window",
	"CrashImpactRadius_label": "Crash Damage Radius",
	"CreateBuilds_Desc": "选择商店中的物品,并将物品添加到建议出装列表中",
	"CreateBuilds_Title": "为{s:hero_name}打造出装",
	"CritBuildup_label": "每次头弹的累积量",
	"CritBuildup_postfix": "%",
	"CritBuildup_postvalue_label": "每次头弹的累积量",
	"CritChance_label": "强击概率",
	"CritChance_postfix": "%",
	"CritChance_postvalue_label": "强击概率",
	"CritCoatingDamagePercent_label": "Crit Coating Crit Bonus",
	"CritCoatingDamagePercent_postfix": "%",
	"CritCoatingDamagePercent_prefix": "{s:sign}",
	"CritDamagePercent_label": "额外武器伤害",
	"CritDamagePercent_postfix": "%",
	"CritDamagePercent_postvalue_label": "额外武器伤害",
	"CritDamagePercent_prefix": "+",
	"CritStackInterval_label": "Crit Charge Delay",
	"CritStackInterval_postfix": "秒",
	"CubeHealth_label": "立方生命值",
	"CubeHealth_postvalue_label": "立方生命值",
	"CurrentBonus_label": "当前加成:",
	"CurrentBonus_postvalue_label": "当前加成:",
	"CurrentHealthDamagePercentage_label": "当前生命值作为伤害",
	"CurrentHealthDamagePercentage_postfix": "%",
	"CurrentHealthDamagePercentage_postvalue_label": "当前生命值作为伤害",
	"CurrentHealthDamage_label": "当前生命值伤害",
	"CurrentHealthDamage_postfix": "%",
	"CurrentHealthDamage_postvalue_label": "当前生命值伤害",
	"CurrentHealthPercentDamage_label": "当前生命值",
	"CurrentHealthPercentDamage_postfix": "%",
	"CurrentHealthPercentDamage_postvalue_label": "当前生命值",
	"CurrentHealthPercent_label": "当前生命值",
	"CurrentHealthPercent_postfix": "%",
	"CurrentHealthPercent_postvalue_label": "当前生命值",
	"CurrentStacks_label": "当前叠加层数:",
	"CurrentStacks_postvalue_label": "当前叠加层数:",
	"CurseDuration_label": "干扰持续时间",
	"CurseDuration_postfix": "秒",
	"CurseDuration_postvalue_label": "干扰持续时间",
	"CycleTimePercent_label": "Fire Rate compared to Gun",
	"CycleTimePercent_postfix": "%",
	"DMarkMaxMarks_label": "最高印记数量",
	"DMarkMaxMarks_postvalue_label": "最高印记数量",
	"DMarkMultiplierPerStack_label": "每个印记伤害",
	"DMarkMultiplierPerStack_postfix": "倍",
	"DMarkMultiplierPerStack_postvalue_label": "每个印记伤害",
	"DMarkProcCD_label": "每个目标冷却时间",
	"DMarkProcCD_postfix": "秒",
	"DMarkProcCD_postvalue_label": "每个目标冷却时间",
	"DOTDuration_Label": "持续时间",
	"DOTDuration_postfix": "秒",
	"DOTDuration_postvalue_label": "持续时间",
	"DPSDmgPercent_label": "DPS as Damage",
	"DPSDmgPercent_postfix": "%",
	"DPSIncrease_label": "Damage Increase Rate",
	"DPSMax_label": "最高每秒伤害",
	"DPSMax_postvalue_label": "最高每秒伤害",
	"DPSMin_label": "最低每秒伤害",
	"DPSMin_postvalue_label": "最低每秒伤害",
	"DPSPerHeat_Label": "Heat Power DPS",
	"DPSPercentHealth_label": "最大生命值转伤害",
	"DPSPercentHealth_postfix": "%",
	"DPSPercentHealth_postvalue_label": "最大生命值转伤害",
	"DPS_Self_label": "对自身伤害",
	"DPS_Self_postfix": "/秒",
	"DPS_Self_postvalue_label": "对自身伤害",
	"DPS_label": "每秒伤害",
	"DPS_postvalue_label": "每秒伤害",
	"DamageAbsorb_Label": "Damage Absorbed",
	"DamageAmpPercentage_label": "伤害增强",
	"DamageAmpPercentage_postfix": "%",
	"DamageAmpPercentage_postvalue_label": "伤害增强",
	"DamageAmp_label": "伤害增强",
	"DamageAmp_postfix": "%",
	"DamageAmp_postvalue_label": "伤害增强",
	"DamageAmplificationPerStack_label": "每层叠加额外伤害",
	"DamageAmplificationPerStack_postfix": "%",
	"DamageAmplificationPerStack_postvalue_label": "每层叠加额外伤害",
	"DamageAmplificationPerStack_prefix": "{s:sign}",
	"DamageBonusFixedPerStack_label": "武器伤害",
	"DamageBonusFixedPerStack_postfix": "每层叠加",
	"DamageBonusFixedPerStack_postvalue_label": "武器伤害",
	"DamageBonusFixedPerStack_prefix": "+",
	"DamageBoostElsewhere_label": "Damage From Elsewhere",
	"DamageBoostElsewhere_postfix": "%",
	"DamageBoostFromBehind_label": "Damage From Behind",
	"DamageBoostFromBehind_postfix": "%",
	"DamageBoosted_label": "伤害",
	"DamageBoosted_postvalue_label": "伤害",
	"DamageDuration_label": "持续时间",
	"DamageDuration_postfix": "秒",
	"DamageDuration_postvalue_label": "持续时间",
	"DamageHealMultNonHero_label": "伤害转为治疗",
	"DamageHealMultNonHero_postfix": "倍",
	"DamageHealMultNonHero_postvalue_label": "伤害转为治疗",
	"DamageHealMult_label": "英雄伤害转为治疗",
	"DamageHealMult_postfix": "倍",
	"DamageHealMult_postvalue_label": "英雄伤害转为治疗",
	"DamageHealPerTarget_label": "每个目标伤害/治疗量",
	"DamageHealPerTarget_postvalue_label": "每个目标伤害/治疗量",
	"DamageHeavyMelee_label": "伤害",
	"DamageHeavyMelee_postvalue_label": "伤害",
	"DamageIncreasePct_postfix": "%",
	"DamageIncreasePct_postvalue_label": "额外伤害",
	"DamageIncreasePercent_label": "承受的伤害",
	"DamageIncreasePercent_postfix": "%",
	"DamageIncreasePercent_postvalue_label": "承受的伤害",
	"DamageIncreasePercent_prefix": "{s:sign}",
	"DamageIncrease_label": "承受的伤害",
	"DamageIncrease_postvalue_label": "承受的伤害",
	"DamageIncrease_prefix": "{s:sign}",
	"DamageMaxDisplay_label": "Max Damage",
	"DamageMax_label": "Maximum Damage",
	"DamageMinDisplay_label": "Min Damage",
	"DamageMin_label": "Minimum Damage",
	"DamageNPC_label": "对非玩家角色造成的伤害",
	"DamageNPC_postvalue_label": "对非玩家角色造成的伤害",
	"DamageOnApply_label": "Damage On Apply",
	"DamageOnBuildup_label": "Damage on build up",
	"DamageOnHit_label": "Damage on Hit",
	"DamagePctDeferredMaxRage_label": "推迟的承受伤害",
	"DamagePctDeferredMaxRage_postfix": "%",
	"DamagePctDeferredMaxRage_postvalue_label": "推迟的承受伤害",
	"DamagePctDeferredMaxRage_prefix": "+",
	"DamagePctDeferred_label": "推迟的承受伤害",
	"DamagePctDeferred_postfix": "%",
	"DamagePctDeferred_postvalue_label": "推迟的承受伤害",
	"DamagePctInAura_postfix": "%",
	"DamagePctInAura_postvalue_label": "对雷姆的伤害",
	"DamagePctPerWallHit_label": "最大生命值伤害",
	"DamagePctPerWallHit_postfix": "%",
	"DamagePctPerWallHit_postvalue_label": "最大生命值伤害",
	"DamagePerBounce_label": "Damage per bounce",
	"DamagePerBullet_label": "Damage Per Bullet",
	"DamagePerChain_label": "电击伤害",
	"DamagePerChain_postvalue_label": "电击伤害",
	"DamagePerDagger_label": "Damage per card",
	"DamagePerHit_label": "Damage Per Hit",
	"DamagePerMeter_label": "Damage per meter",
	"DamagePerProjectile_label": "每个投射物造成的伤害",
	"DamagePerProjectile_postvalue_label": "每个投射物造成的伤害",
	"DamagePerRocket_label": "每枚火箭弹伤害",
	"DamagePerRocket_postvalue_label": "每枚火箭弹伤害",
	"DamagePerSecondFlown_label": "每秒飞行累积伤害",
	"DamagePerSecondFlown_postvalue_label": "每秒飞行累积伤害",
	"DamagePerSecondWrecker_label": "每秒伤害",
	"DamagePerSecondWrecker_postvalue_label": "每秒伤害",
	"DamagePerSecond_label": "每秒伤害",
	"DamagePerSecond_postvalue_label": "每秒伤害",
	"DamagePerShot_label": "每道闪电增加的伤害",
	"DamagePerShot_postvalue_label": "每道闪电增加的伤害",
	"DamagePerStack_label": "每层叠加伤害",
	"DamagePerStack_postvalue_label": "每层叠加伤害",
	"DamagePercentHealth_label": "最大生命值转伤害",
	"DamagePercentHealth_postfix": "%",
	"DamagePercentHealth_postvalue_label": "最大生命值转伤害",
	"DamagePercent_label": "Bullet Damage Done",
	"DamagePercent_postfix": "%",
	"DamagePlayer_label": "对玩家角色造成的伤害",
	"DamagePlayer_postvalue_label": "对玩家造成的伤害",
	"DamagePulseAmount_label": "脉冲伤害",
	"DamagePulseAmount_postvalue_label": "脉冲伤害",
	"DamagePulseInterval_label": "脉冲间隔",
	"DamagePulseInterval_postfix": "秒",
	"DamagePulseInterval_postvalue_label": "脉冲间隔",
	"DamagePulseRadius_label": "脉冲半径",
	"DamagePulseRadius_postfix": "米",
	"DamagePulseRadius_postvalue_label": "脉冲半径",
	"DamageRadius_label": "伤害半径",
	"DamageRadius_postfix": "米",
	"DamageRadius_postvalue_label": "伤害半径",
	"DamageReduction_label": "伤害降低",
	"DamageReduction_postfix": "%",
	"DamageReduction_postvalue_label": "伤害降低",
	"DamageReflectedFrequencyPct_label": "触发几率",
	"DamageReflectedFrequencyPct_postfix": "%",
	"DamageReflectedFrequencyPct_postvalue_label": "触发几率",
	"DamageResistPctWhileChanneling_postfix": "%",
	"DamageResistPctWhileChanneling_postvalue_label": "持续施法减免伤害",
	"DamageSharePercentage_label": "连接伤害",
	"DamageSharePercentage_postfix": "%",
	"DamageSharePercentage_postvalue_label": "连接伤害",
	"DamageShareRadius_label": "连接距离",
	"DamageShareRadius_postfix": "米",
	"DamageShareRadius_postvalue_label": "连接距离",
	"DamageTakenPct_postfix": "%",
	"DamageTakenPct_postvalue_label": "承受的伤害",
	"DamageTakenPercentIncreasePerStack_label": "Damage Increase Per Stack",
	"DamageTakenPercentIncreasePerStack_postfix": "%",
	"DamageThreshold_label": "伤害临界值",
	"DamageThreshold_postvalue_label": "伤害临界值",
	"DamageToStack_label": "受到伤害转化成层数",
	"DamageToStack_postvalue_label": "受到伤害转化成层数",
	"DamageWallHit_label": "触碰时伤害",
	"DamageWallHit_postvalue_label": "触碰时伤害",
	"DamageWindow_label": "时间范围",
	"DamageWindow_postfix": "秒",
	"DamageWindow_postvalue_label": "时间范围",
	"Damage_label": "伤害",
	"Damage_postvalue_label": "伤害",
	"DanceMoveSpeed_label": "弹雨移动速度",
	"DanceMoveSpeed_postfix": "米",
	"DanceMoveSpeed_postvalue_label": "弹雨移动速度",
	"DashDistance_label": "冲刺距离",
	"DashDistance_postfix": "米",
	"DashDistance_postvalue_label": "冲刺距离",
	"DashJump_conditional": "冲刺跳跃后",
	"DashRadius_label": "半径",
	"DashRadius_postfix": "米",
	"DashRadius_postvalue_label": "半径",
	"DashRange_label": "Time Window",
	"DashRange_postfix": "s",
	"DashRange_postvalue_label": "Time Window",
	"DashSlowPct_label": "冲刺减速",
	"DashSlowPct_postvalue_label": "冲刺减速",
	"DashSpeed_label": "冲刺速度",
	"DashSpeed_postfix": "米",
	"DashSpeed_postvalue_label": "冲刺速度",
	"DashTime_label": "冲刺时间",
	"DashTime_postfix": "秒",
	"DashTime_postvalue_label": "冲刺时间",
	"DazeDuration_label": "发呆持续时间",
	"DazeDuration_postfix": "秒",
	"DazeDuration_postvalue_label": "发呆持续时间",
	"DealMaxHealthDamagePct_postfix": "%",
	"DealMaxHealthDamagePct_postvalue_label": "最大生命值伤害",
	"DeathDelay_label": "Delay Death Duration",
	"DeathImmunityDamageReduction_label": "伤害降幅",
	"DeathImmunityDamageReduction_postfix": "%",
	"DeathImmunityDamageReduction_postvalue_label": "伤害降低",
	"DeathImmunityDuration_label": "Death Immunity Duration",
	"DeathImmunityDuration_postfix": "s",
	"DeathImmunityDuration_postvalue_label": "击败免疫持续时间",
	"DeathImmunityPulseRateMultiplier_label": "Pulse Rate",
	"DeathImmunityPulseRateMultiplier_postfix": "x",
	"DeathTaxHeal_label": "Health Per Kill",
	"DebuffAccuracy_label": "武器精准度",
	"DebuffAccuracy_postfix": "%",
	"DebuffAccuracy_postvalue_label": "武器精准度",
	"DebuffDelay_label": "Debuff Delay",
	"DebuffDelay_postfix": "秒",
	"DebuffDurationReductionPercentage_label": "减益持续时间降低",
	"DebuffDurationReductionPercentage_postfix": "%",
	"DebuffDurationReductionPercentage_postvalue_label": "减益持续时间降低",
	"DebuffDuration_label": "减益持续时间",
	"DebuffDuration_postfix": "秒",
	"DebuffDuration_postvalue_label": "减益持续时间",
	"DebuffMaxDuration_label": "最大减速持续时间",
	"DebuffMaxDuration_postfix": "秒",
	"DebuffMaxDuration_postvalue_label": "最大减速持续时间",
	"DebuffMoveSlowPct_label": "Enemy Slow",
	"DebuffMoveSlowPct_postfix": "%",
	"DecoyLifetime_postfix": "秒",
	"DecoyLifetime_prefix": "",
	"DefensePower_label": "Defense Power",
	"DefensePower_postfix": "",
	"DefensePower_prefix": "{s:sign}",
	"DeferClearPct_label": "已清除的推迟伤害",
	"DeferClearPct_postfix": "%",
	"DeferClearPct_postvalue_label": "已清除的推迟伤害",
	"DeferredDamageDuration_label": "推迟伤害持续时间",
	"DeferredDamageDuration_postfix": "秒",
	"DeferredDamageDuration_postvalue_label": "推迟伤害持续时间",
	"DeflectionPercent_label": "转向几率",
	"DeflectionPercent_postfix": "%",
	"DeflectionPercent_postvalue_label": "转向几率",
	"DegenResistance_label": "治疗减少抗性",
	"DegenResistance_postfix": "%",
	"DegenResistance_postvalue_label": "治疗减少抗性",
	"DegenResistance_prefix": "{s:sign}",
	"DelayBeforeStun_label": "造成效果前延迟",
	"DelayBeforeStun_postfix": "秒",
	"DelayBeforeStun_postvalue_label": "造成效果前延迟",
	"DelayBetweenShots_Label": "Delay Between Shots",
	"DelayDuration_Label": "延迟持续时间",
	"DelayDuration_Postfix": "秒",
	"DelayDuration_postvalue_label": "延迟持续时间",
	"DelayedDamage_label": "延后伤害",
	"DelayedDamage_postvalue_label": "延后伤害",
	"DemonShotCount_label": "恶魔子弹",
	"DemonShotCount_postvalue_label": "恶魔子弹",
	"DeployHealthRegen_label": "Deployable Health",
	"DescendSpeed_label": "",
	"DetectionRadius_label": "探测半径",
	"DetectionRadius_postvalue_label": "探测半径",
	"DevMenu_ChangeHero": "更换英雄",
	"DevMenu_ChangeTeam": "更换队伍",
	"DevMenu_Collapse": "收起",
	"DevMenu_Expand": "展开",
	"DevMenu_SelfKill": "倒下",
	"DevMenu_Substitute": "替代",
	"DevMenu_Title": "开发者命令",
	"DevMenu_UnstickHero": "重置英雄位置",
	"DevMenu_UnstickHeroTooltip": "开发工具 - 使用后可把被地形困住的英雄解救",
	"DiamondResistShred_label": "子弹和元灵抗性降低",
	"DiamondResistShred_postfix": "%",
	"DiamondResistShred_postvalue_label": "子弹和元灵抗性降低",
	"DisarmDuration_label": "缴械持续时间",
	"DisarmDuration_postfix": "秒",
	"DisarmDuration_postvalue_label": "缴械持续时间",
	"DischargeRadius_label": "Discharge Radius",
	"DischargeRadius_postfix": "米",
	"DispenserHealth_label": "Dispenser Health",
	"DistanceBuff_label": "Increase at Max Range",
	"DistanceBuff_postfix": "%",
	"Distance_label": "Distance",
	"Distance_postfix": "米",
	"DodgeAnimSpeedScale_label": "Dodge Speed Multiplier",
	"DodgeAnimSpeedScale_postfix": "倍",
	"DontShowAgain": "不再显示",
	"DoorwayDistance_label": "任意门距离",
	"DoorwayDistance_postfix": "米",
	"DoorwayDistance_postvalue_label": "任意门距离",
	"DotHealthPercent_label": "流失生命伤害",
	"DotHealthPercent_postfix": "%/秒",
	"DotHealthPercent_postvalue_label": "流失生命伤害",
	"DragonTravelRange_label": "龙的行进距离",
	"DragonTravelRange_postfix": "米",
	"DragonTravelRange_postvalue_label": "龙的行进距离",
	"DrainPulseRadius_label": "Drain Pulse Radius",
	"DrainPulseRadius_postfix": "米",
	"DrainTimeNeeded_label": "Drain Time for Proc",
	"DrainTimeNeeded_postfix": "秒",
	"DrifterNearbyRangeCheck_label": "Drifter Nearby",
	"DrifterNearbyRangeCheck_postfix": "m",
	"DrifterNearbyRangeCheck_postvalue_label": "Drifter Nearby",
	"DrifterRend_SpiritDamage_label": "伤害",
	"DrifterRend_SpiritDamage_postvalue_label": "伤害",
	"DroneBonusMoveSpeed_label": "移动速度",
	"DroneBonusMoveSpeed_postfix": "",
	"DroneBonusMoveSpeed_postvalue_label": "移动速度",
	"DroneBonusMoveSpeed_prefix": "{s:sign}",
	"DroneBonusReloadTime_label": "装填时间",
	"DroneBonusReloadTime_postfix": "%",
	"DroneBonusReloadTime_postvalue_label": "装填时间",
	"DroneBonusWindupTime_label": "Windup Time",
	"DroneBonusWindupTime_postfix": "%",
	"DroneBonusWindupTime_prefix": "{s:sign}",
	"DroneCount_label": "Drone Count",
	"DroneCrashDamage_label": "Drone Crash Damage",
	"DroneDPS_label": "Drone Damage",
	"DroneDPS_postfix": "每秒伤害",
	"DroneHealthRegen_label": "生命恢复",
	"DroneHealthRegen_postfix": "/秒",
	"DroneHealthRegen_postvalue_label": "生命恢复",
	"DroneHealth_label": "Drone Health",
	"DroneLifetime_label": "Drone Lifetime",
	"DronePowerMultiplier_label": "Drone Power Multiplier",
	"DroneSpeed_label": "Drone Speed",
	"DurationPerHeat_label": "Heat Powered Duration",
	"DurationPerHeat_postfix": "秒",
	"DurationPerHeavyMelee_postfix": "秒",
	"DurationPerHeavyMelee_postvalue_label": "每次近战攻击增加时间",
	"DurationPerLightMelee_postfix": "秒",
	"DurationPerLightMelee_postvalue_label": "近战轻击持续时间",
	"DuringAmbush_conditional": "伏击期间",
	"EMPBuildupPercentPerShot_label": "Silence Charge Per Shot",
	"EMPBuildupPercentPerShot_postfix": "%",
	"EMPDuration_label": "减益持续时间",
	"EMPDuration_postfix": "秒",
	"EMPDuration_postvalue_label": "减益持续时间",
	"EMultiplyBase_postfix": "%",
	"EShopFilterClipSize": "弹药",
	"EShopFilterDisruption": "干扰",
	"EShopFilterDurability": "耐久性",
	"EShopFilterFireRate": "射速",
	"EShopFilterHealing": "治疗",
	"EShopFilterMagicDamage": "元灵伤害",
	"EShopFilterMelee": "近战",
	"EShopFilterMovement": "移动",
	"EShopFilterNone": "无",
	"EShopFilterWeaponDamage": "武器伤害",
	"EchoShardBonusSpirit_label": "Spirit Power for Echo Ability",
	"EchoShardBonusSpirit_prefix": "{s:sign}",
	"Econ_Store_PurchaseType_Standard": "%s1",
	"EffectDuration_label": "减益持续时间",
	"EffectDuration_postfix": "秒",
	"EffectDuration_postvalue_label": "减益持续时间",
	"EndDuration_label": "Final Duration",
	"EndDuration_postfix": "秒",
	"EndRadius_label": "终端半径",
	"EndRadius_postfix": "米",
	"EndRadius_postvalue_label": "终端半径",
	"EnemyAboveHealthThreshold_conditional": "Enemy above health threshold",
	"EnemyBulletDamageReduction_label": "Enemy Weapon Damage",
	"EnemyBulletDamageReduction_postfix": "%",
	"EnemyDamageReductionPct_postfix": "%",
	"EnemyDamageReductionPct_postvalue_label": "来自锁住敌人的伤害",
	"EnemyHealthPercent_label": "敌人生命临界值",
	"EnemyHealthPercent_postfix": "%",
	"EnemyHealthPercent_postvalue_label": "敌人生命临界值",
	"EnemyLaunchHeight_label": "Enemy Launch Height",
	"EnemyLaunchHeight_postfix": "米",
	"EnemyLifeThreshold_label": "Threshold",
	"EnemyLifeThreshold_postfix": "%",
	"EnemyLiftDuration_label": "升空时间",
	"EnemyLiftDuration_postfix": "秒",
	"EnemyLiftDuration_postvalue_label": "升空时间",
	"EnemyMinHealthPct_label": "敌人最低生命值",
	"EnemyMinHealthPct_postfix": "%",
	"EnemyMinHealthPct_postvalue_label": "敌人最低生命值",
	"EnemyMoveSlowDuration_label": "敌人减速持续时间",
	"EnemyMoveSlowDuration_postfix": "秒",
	"EnemyMoveSlowDuration_postvalue_label": "敌人减速持续时间",
	"EnemyMoveSlow_label": "每次击中敌人减速",
	"EnemyMoveSlow_postfix": "%",
	"EnemyMoveSlow_postvalue_label": "每次击中敌人减速",
	"EnemyRange_label": "敌军距离",
	"EnemyRange_postfix": "米",
	"EnemyRange_postvalue_label": "敌军距离",
	"EnemySlowDuration_label": "减益持续时间",
	"EnemySlowDuration_postfix": "秒",
	"EnemySlowDuration_postvalue_label": "减益持续时间",
	"EnemySlowPct_label": "敌人移动速度",
	"EnemySlowPct_postfix": "%",
	"EnemySlowPct_postvalue_label": "敌人移动速度",
	"EnemySlowPct_prefix": "-",
	"EnemyTurnRateMax_label": "Enemy Turn Rate Max",
	"EnemyTurnRateMax_postfix": "%",
	"EscalatingExposureProcCooldown_label": "每个目标的最高频率",
	"EscalatingExposureProcCooldown_postfix": "秒",
	"EscalatingExposureProcCooldown_postvalue_label": "每个目标的最高频率",
	"EscalatingExposureTechArmorDamageReduction_label": "受到元灵伤害时元灵抗性减少",
	"EscalatingExposureTechArmorDamageReduction_postfix": "%",
	"EscalatingExposureTechArmorDamageReduction_postvalue_label": "受到元灵伤害时元灵抗性减少",
	"EscapeDuration_label": "躲避持续时间",
	"EscapeDuration_postfix": "秒",
	"EscapeDuration_postvalue_label": "躲避持续时间",
	"EscapeRange_label": "逃脱范围",
	"EscapeRange_postfix": "米",
	"EscapeRange_postvalue_label": "逃脱范围",
	"EscapeTime_label": "逃脱时间",
	"EscapeTime_postfix": "秒",
	"EscapeTime_postvalue_label": "逃脱时间",
	"EvasionChance_Label": "Bullet Evasion Chance",
	"EvasionPercentGlider_label": "Evasion Chance Gliding",
	"EvasionPercentGlider_postfix": "%",
	"EvasionPercent_label": "子弹闪避",
	"EvasionPercent_postfix": "%",
	"EvasionPercent_postvalue_label": "子弹闪避",
	"EvasionWhileSliding_label": "滑行时闪避",
	"EvasionWhileSliding_postvalue_label": "滑行时闪避",
	"ExecuteThreshold_label": "淘汰临界值",
	"ExecuteThreshold_postfix": "%",
	"ExecuteThreshold_postvalue_label": "淘汰临界值",
	"ExpandTime_label": "Expand time",
	"ExpandTime_postfix": "秒",
	"ExplodeDamage_label": "Explode Damage",
	"ExplodeDamage_postvalue_label": "爆炸伤害",
	"ExplodeDebuffDuration_label": "射速减缓持续时间",
	"ExplodeDebuffDuration_postfix": "秒",
	"ExplodeDebuffDuration_postvalue_label": "射速减缓持续时间",
	"ExplodeDelay_label": "爆炸延迟",
	"ExplodeDelay_postfix": "秒",
	"ExplodeDelay_postvalue_label": "爆炸延迟",
	"ExplodeRadius_label": "爆炸半径",
	"ExplodeRadius_postfix": "米",
	"ExplodeRadius_postvalue_label": "爆炸半径",
	"ExplosionCoatingRadius_label": "Explosion Coating Radius",
	"ExplosionCoatingRadius_postfix": "米",
	"ExplosionDamage_label": "爆炸伤害",
	"ExplosionDamage_postvalue_label": "爆炸伤害",
	"ExplosionInterval_label": "光束间隔",
	"ExplosionInterval_postfix": "秒",
	"ExplosionInterval_postvalue_label": "光束间隔",
	"ExplosionMaxPercent_label": "Max Explosion Damage:",
	"ExplosionMaxPercent_postfix": "%",
	"ExplosionMinPercent_label": "Min Explosion Damage:",
	"ExplosionMinPercent_postfix": "%",
	"ExplosionRadius_label": "爆炸半径",
	"ExplosionRadius_postfix": "米",
	"ExplosionRadius_postvalue_label": "爆炸半径",
	"ExplosiveShotRadiusPercent_label": "Explosive Shot Radius Increase",
	"ExplosiveShotRadiusPercent_postfix": "%",
	"ExplosiveSplashDamage_label": "Explode Damage",
	"ExternalBonusHealthRegen_label": "生命恢复",
	"ExternalBonusHealthRegen_postfix": "/秒",
	"ExternalBonusHealthRegen_postvalue_label": "生命恢复",
	"ExternalBonusHealthRegen_prefix": "{s:sign}",
	"ExtraBladeDamage_label": "Extra Damage per Charge",
	"ExtraDamagePerBounce_label": "Extra Damage per bounce",
	"ExtraInfo": "额外信息",
	"ExtraLargeClip_label": "Clip Bonus",
	"ExtraLargeClip_postfix": "%",
	"ExtraTargetConeAngle_label": "锥形瞄准区域角度",
	"ExtraTargetConeAngle_postvalue_label": "锥形瞄准区域角度",
	"FadingSlowPercent_label": "逐渐衰减的移动速度",
	"FadingSlowPercent_postfix": "%",
	"FadingSlowPercent_postvalue_label": "逐渐衰减的移动速度",
	"FadingSlowPercent_prefix": "-",
	"FaradayCageDuration_label": "Cage Duration",
	"FaradayCageHealth_label": "Cage Health",
	"FencerLungeBaseDamage_label": "基础按住伤害",
	"FencerLungeBaseDamage_postvalue_label": "基础按住伤害",
	"FencerLungeStabDamage_label": "基础按住伤害",
	"FencerLungeStabDamage_postvalue_label": "基础按住伤害",
	"FencerUltDebuffDuration_label": "减益持续时间",
	"FencerUltDebuffDuration_postfix": "秒",
	"FencerUltDebuffDuration_postvalue_label": "减益持续时间",
	"FervorBulletResist_label": "子弹抗性",
	"FervorBulletResist_postfix": "%",
	"FervorBulletResist_postvalue_label": "子弹抗性",
	"FervorBulletResist_prefix": "+",
	"FervorDebuffResistance_label": "Enrage Debuff Resistance",
	"FervorDebuffResistance_postfix": "%",
	"FervorFireRate_label": "射速",
	"FervorFireRate_postfix": "%",
	"FervorFireRate_postvalue_label": "射速",
	"FervorMovespeed_label": "移动速度",
	"FervorMovespeed_postfix": "米/秒",
	"FervorMovespeed_postvalue_label": "移动速度",
	"FervorStatusResistancePercent_label": "减益抗性",
	"FervorStatusResistancePercent_postfix": "%",
	"FervorStatusResistancePercent_postvalue_label": "减益抗性",
	"FervorStatusResistancePercent_prefix": "{s:sign}",
	"FervorTechResist_label": "元灵抗性",
	"FervorTechResist_postfix": "%",
	"FervorTechResist_postvalue_label": "元灵抗性",
	"FinalBlow_label": "Final Blow Damage",
	"FinalSlow_label": "Slowest Speed",
	"FinalSlow_postfix": "米",
	"FireRateAttribute_Desc": "%s1 to any weapon fire rate bonus",
	"FireRateAttribute_Desc_0": "no additional weapon fire rate bonuses",
	"FireRateBonus_label": "射速加成",
	"FireRateBonus_postfix": "%",
	"FireRateBonus_postvalue_label": "射速加成",
	"FireRateBuffDuration_label": "加成持续时间",
	"FireRateBuffDuration_postfix": "秒",
	"FireRateBuffDuration_postvalue_label": "加成持续时间",
	"FireRatePerCharge_label": "Fire Rate per Charge",
	"FireRatePerCharge_postfix": "%",
	"FireRatePerEnemy_label": "Fire Rate per Enemy",
	"FireRatePerEnemy_postfix": "%",
	"FireRatePerEnemy_prefix": "+",
	"FireRatePerKill_label": "每次击败获得射速",
	"FireRatePerKill_postfix": "%",
	"FireRatePerKill_postvalue_label": "每次击败获得射速",
	"FireRatePerKill_prefix": "+",
	"FireRatePerSecondDuration_label": "Fire Rate Duration",
	"FireRatePerSecondDuration_postfix": "秒",
	"FireRatePerStack_label": "每层叠加获得的射速",
	"FireRatePerStack_postfix": "%",
	"FireRatePerStack_postvalue_label": "每层叠加获得的射速",
	"FireRateScale_label": "Fire Rate Scale",
	"FireRateScale_postfix": "%",
	"FireRateScale_prefix": "{s:sign}",
	"FireRateSlowDuration_label": "持续时间",
	"FireRateSlowDuration_postfix": "秒",
	"FireRateSlowDuration_postvalue_label": "持续时间",
	"FireRateSlow_label": "射速",
	"FireRateSlow_postfix": "%",
	"FireRateSlow_postvalue_label": "射速",
	"FireRateSlow_prefix": "-",
	"FireRateWhileSliding_label": "滑行时射速",
	"FireRateWhileSliding_postfix": "%",
	"FireRateWhileSliding_postvalue_label": "滑行时射速",
	"FireRate_postfix": "%",
	"FlameAuraDPS_label": "每秒伤害",
	"FlameAuraDPS_postvalue_label": "每秒伤害",
	"FlameAuraDuration_label": "减益持续时间",
	"FlameAuraDuration_postfix": "秒",
	"FlameAuraDuration_postvalue_label": "减益持续时间",
	"FlameAuraMovementSlow_label": "敌人移动减速",
	"FlameAuraMovementSlow_postfix": "%",
	"FlameAuraMovementSlow_postvalue_label": "敌人移动减速",
	"FlameAuraRadius_label": "路径宽度",
	"FlameAuraRadius_postfix": "米",
	"FlameAuraRadius_postvalue_label": "路径宽度",
	"FlameAuraSlowFireRate_label": "Enemy Fire Rate",
	"FlameAuraSlowFireRate_postfix": "%",
	"FlameDashDebuffDuration_label": "减益持续时间",
	"FlameDashDebuffDuration_postfix": "秒",
	"FlameDashDebuffDuration_postvalue_label": "减益持续时间",
	"FlameDashDebuff_label": "额外元灵伤害",
	"FlameDashDebuff_postfix": "%",
	"FlameDashDebuff_postvalue_label": "额外元灵伤害",
	"FlareDamage_label": "耀光伤害",
	"FlareDamage_postvalue_label": "耀光伤害",
	"FlaskDebuffDuration_label": "武器减益持续时间",
	"FlaskDebuffDuration_postfix": "秒",
	"FlaskDebuffDuration_postvalue_label": "武器减益持续时间",
	"FlatBulletDamageReduction_label": "子弹伤害降低",
	"FlatBulletDamageReduction_postvalue_label": "子弹伤害降低",
	"FlatHealthHealing_label": "治疗量",
	"FlatHealthHealing_postvalue_label": "治疗量",
	"FlightControlEnabled_label": "飞行速度",
	"FlightControlEnabled_postfix": "米",
	"FlightControlEnabled_postvalue_label": "飞行速度",
	"FloatMoveSpeed_label": "漂浮速度",
	"FloatMoveSpeed_postfix": "米",
	"FloatMoveSpeed_postvalue_label": "漂浮速度",
	"FlyingBulletResist_label": "子弹抗性",
	"FlyingBulletResist_postfix": "%",
	"FlyingBulletResist_postvalue_label": "子弹抗性",
	"FlyingItemCastRange_label": "物品距离",
	"FlyingItemCastRange_postfix": "%",
	"FlyingItemCastRange_postvalue_label": "物品距离",
	"FlyingItemCastRange_prefix": "+",
	"Force_label": "Blast Force",
	"FreezeBuildUpTime_label": "Freeze buildup time",
	"FreezeBuildUpTime_postfix": "秒",
	"FreezeDuration_label": "冻结持续时间",
	"FreezeDuration_postfix": "秒",
	"FreezeDuration_postvalue_label": "冻结持续时间",
	"FriendlyBulletDamageBonus_label": "友军武器伤害",
	"FriendlyBulletDamageBonus_postfix": "%",
	"FriendlyBulletDamageBonus_postvalue_label": "友军武器伤害",
	"FriendlyBulletDamageBonus_prefix": "+",
	"FriendlyTargetCooldown": "Ally Target Cooldown",
	"FriendlyTargetCooldown_label": "Friendly Cooldown",
	"FriendlyTargetCooldown_postfix": "秒",
	"FullChargeDamage_label": "完全充能伤害",
	"FullChargeDamage_postvalue_label": "完全充能伤害",
	"FullDistance_label": "Max Range:",
	"FullDistance_postfix": "米",
	"FuseDuration_label": "Fuse Duration",
	"FuseDuration_postfix": "",
	"FuseTime_label": "引信时间",
	"FuseTime_postfix": "秒",
	"FuseTime_postvalue_label": "引信时间",
	"Fuse_label": "Fuse length",
	"Fuse_postfix": "秒",
	"GalvanicBuffDuration_label": "持续时间",
	"GalvanicBuffDuration_postfix": "秒",
	"GalvanicBuffDuration_postvalue_label": "持续时间",
	"GalvanicProcDuration_label": "减速持续时间",
	"GalvanicProcDuration_postfix": "秒",
	"GalvanicProcDuration_postvalue_label": "减速持续时间",
	"GameUI_ClientBadServerAddress": "服务器地址错误。\u003Cbr\u003E",
	"GameUI_ClientConnectionTimedOut": "服务器连接超时。\u003Cbr\u003E",
	"GameUI_ClientConsistencyFail": "连接中断,模型文件与服务器不一致。\u003Cbr\u003E",
	"GameUI_ClientDifferentMap": "你的地图与服务器的不符,请更新游戏。\u003Cbr\u003E",
	"GameUI_ClientMissingModel": "无法继续进行连接,模型文件丢失。\u003Cbr\u003E",
	"GameUI_ClientNoMap": "无法加载服务器指定的地图。\u003Cbr\u003E",
	"GameUI_ClientRetryLimit": "无法与服务器建立连接。\u003Cbr\u003E",
	"GameUI_ClientServerShutdown": "服务器正在关闭。\u003Cbr\u003E",
	"GameUI_ClientStringTableError": "你的字符串表数据与服务器的不符,请更新游戏。\u003Cbr\u003E",
	"GameUI_ClientUnableToCRCDLL": "无法计算客户端部分的 DLL 文件校验和。\u003Cbr\u003E",
	"GameUI_ClientUnableToCRCMap": "无法计算地图校验。\u003Cbr\u003E",
	"GameUI_Disconnect_BadClientDeltaTick": "客户端变量记数失序",
	"GameUI_Disconnect_BadRelayPassword": "中继密码错误",
	"GameUI_Disconnect_BadSpectatorPassword": "观众密码错误",
	"GameUI_Disconnect_BanAdded": "被加入封禁名单",
	"GameUI_Disconnect_ConnectionClosing": "正在关闭连接",
	"GameUI_Disconnect_ConnectionLost": "已丢失连接",
	"GameUI_Disconnect_ConnectionOverflow": "溢出错误",
	"GameUI_Disconnect_ConnectionTimedout": "无法与游戏服务器建立连接。",
	"GameUI_Disconnect_DeltaEntMessage": "写入变量实体信息时出错",
	"GameUI_Disconnect_DifferentClassTables": "服务器端使用不同的类表",
	"GameUI_Disconnect_DisconnectByServer": "服务器断开连接",
	"GameUI_Disconnect_DisconnectByUser": "用户断开连接",
	"GameUI_Disconnect_Disconnected": "已断开连接",
	"GameUI_Disconnect_HLTVDirect": "观战无法直接连接至游戏",
	"GameUI_Disconnect_HLTVRestricted": "观战服务器已被限制为本地观众可用(C 类)",
	"GameUI_Disconnect_HLTVStop": "观战中止",
	"GameUI_Disconnect_HLTVUnavailable": "没有可用的观战中继",
	"GameUI_Disconnect_InternalError": "由于内部错误,已断开连接。控制台可能会有更多详情。",
	"GameUI_Disconnect_KickBanAdded": "被踢出并被封禁",
	"GameUI_Disconnect_Kicked": "被服务器管理员踢出",
	"GameUI_Disconnect_LeavingSplit": "离开分屏",
	"GameUI_Disconnect_LocalProblem_HostedServerPrimaryRelay": "游戏服务器已与客户端使用的主中继服务器失去连接。",
	"GameUI_Disconnect_LocalProblem_ManyRelays": "已失去连接,此前已尝试与不同地区的多个中继服务器连接。最有可能的原因是你的网络连接出现问题。",
	"GameUI_Disconnect_LocalProblem_NetworkConfig": "请检查网络连接。无法从 CDN 下载网络配置文件。",
	"GameUI_Disconnect_LocalProblem_Other": "已断开连接。可能是本地的网络连接出现问题。",
	"GameUI_Disconnect_NoMoreSplits": "没有更多的分屏位置",
	"GameUI_Disconnect_NoSpectators": "该比赛不允许观战",
	"GameUI_Disconnect_PureServer_ClientExtra": "纯服务器:客户端加载了额外文件",
	"GameUI_Disconnect_PureServer_Mismatch": "纯服务器:客户端文件与服务器不匹配",
	"GameUI_Disconnect_RejectedByGame": "连接被游戏拒绝",
	"GameUI_Disconnect_ReliableChannelOverflow": "可用通道溢出",
	"GameUI_Disconnect_ReliableOverflow": "可用缓冲溢出错误",
	"GameUI_Disconnect_RemoteProblem_BadCert": "远程主机的证书不能满足验证。",
	"GameUI_Disconnect_RemoteProblem_BadCrypt": "远程主机的证书、密钥或签名存在问题。",
	"GameUI_Disconnect_RemoteProblem_Other": "与远程主机的通讯遇到问题。",
	"GameUI_Disconnect_RemoteProblem_Timeout": "我们已停止从远程主机接收通讯。",
	"GameUI_Disconnect_RemoteProblem_TimeoutConnecting": "已数次尝试连接,但服务器没有响应。",
	"GameUI_Disconnect_ReplayIncompatible": "回放不兼容。",
	"GameUI_Disconnect_Server": "服务器断开连接",
	"GameUI_Disconnect_ServerIncompatible": "服务器版本不兼容。",
	"GameUI_Disconnect_ServerInfoOverflow": "信息数据溢出",
	"GameUI_Disconnect_ServerShutdown": "从游戏服务器断开连接。游戏服务器正在关机。",
	"GameUI_Disconnect_SnapshotError": "发送快照错误",
	"GameUI_Disconnect_SnapshotOverflow": "可用快照溢出错误",
	"GameUI_Disconnect_SoundsMessage": "写入游戏音效信息时出错",
	"GameUI_Disconnect_SteamDeny_BadAntiCheat": "从游戏服务器断开连接。反作弊不兼容。",
	"GameUI_Disconnect_SteamDeny_Misc": "从游戏服务器断开连接。杂项不兼容。",
	"GameUI_Disconnect_SteamDropped": "验证失败。必须连接至蒸汽平台才能建立与游戏服务器的初始连接。",
	"GameUI_Disconnect_SteamIDBanned": "用户ID被封禁",
	"GameUI_Disconnect_SteamIDInUse": "用户ID在这个服务器中已被使用",
	"GameUI_Disconnect_SteamInUse": "这个账户正在另一个位置使用",
	"GameUI_Disconnect_SteamLogon": "未登录",
	"GameUI_Disconnect_SteamOwnership": "这个账户没有这个游戏。\u003Cbr\u003E请登录正确的账户",
	"GameUI_Disconnect_SteamTicket": "无效的用户ID标签",
	"GameUI_Disconnect_SteamTimeOut": "官方反作弊系统(VAC)连接超时。请确保没有使用与VAC冲突的软件,而且正确安装了客户端。",
	"GameUI_Disconnect_SteamVAC": "被VAC从安全服务器中封禁",
	"GameUI_Disconnect_StringTableMessage": "写入字符串表更新信息时出错",
	"GameUI_Disconnect_TempEntMessage": "写入临时实体信息时出错",
	"GameUI_Disconnect_TickMessage": "写入记数信息时出错",
	"GameUI_Disconnect_TimedOut": "与远程主机的通讯受到干扰",
	"GameUI_Disconnect_Unusual": "已断开连接。出现特殊情况。控制台可能会有更多详情。",
	"GameUI_Disconnect_User": "用户断开连接",
	"GameUI_Disconnect_UserCmd": "解析用户指令错误",
	"GameUI_Disconnected": "服务器断开连接",
	"GameUI_ServerAuthDisabled": "验证已禁用。\u003Cbr\u003E",
	"GameUI_ServerCDKeyAuthInvalid": "序列号验证对于互联网服务器无效。\u003Cbr\u003E",
	"GameUI_ServerCDKeyInUse": "序列号已被使用。\u003Cbr\u003E",
	"GameUI_ServerChallengeIncorrect": "服务器未对正确的挑战作出响应。\u003Cbr\u003E版本可能已过时。\u003Cbr\u003E",
	"GameUI_ServerConnectOutOfDate": "服务器尚未更新到最新版本。\u003Cbr\u003E",
	"GameUI_ServerInsecure": "你正处于非安全模式中。必须重新启动游戏才能连接至安全服务器。\u003Cbr\u003E",
	"GameUI_ServerInvalidCDKey": "无效的序列号。\u003Cbr\u003E",
	"GameUI_ServerNoLobby": "服务器无法定位游戏会话。\u003Cbr\u003E",
	"GameUI_ServerRejectBadChallenge": "错误的挑战。\u003Cbr\u003E",
	"GameUI_ServerRejectBadPassword": "密码错误。\u003Cbr\u003E",
	"GameUI_ServerRejectBadSteamKey": "无效的序列号长度\u003Cbr\u003E",
	"GameUI_ServerRejectBanned": "你已被此服务器封禁。\u003Cbr\u003E",
	"GameUI_ServerRejectFailedChannel": "创建网络频道失败。\u003Cbr\u003E",
	"GameUI_ServerRejectGS": "GSCreateLocalUser 失败\u003Cbr\u003E",
	"GameUI_ServerRejectInvalidCertLen": "无效的验证证书长度。\u003Cbr\u003E",
	"GameUI_ServerRejectInvalidConnection": "无效的连接。\u003Cbr\u003E",
	"GameUI_ServerRejectInvalidSteamCertLen": "证书长度错误!\u003Cbr\u003E",
	"GameUI_ServerRejectLANRestrict": "本地服务器仅限于本地客户端(C 类)。\u003Cbr\u003E",
	"GameUI_ServerRejectNewProtocol": "此服务器使用的连接协议比你客户端使用的更新。\u003Cbr\u003E",
	"GameUI_ServerRejectOldProtocol": "此服务器使用的连接协议比你客户端使用的更旧。\u003Cbr\u003E",
	"GameUI_ServerRejectOldVersion": "你正在试图连接的服务器\u003Cbr\u003E运行着较旧版本的游戏。\u003Cbr\u003E",
	"GameUI_ServerRejectServerFull": "服务器已满。\u003Cbr\u003E",
	"GameUI_ServerRejectSteam": "验证被拒\u003Cbr\u003E",
	"GameUI_ServerRequireSteams": "服务器要求你运行蒸汽平台。\u003Cbr\u003E",
	"GarbageRadius_label": "过载冲击半径",
	"GarbageRadius_postfix": "米",
	"GarbageRadius_postvalue_label": "过载冲击半径",
	"GhoulCount_label": "复活土灵数",
	"GhoulCount_postvalue_label": "复活土灵数",
	"GhoulDPS_label": "土灵每秒伤害",
	"GhoulDPS_postvalue_label": "土灵每秒伤害",
	"GhoulHealth_label": "土灵生命值",
	"GhoulHealth_postvalue_label": "土灵生命值",
	"GhoulLifetime_label": "土灵时长",
	"GhoulLifetime_postfix": "秒",
	"GhoulLifetime_postvalue_label": "部署时长",
	"GhoulMeleeDamage_label": "土灵近战伤害",
	"GhoulMeleeDamage_postvalue_label": "土灵近战伤害",
	"GhoulSummonFrequency_label": "召唤土灵时间",
	"GhoulSummonFrequency_postfix": "秒",
	"GhoulSummonFrequency_postvalue_label": "召唤土灵时间",
	"GlassCannon_SlowPercent_label": "子弹减速特效",
	"GlassCannon_SlowPercent_postfix": "%",
	"GlassCannon_SlowPercent_postvalue_label": "子弹减速特效",
	"GlassCannon_SlowPercent_prefix": "+",
	"GoldPerMinute_postvalue_label": "每分钟收集魂魄",
	"GoldPerMinute_prefix": "{s:sign}",
	"GooDuration_label": "黏液污渍持续时间",
	"GooDuration_postfix": "秒",
	"GooDuration_postvalue_label": "黏液污渍持续时间",
	"GooSlowPercent_label": "Puddle Slow Percent",
	"GooSlowPercent_postfix": "%",
	"GrabExtraTargetRange_label": "Extra Target Range",
	"GrabExtraTargetRange_postfix": "米",
	"GrabRange_label": "Grab Range",
	"GrabRange_postfix": "米",
	"GravestoneHealth_label": "墓碑生命值",
	"GravestoneHealth_postvalue_label": "墓碑生命值",
	"GravityScale_label": "重力比例",
	"GravityScale_postfix": "%",
	"GravityScale_postvalue_label": "重力比例",
	"GrenadeCount_label": "炸弹数量",
	"GrenadeCount_postvalue_label": "炸弹数量",
	"GrenadeDamage_label": "爆炸伤害",
	"GrenadeDamage_postvalue_label": "爆炸伤害",
	"GrenadeExplosionRadius_label": "Explosion Radius",
	"GrenadeExplosionRadius_postfix": "米",
	"GrenadesInVolley_label": "手雷数量",
	"GrenadesInVolley_postvalue_label": "手雷数量",
	"GrenadesPerSecond_label": "每秒火箭弹数量",
	"GrenadesPerSecond_postvalue_label": "每秒火箭弹数量",
	"GrenadesPerVolley_label": "Bombs Per Volley",
	"Grenades_label": "Extra Bombs",
	"GroundDashReductionPercent_label": "冲刺距离",
	"GroundDashReductionPercent_postfix": "%",
	"GroundDashReductionPercent_postvalue_label": "冲刺距离",
	"GroundFlameDuration_label": "路径持续时间",
	"GroundFlameDuration_postfix": "秒",
	"GroundFlameDuration_postvalue_label": "路径持续时间",
	"GuidedBotMatch_Concluded": "你已经了解了基本要点!加入比赛,或在测试模式中测试英雄吧!",
	"GuidedBotMatch_Finish": "完成",
	"GuidedBotMatch_KeepPlaying": "继续训练",
	"GuidedBotMatch_Start": "开始",
	"HalfHeight_postfix": "米",
	"HauntCount_label": "作祟次数",
	"HauntCount_postvalue_label": "作祟次数",
	"HauntingSkullHealth_postvalue_label": "怨灵生命值",
	"HazeDaggerRadius_label": "Hit Radius",
	"HazeDaggerRadius_postfix": "m",
	"HeadShotBonusDamage_label": "头弹额外伤害",
	"HeadShotBonusDamage_postvalue_label": "头弹额外伤害",
	"HeadShotBonusDamage_prefix": "{s:sign}",
	"HeadShotCooldown_label": "冷却时间",
	"HeadShotCooldown_postfix": "秒",
	"HeadShotCooldown_postvalue_label": "冷却时间",
	"HeadShotDebuffDuration_label": "持续时间",
	"HeadShotDebuffDuration_postfix": "秒",
	"HeadShotDebuffDuration_postvalue_label": "持续时间",
	"HeadStompBonusDamage_label": "Head Stomp Damage Bonus",
	"HeadStompBonusDamage_postfix": "",
	"HeadStompBonusRadius_label": "Head Stomp Radius Bonus",
	"HeadStompBonusRadius_postfix": "",
	"HeadshotBonus_label": "头弹伤害",
	"HeadshotBonus_postfix": "%",
	"HeadshotBonus_postvalue_label": "头弹伤害",
	"HeadshotBonus_prefix": "+",
	"HealAmount_label": "治疗量",
	"HealAmount_postvalue_label": "治疗量",
	"HealAmpCastPercent_label": "治疗有效性",
	"HealAmpCastPercent_postfix": "%",
	"HealAmpCastPercent_postvalue_label": "治疗有效性",
	"HealAmpCastPercent_prefix": "{s:sign}",
	"HealAmpReceivePenaltyPercent_label": "治疗降低",
	"HealAmpReceivePenaltyPercent_postfix": "%",
	"HealAmpReceivePenaltyPercent_postvalue_label": "治疗降低",
	"HealAmpReceivePercent_label": "Healing Received Boost",
	"HealAmpReceivePercent_postfix": "%",
	"HealAmpReceivePercent_prefix": "{s:sign}",
	"HealAmpRegenMultiplierOutOfCombat_label": "Health Regen Multiplier",
	"HealAmpRegenMultiplierOutOfCombat_postfix": "倍",
	"HealAmpRegenMultiplierOutOfCombat_prefix": "{s:sign}",
	"HealAmpRegenPenaltyPercent_label": "治疗降低",
	"HealAmpRegenPenaltyPercent_postfix": "%",
	"HealAmpRegenPenaltyPercent_postvalue_label": "治疗降低",
	"HealAmpRegenPercent_label": "Health Regen Boost",
	"HealAmpRegenPercent_postfix": "%",
	"HealAmpRegenPercent_prefix": "{s:sign}",
	"HealCooldown_postfix": "秒",
	"HealCooldown_postvalue_label": "治疗冷却时间",
	"HealFixedHealth_label": "命中英雄时获得的治疗",
	"HealFixedHealth_postvalue_label": "命中英雄时获得的治疗",
	"HealFriendRadius_label": "友军治疗半径",
	"HealFriendRadius_postfix": "米",
	"HealFriendRadius_postvalue_label": "友军治疗半径",
	"HealFromHero_label": "来自英雄的治疗",
	"HealFromHero_postvalue_label": "来自英雄的治疗",
	"HealFromNPC_label": "来自非英雄角色/光球的治疗",
	"HealFromNPC_postvalue_label": "来自非英雄角色/光球的治疗",
	"HealInterval_label": "治疗间隔",
	"HealInterval_postfix": "秒",
	"HealInterval_postvalue_label": "治疗间隔",
	"HealLifePercentOutOfCombat_label": "最大生命值恢复",
	"HealLifePercentOutOfCombat_postfix": "%",
	"HealLifePercentOutOfCombat_postvalue_label": "最大生命值恢复",
	"HealLifePercentOutOfCombat_prefix": "{s:sign}",
	"HealMaxHealthPercent_label": "恢复的最大生命值",
	"HealMaxHealthPercent_postfix": "%/秒",
	"HealMaxHealthPercent_postvalue_label": "恢复的最大生命值",
	"HealMaxHealth_label": "命中英雄时获得的治疗",
	"HealMaxHealth_postfix": "%最大生命",
	"HealMaxHealth_postvalue_label": "命中英雄时获得的治疗",
	"HealOnActivate_label": "激活时治疗量",
	"HealOnActivate_postvalue_label": "激活时治疗量",
	"HealOnCounterSpell_label": "治疗量",
	"HealOnCounterSpell_postvalue_label": "治疗量",
	"HealOnHit_postvalue_label": "击中时治疗",
	"HealOnKillPct_label": "缺失生命值转为治疗",
	"HealOnKillPct_postfix": "%",
	"HealOnKillPct_postvalue_label": "缺失生命值转为治疗",
	"HealOnKill_label": "击败英雄时获得治疗",
	"HealOnKill_postvalue_label": "击败英雄时获得治疗",
	"HealOnlevelHealAmount_label": "治疗量",
	"HealOnlevelHealAmount_postvalue_label": "治疗量",
	"HealPctVsHeroes_label": "来自英雄的治疗",
	"HealPctVsHeroes_postfix": "%",
	"HealPctVsHeroes_postvalue_label": "来自英雄的治疗",
	"HealPctVsNonHeroes_label": "来自非英雄的治疗",
	"HealPctVsNonHeroes_postfix": "%",
	"HealPctVsNonHeroes_postvalue_label": "来自非英雄的治疗",
	"HealPerPickup_label": "拾取时治疗",
	"HealPerPickup_postvalue_label": "拾取时治疗",
	"HealPerSecond_label": "每秒治疗",
	"HealPerSecond_postvalue_label": "每秒治疗",
	"HealPerStack_label": "每层叠加治疗量",
	"HealPerStack_postvalue_label": "每层叠加治疗量",
	"HealPercentAmount_label": "治疗量",
	"HealPercentAmount_postfix": "%",
	"HealPercentAmount_postvalue_label": "治疗量",
	"HealPercentPerHeadshot_label": "每次头弹治疗量",
	"HealPercentPerHeadshot_postfix": "%",
	"HealPercentPerHeadshot_postvalue_label": "每次头弹治疗量",
	"HealRadius_label": "治疗半径",
	"HealRadius_postfix": "米",
	"HealRadius_postvalue_label": "治疗半径",
	"HealRate_label": "Heal Rate",
	"HealRate_postfix": "/秒",
	"HealReductionDuration_label": "治疗降低持续时间",
	"HealReductionDuration_postfix": "秒",
	"HealReductionDuration_postvalue_label": "治疗降低持续时间",
	"HealingFactor_label": "生命吸取",
	"HealingFactor_postfix": "%",
	"HealingFactor_postvalue_label": "吸取生命",
	"HealingPerCast_Label": "技能施放时治疗",
	"HealingPerCast_postvalue_label": "技能施放时治疗",
	"HealingPerSecond_label": "恢复的生命值",
	"HealingPerSecond_postfix": "/秒",
	"HealingPerSecond_postvalue_label": "恢复的生命值",
	"HealingPercent_label": "治疗百分比",
	"HealingPercent_postfix": "%",
	"HealingPercent_postvalue_label": "治疗百分比",
	"HealthAttribute_Desc": "%s1 to any health and health regen bonuses",
	"HealthAttribute_Desc_0": "no additional health and health regen bonuses",
	"HealthBoostDuration_postfix": "秒",
	"HealthBoostDuration_postvalue_label": "生命值提升持续时间",
	"HealthCost_label": "Health Cost",
	"HealthDrainedPerSecond_label": "生命流失",
	"HealthDrainedPerSecond_postfix": "/秒",
	"HealthDrainedPerSecond_postvalue_label": "生命流失",
	"HealthPctDamage_label": "当前生命值伤害",
	"HealthPctDamage_postfix": "%",
	"HealthPctDamage_postvalue_label": "当前生命值伤害",
	"HealthPercent_label": "生命值百分比",
	"HealthPercent_postfix": "%",
	"HealthPercent_postvalue_label": "生命值百分比",
	"HealthRegenDuration_label": "恢复持续时间",
	"HealthRegenDuration_postfix": "秒",
	"HealthRegenDuration_postvalue_label": "恢复持续时间",
	"HealthRegenPerTrooper_label": "生命恢复",
	"HealthRegenPerTrooper_postfix": "每个附近步兵",
	"HealthRegenPerTrooper_postvalue_label": "生命恢复",
	"HealthRegenPerTrooper_prefix": "+",
	"HealthRegen_label": "生命恢复",
	"HealthRegen_postvalue_label": "生命恢复",
	"HealthRegen_prefix": "{s:sign}",
	"HealthStealPctHero_label": "英雄吸取生命",
	"HealthStealPctHero_postfix": "%",
	"HealthStealPctHero_postvalue_label": "英雄吸取生命",
	"HealthStealPct_label": "非英雄吸取生命",
	"HealthStealPct_postfix": "%",
	"HealthStealPct_postvalue_label": "非英雄吸取生命",
	"HealthSteal_label": "每发子弹吸取最大生命值",
	"HealthSteal_postvalue_label": "每发子弹吸取最大生命值",
	"HealthSwapBuffDuration_label": "加成持续时间",
	"HealthSwapBuffDuration_postfix": "秒",
	"HealthSwapBuffDuration_postvalue_label": "增益持续时间",
	"HealthToDamage_label": "伤害",
	"HealthToDamage_postvalue_label": "伤害",
	"Health_label": "生命值",
	"Health_postvalue_label": "生命值",
	"HeartHeal_label": "治疗",
	"HeartHeal_postvalue_label": "治疗",
	"HeatDPS_label": "Heat Powered DPS",
	"HeatDamage_label": "Heat Powered Damage",
	"HeavyMeleeDamage_postvalue_label": "伤害",
	"HeavyMeleeMultiplier_label": "近战重击加成",
	"HeavyMeleeMultiplier_postfix": "倍",
	"HeavyMeleeMultiplier_postvalue_label": "近战重击加成",
	"HeroMultiplier_label": "英雄爆炸系数",
	"HeroMultiplier_postfix": "%",
	"HeroMultiplier_postvalue_label": "英雄爆炸系数",
	"HeroProcChance_label": "英雄触发几率",
	"HeroProcChance_postfix": "%",
	"HeroProcChance_postvalue_label": "英雄触发几率",
	"HeroTesting_AllPerks": "所有技能满级",
	"HeroTesting_ChangeHero": "更换英雄",
	"HeroTesting_ChangeTeam": "更换队伍",
	"HeroTesting_ClearFollow": "取消关连",
	"HeroTesting_FastStamina": "耐力速回",
	"HeroTesting_FullHealth": "完整生命值",
	"HeroTesting_GameRules": "游戏规则",
	"HeroTesting_HalfHealth": "一半生命值",
	"HeroTesting_HeroControl": "英雄控制",
	"HeroTesting_HeroToSpawn": "要重生的英雄:",
	"HeroTesting_HeroTools": "英雄工具",
	"HeroTesting_HoldAlt": "按住{g:citadel_binding:'Scoreboard'}",
	"HeroTesting_KillHero": "击倒英雄",
	"HeroTesting_LaneChallenge": "分路挑战",
	"HeroTesting_LastHits": "正补数:{i:lastHits}",
	"HeroTesting_LevelUp": "升级",
	"HeroTesting_MakeMimic": "模仿玩家",
	"HeroTesting_MakePuppet": "作为傀儡",
	"HeroTesting_MaxLevel": "最高等级",
	"HeroTesting_NoCooldown": "无冷却时间",
	"HeroTesting_NoDeath": "不会被击败",
	"HeroTesting_OrbsDenied": "回收的光球:{i:orbsDenied}",
	"HeroTesting_OrbsSecured": "稳获的光球:{i:orbsSecured}",
	"HeroTesting_RemoveBots": "移除机器人",
	"HeroTesting_ResetHero": "重置英雄",
	"HeroTesting_SpawnCamp": "重生中立生物",
	"HeroTesting_SpawnEnemy": "+ 作为敌方",
	"HeroTesting_SpawnFriendly": "+ 作为友方",
	"HeroTesting_SpeedDown": "速度-",
	"HeroTesting_SpeedNormal": "速度=",
	"HeroTesting_SpeedUp": "速度+",
	"HeroTesting_TakeControl": "获取控制",
	"HeroTesting_TestTools": "测试工具",
	"HeroTesting_UnlimitedAmmo": "无需装填弹药",
	"HeroTesting_UnlockFlex": "额外栏位",
	"HeroTraining_Continue_Button": "继续训练",
	"HeroTraining_Intro_Desc": "在这里,你可以测试英雄的动作和技能。掌握这些概念是完成训练的关键。",
	"HeroTraining_Intro_Title": "欢迎来到\u003Cb\u003E英雄训练\u003C/b\u003E",
	"HeroTraining_Outro_Button": "完成",
	"HeroTraining_Outro_Desc": "接下来试试玩一局街头乱斗。",
	"HeroTraining_Outro_Title": "基础教程完成",
	"HeroesPageTitle": "英雄",
	"HexDuration_label": "扰动持续时间",
	"HexDuration_postfix": "秒",
	"HexDuration_postvalue_label": "扰动持续时间",
	"HexMoveSpeedLimit_label": "移动速度限制",
	"HexMoveSpeedLimit_postfix": "米",
	"HexMoveSpeedLimit_postvalue_label": "移动速度限制",
	"Hideout_View_Builds": "出装",
	"HighGroundBonusWeaponPower_label": "Weapon Damage When Above Enemies",
	"HighGroundBonusWeaponPower_postfix": "%",
	"HighGroundBonusWeaponPower_prefix": "{s:sign}",
	"HitCap_label": "Hit Cap",
	"HitCap_postfix": "hits",
	"HitsToRelease_Label": "Hits to Release",
	"HobbledMovementSlow_Label": "移动减速",
	"HobbledMovementSlow_postfix": "%",
	"HobbledMovementSlow_postvalue_label": "移动减速",
	"HoldInPlaceDuration_label": "离地持续时间",
	"HoldInPlaceDuration_postfix": "秒",
	"HoldInPlaceDuration_postvalue_label": "离地持续时间",
	"HopOffEffecDuration_label": "增益持续时间",
	"HopOffEffecDuration_postfix": "秒",
	"HopOffEffecDuration_postvalue_label": "增益持续时间",
	"HotDPS_label": "Hot DPS",
	"HotelTimeScale_label": "减速",
	"HotelTimeScale_postfix": "%",
	"HotelTimeScale_postvalue_label": "减速",
	"HungerLowHealthThreshold_label": "殷红路径触发生命值",
	"HungerLowHealthThreshold_postfix": "%",
	"HungerLowHealthThreshold_postvalue_label": "殷红路径触发生命值",
	"IceBeamBuildupProcDuration_label": "减益粘滞时间",
	"IceBeamBuildupProcDuration_postfix": "秒",
	"IceBeamBuildupProcDuration_postvalue_label": "减益粘滞时间",
	"IcePathAuraDuration_label": "冰封路径持续时间",
	"IcePathAuraDuration_postfix": "秒",
	"IcePathAuraDuration_postvalue_label": "冰封路径持续时间",
	"IcePathShardRadius_label": "Path Width",
	"IcePathShardRadius_postfix": "米",
	"Ignore": "忽略",
	"ImbueAbilityLifesteal_label": "加强生命吸取",
	"ImbueAbilityLifesteal_postfix": "%",
	"ImbueAbilityLifesteal_postvalue_label": "加强生命吸取",
	"ImbueAbilityLifesteal_prefix": "{s:sign}",
	"ImbuedBonusDuration_label": "已加强技能持续时间",
	"ImbuedBonusDuration_postfix": "%",
	"ImbuedBonusDuration_postvalue_label": "已加强技能持续时间",
	"ImbuedBonusDuration_prefix": "{s:sign}",
	"ImbuedCooldownReduction_label": "已加强技能冷却时间减少",
	"ImbuedCooldownReduction_postfix": "%",
	"ImbuedCooldownReduction_postvalue_label": "已加强技能冷却时间减少",
	"ImbuedCooldownReduction_prefix": "{s:sign}",
	"ImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_label": "已加强技能的距离",
	"ImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_postfix": "%",
	"ImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_postvalue_label": "已加强技能的距离",
	"ImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_prefix": "{s:sign}",
	"ImbuedTechPower_label": "已加强技能元灵力量",
	"ImbuedTechPower_postvalue_label": "已加强技能元灵力量",
	"ImbuedTechPower_prefix": "{s:sign}",
	"ImbuedTechRadiusMultiplier_label": "Imbued Radius",
	"ImbuedTechRadiusMultiplier_postfix": "%",
	"ImbuedTechRadiusMultiplier_prefix": "{s:sign}",
	"ImbuedTechRangeMultiplier_label": "已加强技能的距离",
	"ImbuedTechRangeMultiplier_postfix": "%",
	"ImbuedTechRangeMultiplier_postvalue_label": "已加强技能的距离",
	"ImbuedTechRangeMultiplier_prefix": "{s:sign}",
	"ImmobilizeDuration_label": "定身持续时间",
	"ImmobilizeDuration_postfix": "秒",
	"ImmobilizeDuration_postvalue_label": "定身持续时间",
	"ImmobilizeTrap_CurseDuration_label": "厄咒持续时间",
	"ImmobilizeTrap_CurseDuration_postfix": "秒",
	"ImmobilizeTrap_CurseDuration_postvalue_label": "干扰持续时间",
	"ImmunityDuration_label": "免疫持续时间",
	"ImmunityDuration_postfix": "秒",
	"ImmunityDuration_postvalue_label": "免疫持续时间",
	"ImpactCooldownReductionPercentage_label": "冷却时间减免",
	"ImpactCooldownReductionPercentage_postfix": "%",
	"ImpactCooldownReductionPercentage_postvalue_label": "冷却时间减免",
	"ImpactDamage_label": "撞击伤害",
	"ImpactDamage_postvalue_label": "撞击伤害",
	"ImpactDurationBonus_label": "加成持续时间",
	"ImpactDurationBonus_postfix": "秒",
	"ImpactDurationBonus_postvalue_label": "加成持续时间",
	"ImpactDuration_label": "减速持续时间",
	"ImpactDuration_postfix": "秒",
	"ImpactDuration_postvalue_label": "减速持续时间",
	"ImpactMoveSlow_label": "冲击移动减速",
	"ImpactMoveSlow_postfix": "%",
	"ImpactMoveSlow_postvalue_label": "冲击移动减速",
	"ImpactRadius_label": "影响半径",
	"ImpactRadius_postfix": "米",
	"ImpactRadius_postvalue_label": "影响半径",
	"ImpactSlowDuration_label": "冲击减速持续时间",
	"ImpactSlowDuration_postfix": "秒",
	"ImpactSlowDuration_postvalue_label": "冲击减速持续时间",
	"ImpaleDamage_label": "Impale Damage",
	"ImpaleDamage_postfix": "",
	"ImpaleDuration_label": "Impale Duration",
	"ImpaleDuration_postfix": "秒",
	"InactiveRadius_label": "失效半径",
	"InactiveRadius_postfix": "米",
	"InactiveRadius_postvalue_label": "失效半径",
	"IncomingBulletDamagePercentFromCaster_label": "承受的子弹伤害",
	"IncomingBulletDamagePercentFromCaster_postfix": "%",
	"IncomingBulletDamagePercentFromCaster_postvalue_label": "承受的子弹伤害",
	"IncomingBulletDamagePercentFromCaster_prefix": "{s:sign}",
	"IncomingDamagePercentFromCasterPerStack_postfix": "%",
	"IncomingDamagePercentFromCasterPerStack_postvalue_label": "每层叠加承受伤害",
	"IncomingDamagePercentFromCasterPerStack_prefix": "{s:sign}",
	"IncomingDamagePercentFromCaster_label": "承受的伤害",
	"IncomingDamagePercentFromCaster_postfix": "%",
	"IncomingDamagePercentFromCaster_postvalue_label": "承受的伤害",
	"IncomingDamagePercentFromCaster_prefix": "{s:sign}",
	"IncomingDamagePercentOnHit_label": "承受的伤害",
	"IncomingDamagePercentOnHit_postfix": "%",
	"IncomingDamagePercentOnHit_postvalue_label": "承受的伤害",
	"IncomingDamagePercentOnHit_prefix": "{s:sign}",
	"IncomingDamagePercent_label": "承受的伤害",
	"IncomingDamagePercent_postfix": "%",
	"IncomingDamagePercent_postvalue_label": "承受的伤害",
	"IncomingDamagePercent_prefix": "{s:sign}",
	"IncomingDamageReductionPercent_label": "时间变慢承伤降低",
	"IncomingDamageReductionPercent_postfix": "%",
	"IncomingDamageReductionPercent_postvalue_label": "时间变慢承伤降低",
	"InfectDuration_label": "Infect Duration",
	"InfectDuration_postfix": "秒",
	"InfectionBonusDPS_label": "Infection Bonus DPS",
	"InfectionBonusDPS_postfix": "",
	"InfectionBonusDPS_prefix": "",
	"InfestDamageTakenPercent_postfix": "%",
	"InfestDamageTakenPercent_postvalue_label": "伤害/抗性",
	"InfestDamageTakenPercent_prefix": "+",
	"InfestHealInterval_postfix": "秒",
	"InfestHealInterval_postvalue_label": "治疗间隔",
	"InfestHeal_label": "步兵治疗",
	"InfestHeal_postfix": "/秒",
	"InfestHeal_postvalue_label": "治疗",
	"InfinitySlashHealOnCast_label": "施法后最大生命值治疗",
	"InfinitySlashHealOnCast_postfix": "%",
	"InfinitySlashHealOnCast_postvalue_label": "施法后最大生命值治疗",
	"InfinitySlashHealOnKill_label": "击倒时获得最大生命值治疗",
	"InfinitySlashHealOnKill_postfix": "%",
	"InfinitySlashHealOnKill_postvalue_label": "击败时最大生命值治疗",
	"InitialDamage_label": "初始伤害",
	"InitialDamage_postvalue_label": "初始伤害",
	"InitialFireRateDecrease_postfix": "%",
	"InitialFireRateDecrease_prefix": "-",
	"InitialRadius_label": "初始半径",
	"InitialRadius_postfix": "米",
	"InitialRadius_postvalue_label": "初始半径",
	"InlineAttribute_BonusFireRate": "额外射速",
	"InlineAttribute_BonusMoveSpeed": "额外移动速度",
	"InlineAttribute_BonusSpiritDamage": "额外元灵伤害",
	"InlineAttribute_BonusSprintSpeed": "额外冲刺速度",
	"InlineAttribute_BonusWeaponDamage": "额外武器伤害",
	"InlineAttribute_BulletDamage": "子弹伤害",
	"InlineAttribute_BulletResist": "子弹抗性",
	"InlineAttribute_CombatBarrier": "屏障",
	"InlineAttribute_Courage": "勇气",
	"InlineAttribute_DamageAmp": "伤害增加量",
	"InlineAttribute_FireRate": "射速",
	"InlineAttribute_Fortitude": "坚毅之心",
	"InlineAttribute_Heal": "治疗",
	"InlineAttribute_Healing": "治疗",
	"InlineAttribute_Heals": "治疗",
	"InlineAttribute_Health": "生命值",
	"InlineAttribute_Immobilize": "定身",
	"InlineAttribute_KnockBack": "击退",
	"InlineAttribute_KnockUp": "击飞",
	"InlineAttribute_MaxHealth": "最大生命值",
	"InlineAttribute_MeleeDamage": "近战伤害",
	"InlineAttribute_MoveSpeed": "移动速度",
	"InlineAttribute_Pull": "拖拽",
	"InlineAttribute_Pulling": "拖拽",
	"InlineAttribute_Pulls": "拖拽",
	"InlineAttribute_PureDamage": "纯粹伤害",
	"InlineAttribute_ReducedFireRate": "射速降低",
	"InlineAttribute_Regen": "恢复",
	"InlineAttribute_Silence": "沉默",
	"InlineAttribute_Sleep": "睡眠",
	"InlineAttribute_Slow": "减速",
	"InlineAttribute_SlowResistance": "减速抗性",
	"InlineAttribute_Spirit": "元灵",
	"InlineAttribute_SpiritDPS": "持续元灵伤害",
	"InlineAttribute_SpiritDamage": "元灵伤害",
	"InlineAttribute_SpiritResist": "元灵抗性",
	"InlineAttribute_StaminaRegenPerSecond": "耐力恢复",
	"InlineAttribute_Stun": "眩晕",
	"InlineAttribute_WeaponDamage": "武器伤害",
	"InnateStatusResistancePercent_label": "减益抗性",
	"InnateStatusResistancePercent_postfix": "%",
	"InnateStatusResistancePercent_postvalue_label": "减益抗性",
	"InnateStatusResistancePercent_prefix": "{s:sign}",
	"InterruptCooldown_label": "打断冷却",
	"InterruptCooldown_postfix": "秒",
	"InterruptCooldown_postvalue_label": "打断冷却",
	"InvisDuration_label": "隐身持续时间",
	"InvisDuration_postfix": "秒",
	"InvisDuration_postvalue_label": "隐身持续时间",
	"InvisFadeToDuration_label": "淡出时间",
	"InvisFadeToDuration_postfix": "秒",
	"InvisFadeToDuration_postvalue_label": "淡出时间",
	"InvisMoveSpeedMod_label": "隐身疾跑速度",
	"InvisMoveSpeedMod_postfix": "米",
	"InvisMoveSpeedMod_postvalue_label": "隐身疾跑速度",
	"InvisMoveSpeedMod_prefix": "{s:sign}",
	"InvisReapplyDelay_Label": "Delay before fading",
	"InvisRegen_Label": "Invis Max Health Regen",
	"InvisRegen_postfix": "%",
	"InvisibilityDuration_label": "隐身持续时间",
	"InvisibilityDuration_postvalue_label": "隐身持续时间",
	"IsolationRange_label": "落单检测范围",
	"IsolationRange_postfix": "米",
	"IsolationRange_postvalue_label": "落单检测范围",
	"ItemCooldownReducePct_postfix": "%",
	"ItemCooldownReducePct_postvalue_label": "使用时物品冷却时间",
	"ItemCooldownReduce_postfix": "秒",
	"ItemCooldownReduce_postvalue_label": "使用时物品冷却时间",
	"ItemCooldownReduction_label": "物品冷却时间减少",
	"ItemCooldownReduction_postfix": "%",
	"ItemCooldownReduction_postvalue_label": "物品冷却时间减少",
	"ItemCooldownReduction_prefix": "{s:sign}",
	"ItemHistory_ActionWithTime": "%s2%s1",
	"ItemHistory_Action_AddItemToSocket_Remove": "从镶孔移除",
	"ItemHistory_Action_AddSocketToItem_Remove": "因镶嵌被移除",
	"ItemHistory_Action_AddSocket_Remove": "加入镶孔",
	"ItemHistory_Action_AdditionalDrop": "已找到",
	"ItemHistory_Action_AssassinMinigameDrop": "参与绝杀刺客活动获得",
	"ItemHistory_Action_AutoGrantItem": "正常获取",
	"ItemHistory_Action_AutographRemove": "已用于签名物品",
	"ItemHistory_Action_AwardAchievement": "解锁成就时获得",
	"ItemHistory_Action_AwardGift_Giver": "已作为礼物发送",
	"ItemHistory_Action_AwardGift_Receiver": "收到的礼物",
	"ItemHistory_Action_AwardStorePromotionItem": "从商城购买",
	"ItemHistory_Action_AwardThirdPartyPromo": "获得的促销物品",
	"ItemHistory_Action_AwardTime": "被找到",
	"ItemHistory_Action_AwardXP": "因升级而奖励",
	"ItemHistory_Action_Banned": "被封禁",
	"ItemHistory_Action_CDKeyGrant": "通过输入产品代码而获得",
	"ItemHistory_Action_CDKeyRevoke": "游戏序列号被撤销",
	"ItemHistory_Action_CafeOrSchoolItem_Remove": "移除网吧或学校物品",
	"ItemHistory_Action_CitadelDevItemRevoked": "物品已撤销",
	"ItemHistory_Action_CollectItem_CollectedItem": "添加至合集",
	"ItemHistory_Action_CollectItem_RemoveCollection": "移除了旧合集物品",
	"ItemHistory_Action_ConsumeItem_Complete_ToolRemove": "已用于完成图纸",
	"ItemHistory_Action_ConsumeItem_Consume_InputRemove": "已用于图纸配件",
	"ItemHistory_Action_ConsumeItem_Consume_ToolRemove": "已用于图纸配件",
	"ItemHistory_Action_CraftDestroy": "已在重铸时使用",
	"ItemHistory_Action_CreatedByManualItemRecreateOperation": "由客服创建",
	"ItemHistory_Action_CrossGameAchievement": "因在另一个游戏中解锁成就而获得",
	"ItemHistory_Action_CustomizeItemTexture_Remove": "自定义了贴图",
	"ItemHistory_Action_Delete": "被本人删除",
	"ItemHistory_Action_DiretideReward": "夜魇暗潮活动期间获得的奖励",
	"ItemHistory_Action_Drop": "已找到",
	"ItemHistory_Action_EarnedItem": "正常获得",
	"ItemHistory_Action_EconSetUnowned": "被交易",
	"ItemHistory_Action_EventPointLevel": "获得互动指南奖励",
	"ItemHistory_Action_EventPointPurchase": "使用积分购买",
	"ItemHistory_Action_EventWon": "在活动中赢得",
	"ItemHistory_Action_Expired": "已过期",
	"ItemHistory_Action_ExtractGem_Remove": "提取出宝石",
	"ItemHistory_Action_FantasyTicketConsume": "已使用",
	"ItemHistory_Action_FantasyTicketRefund": "已退款",
	"ItemHistory_Action_GSCreate": "由玩过的游戏服务器授予",
	"ItemHistory_Action_GauntletAbandoned": "退出试炼场",
	"ItemHistory_Action_GauntletEntryFee": "试炼场入场费",
	"ItemHistory_Action_GauntletReward": "试炼场奖励",
	"ItemHistory_Action_GenericAdd": "获得",
	"ItemHistory_Action_GenericRemove": "已移除或修改",
	"ItemHistory_Action_GiftDelivery_Add": "获得一份礼物",
	"ItemHistory_Action_GiftDelivery_Add_WithPartner": "从 %partner% 处获得一份礼物",
	"ItemHistory_Action_GiftDelivery_Remove": "已作为礼物发送",
	"ItemHistory_Action_GiftDelivery_Remove_WithPartner": "礼物已发送至%partner%",
	"ItemHistory_Action_GiftUnwrap_Remove": "已打开",
	"ItemHistory_Action_GiftWrap_Remove": "包装成了礼物",
	"ItemHistory_Action_InitialAccountGrant": "创建帐户时授予",
	"ItemHistory_Action_ItemConsume": "被消耗",
	"ItemHistory_Action_ItemGiftMessageRefurbish_Remove": "移除了礼物赠言",
	"ItemHistory_Action_ItemGifterAccountIdRefurbish_Remove": "移除了赠送者信息",
	"ItemHistory_Action_ItemRedemption_Remove": "已兑换",
	"ItemHistory_Action_ItemTraded_Remove": "被交易",
	"ItemHistory_Action_LimitExceeded": "因背包限制而销毁",
	"ItemHistory_Action_LimitedDraft": "卡牌被抽取",
	"ItemHistory_Action_ManualCreate": "由客服创建",
	"ItemHistory_Action_ManualItemConvertOperation_OldItem": "被转化",
	"ItemHistory_Action_MarketBuyback_Remove": "因市场买活而移除",
	"ItemHistory_Action_Market_Add": "接收自社区市场",
	"ItemHistory_Action_Market_Remove": "曾在社区市场上架",
	"ItemHistory_Action_NameChanged_Remove": "更改了名称",
	"ItemHistory_Action_NewYearsOffering": "已用于轮回",
	"ItemHistory_Action_PackOpenedNewItem": "从打开的卡包中获取",
	"ItemHistory_Action_PackOpenedRemoved": "卡包已打开",
	"ItemHistory_Action_PackageItem": "获得一个促销物品",
	"ItemHistory_Action_PackageItem_Revoked": "被撤销",
	"ItemHistory_Action_PaintItem_Remove": "被用于上色",
	"ItemHistory_Action_PennantUpgradeApply_Remove": "已用于升级锦旗",
	"ItemHistory_Action_PerfectWorldPromo": "获得促销物品",
	"ItemHistory_Action_PhantomManualItemCreation": "幻影物品创建",
	"ItemHistory_Action_PlayerCardDust": "已融合为一件物品",
	"ItemHistory_Action_PlayerCardPackFromDust": "碎卡已换回卡包",
	"ItemHistory_Action_Purchase": "从商城购买",
	"ItemHistory_Action_Purgatory_ExpiredAndAutoFinalized_Remove": "购买已完成",
	"ItemHistory_Action_Purgatory_Finalize_Remove": "购买已完成",
	"ItemHistory_Action_Purgatory_Refund": "已退款",
	"ItemHistory_Action_QuantityChanged": "已使用",
	"ItemHistory_Action_RecycleDestroyed": "因轮回而销毁",
	"ItemHistory_Action_RemoveItemCraftIndex_Remove": "因移除制作编号而被移除",
	"ItemHistory_Action_RemoveItemKillStreak_Remove": "因移除连杀属性而被移除",
	"ItemHistory_Action_RemoveItemMakersMark_Remove": "移除了重铸者的名称",
	"ItemHistory_Action_RemoveItemName_Remove": "移除了自定义名称",
	"ItemHistory_Action_RemoveItemPaint_Remove": "移除了上色",
	"ItemHistory_Action_RemoveSocketItem_Remove": "因镶嵌物品而被移除",
	"ItemHistory_Action_SeasonalItemGrant": "订阅/活动物品授予",
	"ItemHistory_Action_SteamWorkshopContributor": "因成为创意工坊作者而获得",
	"ItemHistory_Action_StrangePartApply_Remove": "在应用奇异效果时被移除",
	"ItemHistory_Action_SupportDelete": "被客服删除",
	"ItemHistory_Action_SupportDeletedByUndo": "被客服删除",
	"ItemHistory_Action_SupportDescribe_Remove": "由客服添加自定义描述",
	"ItemHistory_Action_SupportRename_Remove": "被客服重命名",
	"ItemHistory_Action_SupportStrangify_Remove": "被客服转化为奇异物品",
	"ItemHistory_Action_TournamentDrop": "观看锦标赛时获得的奖励",
	"ItemHistory_Action_TourneyAbandoned": "退出锦标赛",
	"ItemHistory_Action_TourneyEntryFeePaid": "锦标赛报名费",
	"ItemHistory_Action_TourneyEntryFeeRefunded_NewItem": "锦标赛报名费已退还",
	"ItemHistory_Action_TourneyEntryFeeRefunded_OldItem": "锦标赛报名费已退还",
	"ItemHistory_Action_TradeRollback_Remove": "交易被撤销",
	"ItemHistory_Action_Traded": "交易",
	"ItemHistory_Action_TutorialDrop": "因完成教程而奖励",
	"ItemHistory_Action_UnlockCrate_Remove": "被用于解封珍藏",
	"ItemHistory_Action_UnlockStyle_Remove": "解锁了款式",
	"ItemHistory_Action_UnpackItemBundle": "已打开",
	"ItemHistory_Action_UnpackItems": "从打开的捆包中获取",
	"ItemHistory_Action_Unpurchase": "已退款",
	"ItemHistory_Action_UpgradeThirdPartyPromo": "第三方促销升级",
	"ItemHistory_Action_UseItem": "被使用",
	"ItemHistory_Action_UseItem_Rollback_NewItem": "使用物品失败。该物品已被恢复。",
	"ItemHistory_Action_VACBanned_Remove": "因 VAC 封禁而被移除",
	"ItemHistory_Action_VictoryPredictionReward": "互动指南内成功预测所获奖励",
	"ItemHistory_Action_WeddingRing_Remove": "在游戏中使用",
	"ItemHistory_Action_WeekendTourneyChampionsCupTicketEarned": "正常获得",
	"ItemHistory_Action_WeekendTourneyTicket_Consume": "已使用",
	"ItemHistory_Action_WeekendTourneyTicket_Refund": "已退款",
	"ItemHistory_ItemIsInInventory": "在库存中",
	"ItemHistory_ItemIsSubscription": "订阅物品",
	"ItemHistory_Transaction_ApplyEssence": "向蛋内注入了精华",
	"ItemHistory_Transaction_Autographed": "已附加签名",
	"ItemHistory_Transaction_ConsumeItem_Complete": "图纸已完成",
	"ItemHistory_Transaction_Craft": "被重铸",
	"ItemHistory_Transaction_Delete": "被本人删除",
	"ItemHistory_Transaction_OpenPlayerCardPack": "已打开选手卡包",
	"ItemHistory_Transaction_PennantUpgrade": "升级锦旗等级",
	"ItemHistory_Transaction_PlayerCardRecycle": "已轮回为碎卡",
	"ItemHistory_Transaction_PurchaseFinalized": "购买已完成",
	"ItemHistory_Transaction_Recycled": "已用于轮回",
	"ItemHistory_Transaction_RemoveItemCraftIndex": "制作编号已移除",
	"ItemHistory_Transaction_StrangePart": "应用了一个奇异特效",
	"ItemHistory_Transaction_SupportUndo": "客服撤销了你之前的一个或多个操作",
	"ItemHistory_Transaction_UnlockCrate": "已解封珍藏",
	"ItemInitialCharges_label": "充能数",
	"ItemInitialCharges_postvalue_label": "充能数",
	"ItemNameCraftNumberFormat": "#%s1",
	"ItemNameUniqueFormat": "%s1%s2%s3",
	"ItemNameWithQualityFormat": "%s1 %s2%s3",
	"ItemTypeDesc": "%s1 级 %s2",
	"ItemTypeDescKillEater": "%s1%s2",
	"ItemTypeDescKillEaterAlt": "%s2:%s1",
	"ItemTypeDescNoLevel": "第 %s1 级",
	"Item_Rejuvenator": "复生石",
	"JokerExtraCards_label": "卡牌分裂",
	"JokerExtraCards_postvalue_label": "卡牌分裂",
	"JumpVelocity_label": "跳跃速度",
	"JumpVelocity_postfix": "米",
	"JumpVelocity_postvalue_label": "跳跃速度",
	"KillDurationBonus_label": "击倒额外持续时间",
	"KillDurationBonus_postfix": "秒",
	"KillDurationBonus_postvalue_label": "击倒额外持续时间",
	"KillDuration_label": "击败持续时间",
	"KillDuration_postfix": "秒",
	"KillDuration_postvalue_label": "击败持续时间",
	"KnightCount_postvalue_label": "释放的骑士和战马",
	"KnightPositionSpread_label": "骑士宽度",
	"KnightPositionSpread_postfix": "米",
	"KnightPositionSpread_postvalue_label": "骑士宽度",
	"KnockDownRadius_label": "Knockdown Radius",
	"KnockDownRadius_postfix": "米",
	"LandingBonusesDuration_label": "增益持续时间",
	"LandingBonusesDuration_postfix": "秒",
	"LandingBonusesDuration_postvalue_label": "增益持续时间",
	"LandingDamage_label": "区域伤害",
	"LandingDamage_postvalue_label": "区域伤害",
	"LaneTraining_Intro_Button": "开始",
	"LaneTraining_Intro_Desc": "游戏初期的目标是获取足够力量,摧毁目标物。\u003Cbr\u003E\u003Cbr\u003E完成右侧列出的目标后就可以拿下卫士了。",
	"LaneTraining_Intro_Targets": "目标物",
	"LaneTraining_Intro_Title": "欢迎来到\u003Cb\u003E分路训练\u003C/b\u003E",
	"LaneTraining_Outro_Title": "\u003Cb\u003E分路训练\u003C/b\u003E已完成",
	"LashDamage_label": "鞭长可及伤害",
	"LashDamage_postvalue_label": "鞭长可及伤害",
	"LashLaunchHeight_label": "Lash Launch Height",
	"LashLaunchHeight_postfix": "米",
	"LashUltimateChargeTime_label": "充能时间",
	"LashUltimateChargeTime_postfix": "秒",
	"LashUltimateChargeTime_postvalue_label": "充能时间",
	"LateCheckoutDamage_postvalue_label": "伤害",
	"LaunchDamage_label": "Knockback Damage",
	"LaunchDamage_postfix": "",
	"LeashRadius_label": "最大牵引半径",
	"LeashRadius_postfix": "米",
	"LeashRadius_postvalue_label": "最大牵引半径",
	"LeaveMatchPrompt_Cancel": "留下",
	"LeaveMatchPrompt_Confirm": "离开",
	"LeaveMatchPrompt_Text": "离开后将无法重新加入。",
	"LeaveMatchPrompt_Title": "是否离开这场比赛?",
	"LeechHealOnKill_label": "击败时最大生命值治疗",
	"LeechHealOnKill_postfix": "%",
	"LeechHealOnKill_postvalue_label": "击败时最大生命值治疗",
	"LeechHealOnKill_prefix": "+",
	"LevelUpBaseMeleeDamage": "近战伤害",
	"LevelUpBaseWeaponDamage": "Bullet Damage",
	"LifeDrainHealthMult_label": "伤害转换生命",
	"LifeDrainHealthMult_postfix": "%",
	"LifeDrainHealthMult_postvalue_label": "伤害转为治疗",
	"LifeDrainPerSecond_label": "每秒伤害",
	"LifeDrainPerSecond_postvalue_label": "每秒伤害",
	"LifeStealPercent_label": "吸取生命",
	"LifeStealPercent_postfix": "%",
	"LifeStealPercent_postvalue_label": "吸取生命",
	"LifeStealPercent_prefix": "{s:sign}",
	"LifeThreshold_label": "Life Threshold",
	"LifeThreshold_postfix": "%",
	"LifestealDuration_label": "吸取生命持续时间",
	"LifestealDuration_postfix": "秒",
	"LifestealDuration_postvalue_label": "吸取生命持续时间",
	"LifestealHealPercent_label": "近战击中治疗",
	"LifestealHealPercent_postfix": "%",
	"LifestealHealPercent_postvalue_label": "近战击中治疗",
	"LifestealHeal_label": "近战命中时获得的治疗",
	"LifestealHeal_postvalue_label": "近战命中时获得的治疗",
	"LifestealPercentHero_label": "吸取生命",
	"LifestealPercentHero_postfix": "%",
	"LifestealPercentHero_postvalue_label": "吸取生命",
	"LifestealPercentNonHero_label": "对非英雄单位吸取生命",
	"LifestealPercentNonHero_postfix": "%",
	"LifestealPercentNonHero_postvalue_label": "对非英雄单位吸取生命",
	"LifestealPercentNonHero_prefix": "{s:sign}",
	"LifestealPercentOnHit_label": "吸取生命",
	"LifestealPercentOnHit_postfix": "%",
	"LifestealPercentOnHit_postvalue_label": "吸取生命",
	"LifestrikeHeal_label": "近战命中时获得的治疗",
	"LifestrikeHeal_postvalue_label": "近战命中时获得的治疗",
	"Lifetime_label": "部署时长",
	"Lifetime_postfix": "秒",
	"Lifetime_postvalue_label": "部署时长",
	"LightMeleeAmmo_label": "弹药",
	"LightMeleeAmmo_postfix": "%",
	"LightMeleeAmmo_postvalue_label": "弹药",
	"LightMeleeAmmo_prefix": "+",
	"LightMeleeScalePct_postfix": "%",
	"LightMeleeScalePct_postvalue_label": "近战轻击威力",
	"LightningScrollMysticSlow_label": "造成元灵伤害时的移动速度",
	"LightningScrollMysticSlow_postfix": "%",
	"LightningScrollMysticSlow_postvalue_label": "造成元灵伤害时的移动速度",
	"LightningScrollMysticSlow_prefix": "-",
	"LightningStrikeDamage_label": "袭击伤害",
	"LightningStrikeDamage_postvalue_label": "袭击伤害",
	"LightningStrikeRadius_label": "袭击半径",
	"LightningStrikeRadius_postfix": "米",
	"LightningStrikeRadius_postvalue_label": "袭击半径",
	"LingerAfterLeavingSmokeDurationPerHeat_label": "Linger Duration",
	"LingerDuration_label": "Linger Duration",
	"LingerDuration_postfix": "秒",
	"LocalBulletArmorReduction_label": "子弹抗性",
	"LocalBulletArmorReduction_postfix": "%",
	"LocalBulletArmorReduction_postvalue_label": "子弹抗性",
	"LocalBulletArmorReduction_prefix": "{s:sign}",
	"LocalTechArmorReduction_label": "Magic Resist",
	"LocalTechArmorReduction_postfix": "%",
	"LocalTechArmorReduction_prefix": "{s:sign}",
	"LockOnTime_label": "Lock On Time",
	"LockOnTime_postfix": "秒",
	"LockedRadius_label": "Chain Length",
	"LockedRadius_postfix": "米",
	"LongRangeBonusWeaponPowerMinRange_label": "最小距离",
	"LongRangeBonusWeaponPowerMinRange_postfix": "米",
	"LongRangeBonusWeaponPowerMinRange_postvalue_label": "最小距离",
	"LongRangeBonusWeaponPower_conditional": "射程外",
	"LongRangeBonusWeaponPower_label": "武器伤害",
	"LongRangeBonusWeaponPower_postfix": "%",
	"LongRangeBonusWeaponPower_postvalue_label": "武器伤害",
	"LongRangeBonusWeaponPower_prefix": "{s:sign}",
	"LowHealthEnemyDamageBonus_label": "最大伤害加成",
	"LowHealthEnemyDamageBonus_postvalue_label": "最大伤害加成",
	"LowHealthEnemyThresholdPct_label": "低生命临界值",
	"LowHealthEnemyThresholdPct_postfix": "%",
	"LowHealthEnemyThresholdPct_postvalue_label": "低生命临界值",
	"LowHealthTechResist_label": "元灵抗性",
	"LowHealthTechResist_postvalue_label": "元灵抗性",
	"LowHealthTechResist_prefix": "{s:sign}",
	"LowHealthThreshold_label": "生命临界值",
	"LowHealthThreshold_postfix": "%",
	"LowHealthThreshold_postvalue_label": "生命临界值",
	"LowHealthWeaponPowerPercent_label": "Courage",
	"LowHealthWeaponPowerPercent_postfix": "%",
	"LowHealthWeaponPowerPercent_prefix": "{s:sign}",
	"LungeCooldownReduction_label": "迅击突刺冷却时间",
	"LungeCooldownReduction_postfix": "秒",
	"LungeCooldownReduction_postvalue_label": "迅击突刺冷却时间",
	"LungeCooldownReduction_prefix": "-",
	"LungeDistance_label": "突刺距离",
	"LungeDistance_postfix": "米",
	"LungeDistance_postvalue_label": "突刺距离",
	"MODIFIER_STATE_ALL_ARMOR_DISABLED": "Armors Disabled",
	"MODIFIER_STATE_BLINDED": "被致盲",
	"MODIFIER_STATE_BULLET_DAMAGE_TAKEN_ALWAYS_CRITS": "Crit Vulnerable",
	"MODIFIER_STATE_BULLET_INVULNERABLE": "Bulletproof",
	"MODIFIER_STATE_BULLET_SHIELD_WEAKENED": "Weakened Bullet Shield",
	"MODIFIER_STATE_BURNING": "Burning",
	"MODIFIER_STATE_CHAINED": "被禁锢",
	"MODIFIER_STATE_DISARMED": "被缴械",
	"MODIFIER_STATE_DISPLAY_LIFETIME": "Life Time",
	"MODIFIER_STATE_DRONE_ATTACHED": "Drone Attached",
	"MODIFIER_STATE_INVULNERABLE": "无敌",
	"MODIFIER_STATE_IS_ASLEEP": "Asleep",
	"MODIFIER_STATE_ROOTED": "被定身",
	"MODIFIER_STATE_SILENCED": "被沉默",
	"MODIFIER_STATE_SLOWED": "Slowed",
	"MODIFIER_STATE_STUNNED": "被眩晕",
	"MODIFIER_STATE_TECH_INVULNERABLE": "元灵无敌",
	"MODIFIER_STATE_TOXIC_BULLETS": "剧毒",
	"MODIFIER_STATE_WEAPON_JAMMED": "Weapon Jammed",
	"MODIFIER_VALUE_ABILITY_DAMAGE_REDUCTION_label": "元灵伤害降低",
	"MODIFIER_VALUE_ABILITY_DAMAGE_REDUCTION_postfix": "%",
	"MODIFIER_VALUE_ABILITY_DAMAGE_REDUCTION_postvalue_label": "元灵伤害降低",
	"MODIFIER_VALUE_ABILITY_PROJECTILE_SPEED_PERCENT_label": "Speed Increase",
	"MODIFIER_VALUE_ABILITY_PROJECTILE_SPEED_PERCENT_postfix": "%",
	"MODIFIER_VALUE_AIR_CONTROL_PERCENT_label": "空中控制",
	"MODIFIER_VALUE_AIR_CONTROL_PERCENT_postfix": "%",
	"MODIFIER_VALUE_AIR_CONTROL_PERCENT_postvalue_label": "空中控制",
	"MODIFIER_VALUE_AIR_CONTROL_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_AIR_MOVE_DISTANCE_INCREASE_PERCENT_label": "空中跳跃/冲刺距离",
	"MODIFIER_VALUE_AIR_MOVE_DISTANCE_INCREASE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_AIR_MOVE_DISTANCE_INCREASE_PERCENT_postvalue_label": "空中跳跃/冲刺距离",
	"MODIFIER_VALUE_AIR_MOVE_DISTANCE_INCREASE_PERCENT_prefix": "+",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_OVERRIDE_label": "弹药",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_OVERRIDE_postvalue_label": "弹药",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_PERCENT_label": "最大弹药量",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_PERCENT_postvalue_label": "最大弹药量",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_label": "弹药",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_postvalue_label": "弹药",
	"MODIFIER_VALUE_AMMO_CLIP_SIZE_prefix": "{s:sign}",
	"MODIFIER_VALUE_ARMOR_POWER_label": "基础生命值",
	"MODIFIER_VALUE_ARMOR_POWER_postfix": "%",
	"MODIFIER_VALUE_ARMOR_POWER_postvalue_label": "基础生命值",
	"MODIFIER_VALUE_ARMOR_POWER_prefix": "{s:sign}",
	"MODIFIER_VALUE_BASEATTACK_DAMAGE_label": "基础伤害",
	"MODIFIER_VALUE_BASEATTACK_DAMAGE_postvalue_label": "基础伤害",
	"MODIFIER_VALUE_BASEATTACK_DAMAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_BONUS_ABILITY_CHARGES_label": "额外技能充能数",
	"MODIFIER_VALUE_BONUS_ABILITY_CHARGES_postvalue_label": "额外技能充能数",
	"MODIFIER_VALUE_BONUS_ABILITY_CHARGES_prefix": "{s:sign}",
	"MODIFIER_VALUE_BONUS_ABILITY_DURATION_PERCENTAGE_label": "技能持续时间",
	"MODIFIER_VALUE_BONUS_ABILITY_DURATION_PERCENTAGE_postfix": "%",
	"MODIFIER_VALUE_BONUS_ABILITY_DURATION_PERCENTAGE_postvalue_label": "技能持续时间",
	"MODIFIER_VALUE_BONUS_ABILITY_DURATION_PERCENTAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_BONUS_ATTACK_RANGE_PERCENT_label": "武器衰减距离",
	"MODIFIER_VALUE_BONUS_ATTACK_RANGE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_BONUS_ATTACK_RANGE_PERCENT_postvalue_label": "武器衰减距离",
	"MODIFIER_VALUE_BONUS_ATTACK_RANGE_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_BONUS_ATTACK_RANGE_postfix": "米",
	"MODIFIER_VALUE_BONUS_BULLET_SPEED_PERCENT_label": "子弹速度",
	"MODIFIER_VALUE_BONUS_BULLET_SPEED_PERCENT_postfix": "%",
	"MODIFIER_VALUE_BONUS_BULLET_SPEED_PERCENT_postvalue_label": "子弹速度",
	"MODIFIER_VALUE_BONUS_BULLET_SPEED_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_label": "施法持续时间",
	"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_postfix": "%",
	"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_postvalue_label": "施法持续时间",
	"MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_prefix": "+",
	"MODIFIER_VALUE_BONUS_CRIT_DAMAGE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_BONUS_CRIT_DAMAGE_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_BULLET_ARMOR_DAMAGE_RESIST_label": "子弹抗性",
	"MODIFIER_VALUE_BULLET_ARMOR_DAMAGE_RESIST_postfix": "%",
	"MODIFIER_VALUE_BULLET_ARMOR_DAMAGE_RESIST_postvalue_label": "子弹抗性",
	"MODIFIER_VALUE_BULLET_ARMOR_DAMAGE_RESIST_prefix": "{s:sign}",
	"MODIFIER_VALUE_BULLET_ARMOR_label": "子弹护甲",
	"MODIFIER_VALUE_BULLET_ARMOR_postvalue_label": "子弹护甲",
	"MODIFIER_VALUE_BULLET_ARMOR_prefix": "{s:sign}",
	"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_label": "武器伤害",
	"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_postfix": "%",
	"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_postvalue_label": "武器伤害",
	"MODIFIER_VALUE_BULLET_DAMAGE_INCREASE_prefix": "{s:sign}",
	"MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_label": "子弹护甲",
	"MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_postfix": "%",
	"MODIFIER_VALUE_BULLET_DAMAGE_REDUCTION_postvalue_label": "子弹护甲",
	"MODIFIER_VALUE_BULLET_LIFESTEAL_label": "子弹吸取生命",
	"MODIFIER_VALUE_BULLET_LIFESTEAL_postfix": "%",
	"MODIFIER_VALUE_BULLET_LIFESTEAL_postvalue_label": "子弹吸取生命",
	"MODIFIER_VALUE_BULLET_LIFESTEAL_prefix": "{s:sign}",
	"MODIFIER_VALUE_BULLET_SHIELD_HEALTH_MAX_label": "子弹屏障生命值",
	"MODIFIER_VALUE_BULLET_SHIELD_HEALTH_MAX_postvalue_label": "子弹屏障生命值",
	"MODIFIER_VALUE_BULLET_SHIELD_HEALTH_MAX_prefix": "{s:sign}",
	"MODIFIER_VALUE_BULLET_SHIELD_HEALTH_label": "子弹屏障生命值",
	"MODIFIER_VALUE_BULLET_SHIELD_HEALTH_postvalue_label": "子弹屏障生命值",
	"MODIFIER_VALUE_COOLDOWN_BETWEEN_CHARGE_REDUCTION_PERCENTAGE_label": "充能间隔缩短",
	"MODIFIER_VALUE_COOLDOWN_BETWEEN_CHARGE_REDUCTION_PERCENTAGE_postfix": "%",
	"MODIFIER_VALUE_COOLDOWN_BETWEEN_CHARGE_REDUCTION_PERCENTAGE_postvalue_label": "充能间隔缩短",
	"MODIFIER_VALUE_COOLDOWN_BETWEEN_CHARGE_REDUCTION_PERCENTAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_COOLDOWN_REDUCTION_PERCENTAGE_label": "技能冷却时间减少",
	"MODIFIER_VALUE_COOLDOWN_REDUCTION_PERCENTAGE_postfix": "%",
	"MODIFIER_VALUE_COOLDOWN_REDUCTION_PERCENTAGE_postvalue_label": "技能冷却时间减少",
	"MODIFIER_VALUE_COOLDOWN_REDUCTION_PERCENTAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_EXTERNAL_HEALTH_REGEN_PER_SECOND_label": "生命恢复",
	"MODIFIER_VALUE_EXTERNAL_HEALTH_REGEN_PER_SECOND_postfix": "/秒",
	"MODIFIER_VALUE_EXTERNAL_HEALTH_REGEN_PER_SECOND_postvalue_label": "生命恢复",
	"MODIFIER_VALUE_EXTERNAL_HEALTH_REGEN_PER_SECOND_prefix": "{s:sign}",
	"MODIFIER_VALUE_FIREARM_ACCURACY_PERCENTAGE_postfix": "%",
	"MODIFIER_VALUE_FIREARM_ACCURACY_PERCENTAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_FIRE_RATE_SLOW_label": "射速",
	"MODIFIER_VALUE_FIRE_RATE_SLOW_postfix": "%",
	"MODIFIER_VALUE_FIRE_RATE_SLOW_postvalue_label": "射速",
	"MODIFIER_VALUE_FIRE_RATE_SLOW_prefix": "-",
	"MODIFIER_VALUE_FIRE_RATE_label": "射速",
	"MODIFIER_VALUE_FIRE_RATE_postfix": "%",
	"MODIFIER_VALUE_FIRE_RATE_postvalue_label": "射速",
	"MODIFIER_VALUE_FIRE_RATE_prefix": "{s:sign}",
	"MODIFIER_VALUE_HEALTH_MAX_PERCENT_label": "生命值",
	"MODIFIER_VALUE_HEALTH_MAX_PERCENT_postfix": "%",
	"MODIFIER_VALUE_HEALTH_MAX_PERCENT_postvalue_label": "生命值",
	"MODIFIER_VALUE_HEALTH_MAX_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_HEALTH_MAX_label": "额外生命值",
	"MODIFIER_VALUE_HEALTH_MAX_postvalue_label": "额外生命值",
	"MODIFIER_VALUE_HEALTH_MAX_prefix": "{s:sign}",
	"MODIFIER_VALUE_HEALTH_REGEN_PER_SECOND_label": "生命恢复",
	"MODIFIER_VALUE_HEALTH_REGEN_PER_SECOND_postvalue_label": "生命恢复",
	"MODIFIER_VALUE_HEALTH_REGEN_PER_SECOND_prefix": "{s:sign}",
	"MODIFIER_VALUE_HEAL_AMP_CAST_PERCENT_label": "治疗有效性",
	"MODIFIER_VALUE_HEAL_AMP_CAST_PERCENT_postfix": "%",
	"MODIFIER_VALUE_HEAL_AMP_CAST_PERCENT_postvalue_label": "治疗有效性",
	"MODIFIER_VALUE_HEAL_AMP_CAST_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_HEAL_AMP_RECEIVE_PERCENT_label": "Healing Received Boost",
	"MODIFIER_VALUE_HEAL_AMP_RECEIVE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_HEAL_AMP_RECEIVE_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_HEAL_AMP_REGEN_PERCENT_label": "Health Regen Boost",
	"MODIFIER_VALUE_HEAL_AMP_REGEN_PERCENT_postfix": "%",
	"MODIFIER_VALUE_HEAL_AMP_REGEN_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_IMBUED_BONUS_DURATION_label": "已加强技能持续时间",
	"MODIFIER_VALUE_IMBUED_BONUS_DURATION_postfix": "%",
	"MODIFIER_VALUE_IMBUED_BONUS_DURATION_postvalue_label": "已加强技能持续时间",
	"MODIFIER_VALUE_IMBUED_BONUS_DURATION_prefix": "{s:sign}",
	"MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_label": "物品冷却时间减少",
	"MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_postfix": "%",
	"MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_postvalue_label": "物品冷却时间减少",
	"MODIFIER_VALUE_ITEM_COOLDOWN_REDUCTION_PERCENTAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASEMinRange_label": "最小距离",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASEMinRange_postfix": "米",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASEMinRange_postvalue_label": "最小距离",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_conditional": "射程外",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_label": "武器伤害",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_postfix": "%",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_postvalue_label": "武器伤害",
	"MODIFIER_VALUE_LONG_RANGE_BULLET_DAMAGE_INCREASE_prefix": "{s:sign}",
	"MODIFIER_VALUE_MELEEATTACK_DAMAGE_label": "近战伤害",
	"MODIFIER_VALUE_MELEEATTACK_DAMAGE_postvalue_label": "近战伤害",
	"MODIFIER_VALUE_MELEEATTACK_DAMAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_MELEEATTACK_SPEED_postfix": "%",
	"MODIFIER_VALUE_MELEEATTACK_SPEED_prefix": "{s:sign}",
	"MODIFIER_VALUE_MELEE_RESIST_label": "Melee Armor",
	"MODIFIER_VALUE_MELEE_RESIST_postfix": "%",
	"MODIFIER_VALUE_MELEE_RESIST_prefix": "{s:sign}",
	"MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_label": "减速抗性",
	"MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_postfix": "%",
	"MODIFIER_VALUE_MOVEMENT_SLOW_RESISTANCE_postvalue_label": "减速抗性",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_PERCENT_label": "移动速度",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_PERCENT_postfix": "%",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_PERCENT_postvalue_label": "移动速度",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_label": "移动速度",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_postfix": "米",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_postvalue_label": "移动速度",
	"MODIFIER_VALUE_MOVEMENT_SPEED_MAX_prefix": "{s:sign}",
	"MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_label": "移动减速",
	"MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_postfix": "%",
	"MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_postvalue_label": "移动减速",
	"MODIFIER_VALUE_OUT_OF_COMBAT_HEALTH_REGEN_label": "脱离战斗后恢复",
	"MODIFIER_VALUE_OUT_OF_COMBAT_HEALTH_REGEN_postvalue_label": "脱离战斗后恢复",
	"MODIFIER_VALUE_OUT_OF_COMBAT_HEALTH_REGEN_prefix": "{s:sign}",
	"MODIFIER_VALUE_REGEN_MAX_HEALTH_PERCENT_PER_SECOND_label": "最大生命值恢复",
	"MODIFIER_VALUE_REGEN_MAX_HEALTH_PERCENT_PER_SECOND_postfix": "%",
	"MODIFIER_VALUE_REGEN_MAX_HEALTH_PERCENT_PER_SECOND_postvalue_label": "最大生命值恢复",
	"MODIFIER_VALUE_REGEN_MAX_HEALTH_PERCENT_PER_SECOND_prefix": "{s:sign}",
	"MODIFIER_VALUE_RELOAD_SPEED_label": "装填时间",
	"MODIFIER_VALUE_RELOAD_SPEED_postfix": "%",
	"MODIFIER_VALUE_RELOAD_SPEED_postvalue_label": "装填时间",
	"MODIFIER_VALUE_RELOAD_SPEED_prefix": "{s:sign}",
	"MODIFIER_VALUE_SPRINT_SPEED_BONUS_label": "疾跑速度",
	"MODIFIER_VALUE_SPRINT_SPEED_BONUS_postfix": "米",
	"MODIFIER_VALUE_SPRINT_SPEED_BONUS_postvalue_label": "疾跑速度",
	"MODIFIER_VALUE_SPRINT_SPEED_BONUS_prefix": "{s:sign}",
	"MODIFIER_VALUE_SPRINT_SPEED_MAX_PERCENT_label": "疾跑速度",
	"MODIFIER_VALUE_SPRINT_SPEED_MAX_PERCENT_postfix": "%",
	"MODIFIER_VALUE_SPRINT_SPEED_MAX_PERCENT_postvalue_label": "疾跑速度",
	"MODIFIER_VALUE_SPRINT_SPEED_MAX_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_STAMINA_label": "耐力",
	"MODIFIER_VALUE_STAMINA_postvalue_label": "耐力",
	"MODIFIER_VALUE_STAMINA_prefix": "{s:sign}",
	"MODIFIER_VALUE_STATUS_RESISTANCE_label": "减益抗性",
	"MODIFIER_VALUE_STATUS_RESISTANCE_postfix": "%",
	"MODIFIER_VALUE_STATUS_RESISTANCE_postvalue_label": "减益抗性",
	"MODIFIER_VALUE_STATUS_RESISTANCE_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_ARMOR_label": "元灵护甲",
	"MODIFIER_VALUE_TECH_ARMOR_postvalue_label": "元灵护甲",
	"MODIFIER_VALUE_TECH_ARMOR_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_DAMAGE_MULTIPLIER_Label": "伤害",
	"MODIFIER_VALUE_TECH_DAMAGE_MULTIPLIER_Postfix": "%",
	"MODIFIER_VALUE_TECH_DAMAGE_MULTIPLIER_postvalue_label": "伤害",
	"MODIFIER_VALUE_TECH_LIFESTEAL_label": "元灵吸取生命",
	"MODIFIER_VALUE_TECH_LIFESTEAL_postfix": "%",
	"MODIFIER_VALUE_TECH_LIFESTEAL_postvalue_label": "元灵吸取生命",
	"MODIFIER_VALUE_TECH_LIFESTEAL_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_POWER_PERCENT_label": "元灵力量",
	"MODIFIER_VALUE_TECH_POWER_PERCENT_postfix": "%",
	"MODIFIER_VALUE_TECH_POWER_PERCENT_postvalue_label": "元灵力量",
	"MODIFIER_VALUE_TECH_POWER_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_POWER_label": "元灵力量",
	"MODIFIER_VALUE_TECH_POWER_postvalue_label": "元灵力量",
	"MODIFIER_VALUE_TECH_POWER_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_RADIUS_PERCENT_label": "半径",
	"MODIFIER_VALUE_TECH_RADIUS_PERCENT_postfix": "%",
	"MODIFIER_VALUE_TECH_RADIUS_PERCENT_postvalue_label": "半径",
	"MODIFIER_VALUE_TECH_RADIUS_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_RANGE_ADDITIVE_label": "技能距离",
	"MODIFIER_VALUE_TECH_RANGE_ADDITIVE_postfix": "米",
	"MODIFIER_VALUE_TECH_RANGE_ADDITIVE_postvalue_label": "技能距离",
	"MODIFIER_VALUE_TECH_RANGE_ADDITIVE_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_RANGE_PERCENTBuff_label": "技能距离",
	"MODIFIER_VALUE_TECH_RANGE_PERCENTBuff_postfix": "%",
	"MODIFIER_VALUE_TECH_RANGE_PERCENTBuff_postvalue_label": "技能距离",
	"MODIFIER_VALUE_TECH_RANGE_PERCENTBuff_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_RANGE_PERCENT_label": "技能距离",
	"MODIFIER_VALUE_TECH_RANGE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_TECH_RANGE_PERCENT_postvalue_label": "技能距离",
	"MODIFIER_VALUE_TECH_RANGE_PERCENT_prefix": "{s:sign}",
	"MODIFIER_VALUE_TECH_RESIST_label": "元灵抗性",
	"MODIFIER_VALUE_TECH_RESIST_postfix": "%",
	"MODIFIER_VALUE_TECH_RESIST_postvalue_label": "元灵抗性",
	"MODIFIER_VALUE_TECH_RESIST_prefix": "{s:sign}",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_label": "副武器伤害",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_postfix": "%",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_postvalue_label": "副武器伤害",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASEAltFire_prefix": "{s:sign}",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_label": "武器伤害",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_postfix": "%",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_postvalue_label": "武器伤害",
	"MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE_prefix": "{s:sign}",
	"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_conditional": "对非英雄角色",
	"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_label": "对非英雄角色的武器伤害",
	"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_postfix": "%",
	"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_postvalue_label": "对非英雄角色的武器伤害",
	"MODIFIER_VALUE_WEAPON_DAMAGE_TO_NPC_INCREASE_prefix": "{s:sign}",
	"MODIFIER_VALUE_WEAPON_POWER_label": "武器伤害",
	"MODIFIER_VALUE_WEAPON_POWER_postfix": "%",
	"MODIFIER_VALUE_WEAPON_POWER_postvalue_label": "武器伤害",
	"MODIFIER_VALUE_WEAPON_POWER_prefix": "{s:sign}",
	"MODIFIER_VALUE_WEAPON_RECOIL_REDUCTION_PERCENT_postfix": "%",
	"MODIFIER_VALUE_ZIP_LINE_SPEED_ADDITIVE_prefix": "{s:sign}",
	"MODIFIER_VALUE_ZIP_LINE_SPEED_PERCENTAGE_label": "滑索速度",
	"MODIFIER_VALUE_ZIP_LINE_SPEED_PERCENTAGE_prefix": "{s:sign}",
	"MODIFIER_VALUE_ZIP_LINE_SPEED_PERCENTAGEt_postfix": "%",
	"MODIFIER_VALUE_ZIP_LINE_SPEED_PERCENTAGEt_postvalue_label": "滑索速度",
	"MODIFIER_VALUE_ZOOM_INCREASE_PERCENT_label": "武器放大",
	"MODIFIER_VALUE_ZOOM_INCREASE_PERCENT_postfix": "%",
	"MODIFIER_VALUE_ZOOM_INCREASE_PERCENT_postvalue_label": "武器放大",
	"MODIFIER_VALUE_ZOOM_INCREASE_PERCENT_prefix": "{s:sign}",
	"MageTime_label": "无法成为目标的持续时间",
	"MageTime_postfix": "秒",
	"MageTime_postvalue_label": "无法成为目标的持续时间",
	"MagicAmp_label": "元灵增强",
	"MagicAmp_postfix": "%",
	"MagicAmp_postvalue_label": "元灵增强",
	"MagicBurstDamage_label": "额外伤害",
	"MagicBurstDamage_postvalue_label": "额外伤害",
	"MagicCarpetMoveSpeed_label": "飞行速度加成",
	"MagicCarpetMoveSpeed_postfix": "米",
	"MagicCarpetMoveSpeed_postvalue_label": "飞行速度加成",
	"MagicCarpetMoveSpeed_prefix": "+",
	"MagicCarpetShieldDuration_label": "护盾持续时间",
	"MagicCarpetShieldDuration_postfix": "秒",
	"MagicCarpetShieldDuration_postvalue_label": "护盾持续时间",
	"MagicCarpetSummoning_channel": "召唤中",
	"MagicDamagePerBullet_label": "每发子弹造成的元灵伤害",
	"MagicDamagePerBullet_postvalue_label": "每发子弹造成的元灵伤害",
	"MagicIncreasePerStack_label": "每层元灵提升",
	"MagicIncreasePerStack_postfix": "%",
	"MagicIncreasePerStack_postvalue_label": "每层元灵提升",
	"MagicIncreasePerStack_prefix": "{s:sign}",
	"MagicResistReduction_label": "元灵抗性",
	"MagicResistReduction_postfix": "%",
	"MagicResistReduction_postvalue_label": "元灵抗性",
	"MagicShockDamage_label": "当前生命值额外伤害",
	"MagicShockDamage_postfix": "%",
	"MagicShockDamage_postvalue_label": "当前生命值额外伤害",
	"MarkDuration_label": "标记持续时间",
	"MarkDuration_postfix": "秒",
	"MarkDuration_postvalue_label": "标记持续时间",
	"MaxAmpDistance_postfix": "米",
	"MaxAmpDistance_postvalue_label": "最高增强所需距离",
	"MaxAmp_postfix": "%",
	"MaxAmp_postvalue_label": "最高增强",
	"MaxAmp_prefix": "{s:sign}",
	"MaxArmorStacks_label": "最大子弹抗性",
	"MaxArmorStacks_postfix": "%",
	"MaxArmorStacks_postvalue_label": "最大子弹抗性",
	"MaxBonusBulletDamage_label": "最大伤害",
	"MaxBonusBulletDamage_postvalue_label": "最大伤害",
	"MaxBonusMoveSpeedPercent_postfix": "%",
	"MaxBonusMoveSpeedPercent_postvalue_label": "最大移动速度",
	"MaxBounces_label": "弹跳次数",
	"MaxBounces_postvalue_label": "弹跳次数",
	"MaxBulletResist_label": "最大子弹抗性",
	"MaxBulletResist_postfix": "%",
	"MaxBulletResist_postvalue_label": "最大子弹抗性",
	"MaxCards_label": "手牌大小",
	"MaxCards_postvalue_label": "手牌大小",
	"MaxChargeDuration_label": "完整充能时间",
	"MaxChargeDuration_postfix": "秒",
	"MaxChargeDuration_postvalue_label": "完整充能时间",
	"MaxCharges_label": "Max Charges",
	"MaxClipBonus_label": "Max Clip Bonus",
	"MaxCooldownReductionsFromHits_label": "最高冷却时间减少",
	"MaxCooldownReductionsFromHits_postvalue_label": "最高冷却时间减少",
	"MaxDPS_label": "最高每秒伤害",
	"MaxDPS_postvalue_label": "最高每秒伤害",
	"MaxDaggers_label": "Card Count",
	"MaxDamageBeforePerfect_label": "最高按住伤害",
	"MaxDamageBeforePerfect_postvalue_label": "最高按住伤害",
	"MaxDamageHealthPercentage_label": "最大伤害的生命值百分比",
	"MaxDamageHealthPercentage_postfix": "%",
	"MaxDamageHealthPercentage_postvalue_label": "最大伤害的生命值百分比",
	"MaxDamageTime_label": "最大伤害时间",
	"MaxDamageTime_postfix": "秒",
	"MaxDamageTime_postvalue_label": "最高伤害所需时间",
	"MaxDamage_label": "最大伤害",
	"MaxDamage_postvalue_label": "最大伤害",
	"MaxDistance_label": "最大范围",
	"MaxDistance_postfix": "米",
	"MaxDistance_postvalue_label": "最大范围",
	"MaxDuration_postfix": "秒",
	"MaxDuration_postvalue_label": "最大持续时间",
	"MaxExplosionRadius_label": "最大爆炸半径",
	"MaxExplosionRadius_postfix": "米",
	"MaxExplosionRadius_postvalue_label": "最大爆炸半径",
	"MaxFireRateIncrease_postfix": "%",
	"MaxFireRateIncrease_prefix": "+",
	"MaxFireRateSlowPercent_label": "最大射速",
	"MaxFireRateSlowPercent_postfix": "%",
	"MaxFireRateSlowPercent_postvalue_label": "最大射速",
	"MaxFireRateSlowPercent_prefix": "-",
	"MaxGravestones_label": "最大墓碑数",
	"MaxGravestones_postvalue_label": "最大墓碑数",
	"MaxGroundDashReductionPercent_label": "最大冲刺减速",
	"MaxGroundDashReductionPercent_postfix": "%",
	"MaxGroundDashReductionPercent_postvalue_label": "最大冲刺减速",
	"MaxHPDamage_label": "最大生命值伤害",
	"MaxHPDamage_postfix": "%",
	"MaxHPDamage_postvalue_label": "最大生命值伤害",
	"MaxHealthDamage_label": "最大生命值伤害",
	"MaxHealthDamage_postfix": "%",
	"MaxHealthDamage_postvalue_label": "最大生命值伤害",
	"MaxHealthLossPercent_label": "最大生命值",
	"MaxHealthLossPercent_postfix": "%",
	"MaxHealthLossPercent_postvalue_label": "最大生命值",
	"MaxHealthMelee_postvalue_label": "近战额外生命",
	"MaxHealthPercentAsDPS_label": "每秒最大生命值",
	"MaxHealthPercentAsDPS_postfix": "%",
	"MaxHealthPercentAsDPS_postvalue_label": "每秒最大生命值",
	"MaxHealthRegenPct_label": "最大生命值恢复",
	"MaxHealthRegenPct_postfix": "%",
	"MaxHealthRegenPct_postvalue_label": "最大生命值恢复",
	"MaxHealthRegen_label": "最大生命值治疗",
	"MaxHealthRegen_postfix": "%",
	"MaxHealthRegen_postvalue_label": "最大生命值治疗",
	"MaxHealth_label": "最大生命值",
	"MaxHealth_postvalue_label": "最大生命值",
	"MaxHealth_prefix": "{s:sign}",
	"MaxHits_label": "最高击中次数",
	"MaxHits_postvalue_label": "最高击中次数",
	"MaxLifetime_label": "部署时长",
	"MaxLifetime_postfix": "秒",
	"MaxLifetime_postvalue_label": "部署时长",
	"MaxLinks_label": "最大连接数",
	"MaxLinks_postvalue_label": "最大连接数",
	"MaxMines_label": "Max Mines",
	"MaxMoveSpeed_label": "最大移动速度",
	"MaxMoveSpeed_postfix": "米",
	"MaxMoveSpeed_postvalue_label": "最大移动速度",
	"MaxProjectiles_label": "投射物数量",
	"MaxProjectiles_postvalue_label": "投射物数量",
	"MaxRadius_label": "最大半径",
	"MaxRadius_postfix": "米",
	"MaxRadius_postvalue_label": "最大半径",
	"MaxRange_label": "最大连结范围",
	"MaxRange_postfix": "米",
	"MaxRange_postvalue_label": "最大连结范围",
	"MaxRecasts_label": "最大重新施法次数",
	"MaxRecasts_postvalue_label": "最大重新施法次数",
	"MaxShots_label": "最大射击次数",
	"MaxShots_postvalue_label": "最大射击次数",
	"MaxSlowDuration_label": "最大时间停止",
	"MaxSlowDuration_postfix": "秒",
	"MaxSlowDuration_postvalue_label": "最大时间停止",
	"MaxSlowPercent_label": "最大移动速度",
	"MaxSlowPercent_postfix": "%",
	"MaxSlowPercent_postvalue_label": "最大移动速度",
	"MaxSlowPercent_prefix": "-",
	"MaxSlowTime_label": "达到最大减益的时间",
	"MaxSlowTime_postfix": "秒",
	"MaxSlowTime_postvalue_label": "达到最大减益的时间",
	"MaxStabs_label": "最高突刺次数",
	"MaxStabs_postvalue_label": "最高突刺次数",
	"MaxStacks_label": "最大叠加层数",
	"MaxStacks_postvalue_label": "最大叠加层数",
	"MaxStaminaRestore_label": "最高耐力恢复",
	"MaxStaminaRestore_postvalue_label": "最高耐力恢复",
	"MaxStolenAttackDamage_postfix": "%",
	"MaxStolenAttackDamage_postvalue_label": "最高武器伤害吸取",
	"MaxStolenFireRate_label": "最高射速吸取",
	"MaxStolenFireRate_postfix": "%",
	"MaxStolenFireRate_postvalue_label": "最高射速吸取",
	"MaxStolenSpiritResist_label": "最高元灵抗性吸取",
	"MaxStolenSpiritResist_postfix": "%",
	"MaxStolenSpiritResist_postvalue_label": "最高元灵抗性吸取",
	"MaxStolenTargets_label": "最多吸取目标数",
	"MaxStolenTargets_postvalue_label": "最多吸取目标数",
	"MaxStunDuration_label": "最长眩晕时间",
	"MaxStunDuration_postfix": "秒",
	"MaxStunDuration_postvalue_label": "最长眩晕时间",
	"MaxTargets_label": "最大目标数",
	"MaxTargets_postvalue_label": "最大目标数",
	"MaxTrailTargets_label": "最多路径目标",
	"MaxTrailTargets_postvalue_label": "最多路径目标",
	"MaxUnitsMindControl_label": "Max Units",
	"MaxWallToWallDistance_label": "最大丝网距离",
	"MaxWallToWallDistance_postfix": "米",
	"MaxWallToWallDistance_postvalue_label": "最大丝网距离",
	"MediumChargeDamagePct_label": "Medium Charge Dmg",
	"MediumChargeDamagePct_postfix": "%",
	"MeleeAttackLength_label": "Melee Range",
	"MeleeAttackLength_postfix": "米",
	"MeleeBurnDPS_Label": "Melee Heat Power DPS",
	"MeleeDamageBonusPct_label": "额外伤害",
	"MeleeDamageBonusPct_postvalue_label": "额外伤害",
	"MeleeDamageBonusPct_suffix": "%",
	"MeleeDamagePercent_label": "Melee Damage Bonus",
	"MeleeDamagePercent_postfix": "%",
	"MeleeDamageReductionPercent_label": "Melee Armor",
	"MeleeDamageReductionPercent_postfix": "%",
	"MeleeDamageReductionPercent_prefix": "{s:sign}",
	"MeleeDamageReduction_label": "Melee Armor",
	"MeleeDamage_label": "近战伤害",
	"MeleeDamage_postvalue_label": "近战伤害",
	"MeleeDistanceBonusPct_label": "Bonus Distance",
	"MeleeDistanceBonusPct_suffix": "%",
	"MeleeDistanceScale_label": "近战重击距离",
	"MeleeDistanceScale_postfix": "%",
	"MeleeDistanceScale_postvalue_label": "近战重击距离",
	"MeleeDistanceScale_prefix": "+",
	"MeleeEMP_label": "Enemies Silenced",
	"MeleeLifestealPercent_label": "近战吸取生命",
	"MeleeLifestealPercent_postfix": "%",
	"MeleeLifestealPercent_postvalue_label": "近战吸取生命",
	"MeleeLifestealPercent_prefix": "{s:sign}",
	"MeleeLifesteal_label": "近战吸取生命",
	"MeleeLifesteal_postfix": "%",
	"MeleeLifesteal_postvalue_label": "近战吸取生命",
	"MeleeReflectPercentage_label": "近战伤害反弹",
	"MeleeReflectPercentage_postfix": "%",
	"MeleeReflectPercentage_postvalue_label": "近战伤害反弹",
	"MeleeResistPercent_label": "近战抗性",
	"MeleeResistPercent_postfix": "%",
	"MeleeResistPercent_postvalue_label": "近战抗性",
	"MeleeResistPercent_prefix": "{s:sign}",
	"MeleeResistReductionDuration_label": "近战抗性降低持续时间",
	"MeleeResistReductionDuration_postfix": "秒",
	"MeleeResistReductionDuration_postvalue_label": "减益持续时间",
	"MeleeResistReduction_label": "近战抗性",
	"MeleeResistReduction_postfix": "%",
	"MeleeResistReduction_postvalue_label": "近战抗性",
	"MeteorDamageRadius_label": "Meteor Damage Radius",
	"MeteorDamage_label": "Meteor Damage",
	"MinAirTimeForStomp_label": "Min Air Time for Stomp",
	"MinAirTimeForStomp_postfix": "s",
	"MinBonusBulletDamage_label": "最小伤害",
	"MinBonusBulletDamage_postvalue_label": "最小伤害",
	"MinBonusMoveSpeedPercent_postfix": "%",
	"MinBonusMoveSpeedPercent_postvalue_label": "最低移动速度",
	"MinChargeDamagePercent_label": "无充能伤害",
	"MinChargeDamagePercent_postfix": "%",
	"MinChargeDamagePercent_postvalue_label": "无充能伤害",
	"MinDPS_label": "最低每秒伤害",
	"MinDPS_postvalue_label": "最低每秒伤害",
	"MinDamage_label": "最小伤害",
	"MinDamage_postvalue_label": "最小伤害",
	"MinDistance_label": "最小范围",
	"MinDistance_postfix": "米",
	"MinDistance_postvalue_label": "最小范围",
	"MinExplosionDamage_label": "Min Explosion Damage:",
	"MinExplosionDamage_postfix": "",
	"MinExplosionRadius_label": "最小爆炸半径",
	"MinExplosionRadius_postfix": "米",
	"MinExplosionRadius_postvalue_label": "最小爆炸半径",
	"MinHeal_label": "最低治疗",
	"MinHeal_postvalue_label": "最低治疗",
	"MinHealthFractionToTrack_postfix": "%",
	"MinHealthFractionToTrack_postvalue_label": "低生命临界值",
	"MinHealthTakenPct_label": "最低获得生命值",
	"MinHealthTakenPct_postfix": "%",
	"MinHealthTakenPct_postvalue_label": "最低获得生命值",
	"MinRadius_postfix": "米",
	"MinRadius_postvalue_label": "最小半径",
	"MinRange_label": "最低距离",
	"MinRange_postfix": "米",
	"MinRange_postvalue_label": "最低距离",
	"MinSleepTime_postfix": "秒",
	"MinSleepTime_postvalue_label": "最短沉睡时间",
	"MinSlowDuration_label": "最小时间停止",
	"MinSlowDuration_postfix": "秒",
	"MinSlowDuration_postvalue_label": "最小时间停止",
	"MinStaminaRestore_label": "最低耐力恢复",
	"MinStaminaRestore_postvalue_label": "最低耐力恢复",
	"MinStunDuration_label": "最短眩晕时间",
	"MinStunDuration_postfix": "秒",
	"MinStunDuration_postvalue_label": "最短眩晕时间",
	"MinWallToWallDistance_label": "最小丝网距离",
	"MinWallToWallDistance_postfix": "米",
	"MinWallToWallDistance_postvalue_label": "最小丝网距离",
	"MindControlHealthBonus_label": "Extra Health given to units",
	"MinimumDamage_Label": "Minimum Damage",
	"MinimumSleepTime_label": "最低沉睡时间",
	"MinimumSleepTime_postfix": "秒",
	"MinimumSleepTime_postvalue_label": "最低沉睡时间",
	"MirageFireScarabsHealthSteal_label": "每秒生命吸取",
	"MirageFireScarabsHealthSteal_postvalue_label": "每秒生命吸取",
	"MirageTeleportMoveSpeed_conditional": "传送后",
	"MirvExplodeTime_label": "Mini-Bomb Fuse",
	"MirvExplodeTime_postfix": "秒",
	"MirvOnExplode_label": "Mini-Bombs",
	"MirvRadius_label": "Mini-BombsRadius",
	"MirvRadius_postfix": "米",
	"MisfireBuildupPercentPerShot_label": "Buildup Percent Per Shot",
	"MisfireProcChance_label": "Percent Chance enemy Misfires",
	"MissCooldown_label": "Cooldown on miss",
	"MissCooldown_postfix": "秒",
	"MissingHPHeal_label": "缺失生命值治疗",
	"MissingHPHeal_postfix": "%",
	"MissingHPHeal_postvalue_label": "缺失生命值治疗",
	"MissingHealthBurstPct_label": "缺失生命值爆发",
	"MissingHealthBurstPct_postfix": "%",
	"MissingHealthBurstPct_postvalue_label": "缺失生命值爆发",
	"MissingHealthDamagePercentage_postfix": "%",
	"MissingHealthDamagePercentage_postvalue_label": "缺失生命值作为伤害",
	"MissingHealthHealPct_postfix": "%",
	"MissingHealthHealPct_postvalue_label": "缺失生命值治疗",
	"MissingHealthPercentHeal_label": "缺失生命值转为治疗",
	"MissingHealthPercentHeal_postfix": "%",
	"MissingHealthPercentHeal_postvalue_label": "缺失生命值转为治疗",
	"MissingHealthRegenPct_postfix": "%",
	"MobileResupplyRegenMultiplier_label": "Mobile Resupply Regen Multiplier",
	"MobileResupplyRegenMultiplier_postfix": "倍",
	"ModIconTooltip_UnlockSlot02": "我方队伍摧毁 1 个敌方机甲后解锁",
	"ModIconTooltip_UnlockSlot03": "在你的队伍摧毁 2 个敌方四足机甲后解锁",
	"ModIconTooltip_UnlockSlot04": "我方队伍摧毁 3 个敌方机甲后解锁",
	"ModelScaleGrowthTooltip_label": "模型比例",
	"ModelScaleGrowthTooltip_postfix": "%",
	"ModelScaleGrowthTooltip_postvalue_label": "模型比例",
	"MoveSpeedAndDashSlowPct_label": "移动/冲刺减速",
	"MoveSpeedAndDashSlowPct_postfix": "%",
	"MoveSpeedAndDashSlowPct_postvalue_label": "移动/冲刺减速",
	"MoveSpeedBonusPct_label": "移动速度加成",
	"MoveSpeedBonusPct_postfix": "%",
	"MoveSpeedBonusPct_postvalue_label": "移动速度加成",
	"MoveSpeedBonusPct_prefix": "+",
	"MoveSpeedBonusPercentStart_label": "Speed Bonus",
	"MoveSpeedBonusPercentStart_postfix": "%",
	"MoveSpeedBonusPercentStart_prefix": "+",
	"MoveSpeedBonus_label": "移动速度",
	"MoveSpeedBonus_postfix": "米",
	"MoveSpeedBonus_postvalue_label": "移动速度",
	"MoveSpeedBonus_prefix": "{s:sign}",
	"MoveSpeedFriendlyBuff_label": "Ally Move Speed",
	"MoveSpeedFriendlyBuff_postfix": "米/秒",
	"MoveSpeedFriendlyBuff_prefix": "",
	"MoveSpeedLimit_label": "移动速度",
	"MoveSpeedLimit_postfix": "米",
	"MoveSpeedLimit_postvalue_label": "移动速度",
	"MoveSpeedMax_label": "移动速度",
	"MoveSpeedMax_postfix": "米/秒",
	"MoveSpeedMax_postvalue_label": "移动速度",
	"MoveSpeedPenaltyPerStack_label": "移动减速",
	"MoveSpeedPenaltyPerStack_postfix": "%",
	"MoveSpeedPenaltyPerStack_postvalue_label": "移动减速",
	"MoveSpeedSlowDuration_label": "减速持续时间",
	"MoveSpeedSlowDuration_postfix": "秒",
	"MoveSpeedSlowDuration_postvalue_label": "减速持续时间",
	"MoveSpeedSlowMaxPct_postfix": "%",
	"MoveSpeedSlowMaxPct_postvalue_label": "速度降低",
	"MoveSpeedSlowPct_label": "移动速度",
	"MoveSpeedSlowPct_postfix": "%",
	"MoveSpeedSlowPct_postvalue_label": "移动速度",
	"MoveSpeedSlowPct_prefix": "-",
	"MoveSpeedSlowPercent_label": "移动减速",
	"MoveSpeedSlowPercent_postfix": "%",
	"MoveSpeedSlowPercent_postvalue_label": "移动减速",
	"MoveWhileShootingSpeedPenaltyReductionPercent_label": "move speed penalty while shooting reduction",
	"MovementDamagePercent_label": "伤害",
	"MovementDamagePercent_postvalue_label": "伤害",
	"MovementSlowDuration_label": "减速持续时间",
	"MovementSlowDuration_postfix": "秒",
	"MovementSlowDuration_postvalue_label": "减速持续时间",
	"MovementSlowPct_label": "移动减速",
	"MovementSlowPct_postfix": "%",
	"MovementSlowPct_postvalue_label": "移动减速",
	"MovementSlow_label": "移动减速",
	"MovementSlow_postfix": "%",
	"MovementSlow_postvalue_label": "移动减速",
	"MovementSpeedBonusDuration_label": "加速持续时间",
	"MovementSpeedBonusDuration_postfix": "秒",
	"MovementSpeedBonusDuration_postvalue_label": "加速持续时间",
	"MovementSpeedSlow_label": "移动速度",
	"MovementSpeedSlow_postfix": "%",
	"MovementSpeedSlow_postvalue_label": "移动速度",
	"MovementSpeedSlow_prefix": "-",
	"MultiSwap_label": "多目标半径",
	"MultiSwap_postfix": "米",
	"MultiSwap_postvalue_label": "多目标半径",
	"MyRosterAddHeroes": "添加英雄",
	"MyRosterAssignedOpenTesting": "开放测试",
	"MyRosterAssignedTesting": "分配测试",
	"MyRosterCancelForEveryone": "为队伍中的所有人取消",
	"MyRosterChangeHero": "更换英雄",
	"MyRosterConfirm": "确认",
	"MyRosterConfirmAndReadyUp": "确认并就绪",
	"MyRosterCreateParty": "创建队伍!",
	"MyRosterExit": "退出阵容",
	"MyRosterExitRosterConfirm": "确定要退出阵容吗?这将为整个队伍退出阵容。",
	"MyRosterGreatForNewPlayers": "非常适合新玩家",
	"MyRosterHeroLabsHero": "英雄实验室",
	"MyRosterLetsGo": "进入队列",
	"MyRosterNoHeroDesc": "你进入比赛时,将为你分配这其中的一名英雄。",
	"MyRosterNumHeroesInRoster": "阵容中有{i:num_heroes_in_roster}名英雄",
	"MyRosterNumHeroesInRosterSingular": "阵容中有{i:num_heroes_in_roster}名英雄",
	"MyRosterPartyHighSkillRangeNew": "你队伍成员的技术水平差异过大。\u003Cbr\u003E\u003Cbr\u003E因此技术水平较低的玩家在比赛中会面临远超平常的挑战。",
	"MyRosterPartyHighSkillRangeTitle": "技术水平差异大的队伍",
	"MyRosterPartyMemberRoster": "英雄已在阵容中:",
	"MyRosterPartyReadyCount": "{d:party_ready_count}/{d:party_player_count} 就绪",
	"MyRosterReadyUp": "就绪!",
	"MyRosterRosterDesc:f": "最少需要{d:min_roster_size}名{min_roster_size, plural, one{英雄} other{英雄}}才能进入匹配",
	"MyRosterRosterDesc_HeroLabs": "你的阵容至少需要3名英雄,其中2名必须是标准的非测试英雄。",
	"MyRosterRosterDesc_MinNonNew": "你的阵容需要至少{d:min_non_new_heroes}名不是新英雄的英雄",
	"MyRosterRosterDesc_NeedsMoreNonNew:f": "至少{d:min_non_limited_heroes}名非新{min_non_limited_heroes, plural, one{英雄} other{英雄}}才能进入匹配",
	"MyRosterRosterDesc_NeedsMoreNonNewOld": "你的阵容中有太多新英雄。请在阵容中添加一些非新英雄。",
	"MyRosterRosterDesc_NotEnoughHighestPri": "作为不朽之星玩家,你必须选择至少{d:min_highest_priority}名英雄作为最高优先级",
	"MyRosterRosterDesc_NotEnoughHighestPriParty": "作为这个人数的队伍中的不朽之星玩家,你必须选择至少{d:min_highest_priority}名英雄作为最高优先级",
	"MyRosterRosterDesc_PartyInvalid": "你队伍选择的英雄阵容无法组成有效的队伍。请尝试在阵容中添加更多或不同的英雄。",
	"MyRosterRosterEmpty": "阵容为空",
	"MyRosterSaveAndBack": "保存并返回",
	"MyRosterSaveAndClose": "保存并关闭",
	"MyRosterSelectHero": "选择英雄",
	"MyRosterTitle": "我的阵容",
	"MyRosterWaitForParty": "正在等待队伍成员…",
	"MyRoster_PreferHeroes": "\u003Cspan class=\"highlight\"\u003EStar a hero\u003C/span\u003E to prefer them for the next match.",
	"MyRoster_SelectHeroes": "\u003Cspan class=\"highlight\"\u003ESelect Heroes\u003C/span\u003E to add or remove them from your Roster.",
	"NPCInfestDuration_postfix": "秒",
	"NPCInfestDuration_postvalue_label": "持续时间",
	"NPCProcChance_label": "步兵触发几率",
	"NPCProcChance_postfix": "%",
	"NPCProcChance_postvalue_label": "步兵触发几率",
	"NPE_Bots_Modal_Button": "知道了!",
	"NPE_Bots_Modal_Desc": "\u003Cspan class=\"introText\"\u003E这是你的第一场人机比赛!\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E人机比赛非常适合用来熟悉英雄,但不能准确地重现 PvP 比赛的过程和团队合作。\u003Cbr\u003E\u003Cbr\u003E你随时可以在觉得合适的时候离开人机比赛,加入真人匹配。",
	"NPE_Heroes_Modal_Button": "知道了!",
	"NPE_Heroes_Modal_Desc": "\u003Cspan class=\"introText\"\u003E看来这是你第一次玩这个游戏!\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E我们着重显示了非常适合新玩家的几名英雄。如果你不知道该从哪里开始,建议先试试其中一个。",
	"NPE_Heroes_Modal_Title": "推荐的英雄",
	"NanoShadowBulletArmorReductionDuration_label": "子弹抗性持续时间",
	"NanoShadowBulletArmorReductionDuration_postfix": "秒",
	"NanoShadowBulletArmorReductionDuration_postvalue_label": "子弹抗性持续时间",
	"NanoShadowBulletArmorReductionHeavy_label": "子弹抗性(重)",
	"NanoShadowBulletArmorReductionHeavy_postvalue_label": "子弹抗性(重)",
	"NanoShadowBulletArmorReductionHeavy_prefix": "-",
	"NanoShadowBulletArmorReductionLight_label": "子弹抗性(轻)",
	"NanoShadowBulletArmorReductionLight_postvalue_label": "子弹抗性(轻)",
	"NanoShadowBulletArmorReductionLight_prefix": "-",
	"NanoShadowMeleeAttackSpeedBonus_label": "近战攻击速度",
	"NanoShadowMeleeAttackSpeedBonus_postfix": "%",
	"NanoShadowMeleeAttackSpeedBonus_postvalue_label": "近战攻击速度",
	"NanoShadowMeleeAttackSpeedBonus_prefix": "+",
	"NanoTechPerShot_label": "元灵伤害",
	"NanoTechPerShot_postvalue_label": "元灵伤害",
	"NewPlayer_Finish": "End Tutorial",
	"NewPlayer_GetStarted": "Review \u003Cspan class='TaskHighlight'\u003EGet Started\u003C/span\u003E",
	"NewPlayer_GetStarted_Time": "4 mins",
	"NewPlayer_HeroSandbox": "Try out your moves in \u003Cspan class='TaskHighlight'\u003EHero Training\u003C/span\u003E",
	"NewPlayer_HeroSandbox_Time": "5 mins",
	"NewPlayer_LaneTraining": "Learn the early game in \u003Cspan class='TaskHighlight'\u003ELane Training\u003C/span\u003E",
	"NewPlayer_LaneTraining_Time": "8 mins",
	"NewPlayer_NewPlayerFlow": "Learn to Play",
	"NewPlayer_NewPlayerFlow_Desc": "To get started, check out the tasks within \u003Cspan class=\"introText\"\u003ELearn\u003C/span\u003E.",
	"NewPlayer_Skip": "跳过教程",
	"NewPlayer_YouAreFinished": "You're ready! Try a bot match within Practice or Play your first game!",
	"NonHeroAbilityLifestealTooltipOnly_postfix": "%",
	"NonHeroHealingFactor_label": "对非英雄单位生命吸取",
	"NonHeroHealingFactor_postfix": "%",
	"NonHeroHealingFactor_postvalue_label": "对非英雄单位生命吸取",
	"NonHeroStackLimit_label": "非英雄叠加次数上限",
	"NonHeroStackLimit_postvalue_label": "非英雄叠加次数上限",
	"NonImbuedBonusDuration_label": "非加强技能持续时间",
	"NonImbuedBonusDuration_postfix": "%",
	"NonImbuedBonusDuration_postvalue_label": "非加强技能持续时间",
	"NonImbuedBonusDuration_prefix": "{s:sign}",
	"NonImbuedCooldownReduction_label": "非加强技能冷却时间减少",
	"NonImbuedCooldownReduction_postfix": "%",
	"NonImbuedCooldownReduction_postvalue_label": "非加强技能冷却时间减少",
	"NonImbuedCooldownReduction_prefix": "{s:sign}",
	"NonImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_label": "非加强技能的距离",
	"NonImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_postfix": "%",
	"NonImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_postvalue_label": "非加强技能的距离",
	"NonImbuedMODIFIER_VALUE_TECH_RANGE_PERCENT_prefix": "{s:sign}",
	"NonImbuedTechRadiusMultiplier_label": "Non-Imbued Radius",
	"NonImbuedTechRadiusMultiplier_postfix": "%",
	"NonImbuedTechRadiusMultiplier_prefix": "{s:sign}",
	"NonImbuedTechRangeMultiplier_label": "非加强技能的距离",
	"NonImbuedTechRangeMultiplier_postfix": "%",
	"NonImbuedTechRangeMultiplier_postvalue_label": "非加强技能的距离",
	"NonImbuedTechRangeMultiplier_prefix": "{s:sign}",
	"NonPlayerBonusWeaponPower_conditional": "对非英雄角色",
	"NonPlayerBonusWeaponPower_label": "对非英雄角色的武器伤害",
	"NonPlayerBonusWeaponPower_postfix": "%",
	"NonPlayerBonusWeaponPower_postvalue_label": "对非英雄角色的武器伤害",
	"NonPlayerBonusWeaponPower_prefix": "{s:sign}",
	"NonPlayerBulletResist_conditional": "对非英雄角色",
	"NonPlayerBulletResist_label": "对非英雄角色的子弹抗性",
	"NonPlayerBulletResist_postfix": "%",
	"NonPlayerBulletResist_postvalue_label": "对非英雄角色的子弹抗性",
	"NonPlayerBulletResist_prefix": "{s:sign}",
	"NonPlayerResourceScalePct_postfix": "%",
	"NonPlayerResourceScalePct_postvalue_label": "非玩家威力",
	"NormalDPS_label": "Normal DPS",
	"NotScored_Text": "这场比赛不会计分。现在可以安全地离开了。",
	"NotSeenByEnemiesRegen_label": "最大生命值恢复",
	"NotSeenByEnemiesRegen_postfix": "%",
	"NotSeenByEnemiesRegen_postvalue_label": "最大生命值恢复",
	"NumBloodShards_label": "晶体",
	"NumBloodShards_postvalue_label": "晶体",
	"OK": "知道了",
	"OS_Default_Device": "默认设备",
	"Objective_Defender_Paused": "无敌",
	"Objective_Defender_Paused_desc": "附近有防御者",
	"Objective_Defender_Resistant": "附近防御者抗性",
	"Objective_Enemy_BarrackBoss": "敌方基地头目",
	"Objective_Enemy_ShieldGenerator": "敌方圣坛",
	"Objective_Enemy_T1": "敌方卫士",
	"Objective_Enemy_T2": "敌方机甲",
	"Objective_Enemy_T3": "敌方守护神",
	"Objective_Enemy_T3_Final": "敌方守护神(最后阶段)",
	"Objective_Enemy_T3_FirstPhase": "敌方守护神(第一阶段)",
	"Objective_Friendly_BarrackBoss": "友方基地头目",
	"Objective_Friendly_ShieldGenerator": "友方圣坛",
	"Objective_Friendly_T1": "友方卫士",
	"Objective_Friendly_T2": "友方机甲",
	"Objective_Friendly_T3": "友方守护神",
	"Objective_Friendly_T3_Final": "友方守护神(最后阶段)",
	"Objective_Friendly_T3_FirstPhase": "友方守护神(第一阶段)",
	"Objective_Message_MidBoss_OutOfRange": "超出射程",
	"Objective_Message_Patron_Transforming": "守护神正在变形…",
	"Objective_Message_Protected": "受到保护",
	"Objective_MidBoss": "中区头目",
	"Objective_Team1_BarrackBoss": "琥珀基地头目",
	"Objective_Team1_ShieldGenerator": "琥珀圣坛",
	"Objective_Team1_T1": "琥珀卫士",
	"Objective_Team1_T2": "琥珀机甲",
	"Objective_Team1_T3": "琥珀守护神",
	"Objective_Team1_T3_Final": "琥珀守护神(最后阶段)",
	"Objective_Team1_T3_FirstPhase": "琥珀守护神(第一阶段)",
	"Objective_Team2_BarrackBoss": "宝蓝基地头目",
	"Objective_Team2_ShieldGenerator": "宝蓝圣坛",
	"Objective_Team2_T1": "宝蓝卫士",
	"Objective_Team2_T2": "宝蓝机甲",
	"Objective_Team2_T3": "宝蓝守护神",
	"Objective_Team2_T3_Final": "宝蓝守护神(最后阶段)",
	"Objective_Team2_T3_FirstPhase": "宝蓝守护神(第一阶段)",
	"OmniPendantBonusAbilityCharges_label": "充能的技能",
	"OmniPendantBonusAbilityCharges_postvalue_label": "充能的技能",
	"OmniPendantBonusAbilityCharges_prefix": "{s:sign}",
	"OnLandDamageRadius_label": "落地半径",
	"OnLandDamageRadius_postfix": "米",
	"OnLandDamageRadius_postvalue_label": "落地半径",
	"OpenHeroSheet": "打开商店",
	"OutOfCombatHealthRegen_label": "脱离战斗后恢复",
	"OutOfCombatHealthRegen_postvalue_label": "脱离战斗后恢复",
	"OutOfCombatHealthRegen_prefix": "{s:sign}",
	"OuterDamage_label": "Damage at the edge",
	"OutgoingDamagePenaltyPercent_label": "伤害损失",
	"OutgoingDamagePenaltyPercent_postfix": "%",
	"OutgoingDamagePenaltyPercent_postvalue_label": "伤害损失",
	"OutgoingDamagePercentHungry_label": "伤害",
	"OutgoingDamagePercentHungry_postfix": "%",
	"OutgoingDamagePercentHungry_postvalue_label": "伤害",
	"OutgoingDamagePercentHungry_prefix": "{s:sign}",
	"OutgoingDamagePercentPerStack_postfix": "%",
	"OutgoingDamagePercentPerStack_postvalue_label": "每层叠加的伤害输出",
	"OutgoingDamagePercentPerStack_prefix": "{s:sign}",
	"OutgoingDamagePercent_label": "伤害",
	"OutgoingDamagePercent_postfix": "%",
	"OutgoingDamagePercent_postvalue_label": "伤害",
	"OutgoingDamagePercent_prefix": "{s:sign}",
	"OutgoingDamageReduction_label": "Attack Damage",
	"OutgoingDamageReduction_postfix": "%",
	"OutgoingDamageReduction_prefix": "-",
	"OutgoingDamage_label": "初始伤害",
	"OutgoingDamage_postvalue_label": "初始伤害",
	"OutgoingProjectileLifetime_label": "返回延迟",
	"OutgoingProjectileLifetime_postfix": "秒",
	"OutgoingProjectileLifetime_postvalue_label": "返回延迟",
	"OutgoingTechDamagePercent_label": "元灵伤害",
	"OutgoingTechDamagePercent_postfix": "%",
	"OutgoingTechDamagePercent_postvalue_label": "元灵伤害",
	"OverchargePct_label": "Overcharge",
	"OverchargePct_postfix": "%",
	"OverdriveClipDuration_Postfix": "秒",
	"OverflowBonusDamage_postfix": "%",
	"OverflowTechPower_label": "元灵力量",
	"OverflowTechPower_postvalue_label": "元灵力量",
	"ParryCooldownReduction_label": "格挡冷却",
	"ParryCooldownReduction_postfix": "秒",
	"ParryCooldownReduction_postvalue_label": "格挡冷却",
	"ParryCooldownReduction_prefix": "-",
	"ParrySuccessHealPercentage_label": "转化为治疗的格挡伤害量",
	"ParrySuccessHealPercentage_postfix": "%",
	"ParrySuccessHealPercentage_postvalue_label": "转化为治疗的格挡伤害量",
	"ParryWindow_label": "无敌持续时间",
	"ParryWindow_postfix": "秒",
	"ParryWindow_postvalue_label": "无敌持续时间",
	"PartCollectionRadius_label": "收集半径",
	"PartCollectionRadius_postfix": "米",
	"PartCollectionRadius_postvalue_label": "收集半径",
	"PartCollectionRequired_label": "必须被击倒",
	"PartCollectionRequired_postvalue_label": "必须被击倒",
	"PartyWarningPostGame": "技术水平差异大的队伍比赛",
	"PassiveFireRate_label": "射速",
	"PassiveFireRate_postfix": "%",
	"PassiveFireRate_postvalue_label": "射速",
	"PassiveShieldCooldown_label": "冷却时间",
	"PassiveShieldCooldown_postfix": "秒",
	"PassiveShieldCooldown_postvalue_label": "冷却时间",
	"PathLength_label": "光束长度",
	"PathLength_postfix": "米",
	"PathLength_postvalue_label": "光束长度",
	"PeakFireRateBonus_label": "Peak Fire Rate Bonus",
	"PeakFireRateBonus_postfix": "%",
	"PerTargetCooldown_postfix": "秒",
	"PerTargetCooldown_postvalue_label": "每个目标的冷却时间",
	"PercentDamage_label": "结束后伤害",
	"PercentDamage_postfix": "%",
	"PercentDamage_postvalue_label": "结束后伤害",
	"PercentHealthHealing_label": "生命值治疗",
	"PercentHealthHealing_postfix": "%",
	"PercentHealthHealing_postvalue_label": "生命值治疗",
	"PerfectDamage_label": "完美伤害",
	"PerfectDamage_postvalue_label": "完美伤害",
	"PerfectHoldTimeStart_label": "完美窗口开始",
	"PerfectHoldTimeStart_postfix": "秒",
	"PerfectHoldTimeStart_postvalue_label": "完美窗口开始",
	"PerfectWindowDuration_label": "完美窗口持续时间",
	"PerfectWindowDuration_postfix": "秒",
	"PerfectWindowDuration_postvalue_label": "完美窗口持续时间",
	"PetrifyDamageBreakThreshold_label": "石化伤害阻挡",
	"PetrifyDamageBreakThreshold_postvalue_label": "石化伤害阻挡",
	"PetrifyDamage_label": "石化伤害",
	"PetrifyDamage_postvalue_label": "石化伤害",
	"PetrifyDuration_label": "石化持续时间",
	"PetrifyDuration_postfix": "秒",
	"PetrifyDuration_postvalue_label": "石化持续时间",
	"PetrifyRadius_label": "石化半径",
	"PetrifyRadius_postfix": "米",
	"PetrifyRadius_postvalue_label": "石化半径",
	"PhantomStrikeDebuffDuration_label": "减益持续时间",
	"PhantomStrikeDebuffDuration_postfix": "秒",
	"PhantomStrikeDebuffDuration_postvalue_label": "减益持续时间",
	"PhaseOutDuration_label": "无敌状态持续时间",
	"PhaseOutDuration_postfix": "秒",
	"PhaseOutDuration_postvalue_label": "无敌状态持续时间",
	"Ping_Low_Health": "低",
	"PlayerInfestDuration_label": "持续时间",
	"PlayerInfestDuration_postfix": "秒",
	"PlayerInfestDuration_postvalue_label": "持续时间",
	"Player_DisconnectReason_Idle": "与服务器断开连接。你的挂机时间太长。",
	"PoisonDamage_label": "Poison Damage",
	"PoisonDuration_label": "持续时间",
	"PoisonDuration_postfix": "秒",
	"PoisonDuration_postvalue_label": "持续时间",
	"PostBounceDamage_label": "Post-Bounce Damage",
	"PostCubeBuffDuration_label": "增益持续时间",
	"PostCubeBuffDuration_postfix": "秒",
	"PostCubeBuffDuration_postvalue_label": "增益持续时间",
	"PounceDebuffRadius_label": "减速半径",
	"PounceDebuffRadius_postfix": "米",
	"PounceDebuffRadius_postvalue_label": "减速半径",
	"PounceFriendlyRechargeTime_label": "友军充能时间",
	"PounceFriendlyRechargeTime_postfix": "秒",
	"PounceFriendlyRechargeTime_postvalue_label": "友军充能时间",
	"PounceFriendlyTargetCD_label": "友军冷却时间",
	"PounceFriendlyTargetCD_postfix": "秒",
	"PounceFriendlyTargetCD_postvalue_label": "友军冷却时间",
	"PowerJumpChannelTime_label": "In Power Jump Channel",
	"PowerJumpChannelTime_postfix": "秒",
	"PreBounceDamage_label": "Pre-Bounce Damage",
	"PreExplosionDuration_postfix": "秒",
	"PreExplosionDuration_postvalue_label": "光束成型持续时间",
	"PrepareTime_label": "Prepare Time",
	"PrepareTime_postfix": "秒",
	"ProcAmmoConsumed_label": "消耗的额外弹药",
	"ProcAmmoConsumed_postvalue_label": "消耗的额外弹药",
	"ProcBonusMagicDamage_label": "元灵伤害",
	"ProcBonusMagicDamage_postvalue_label": "元灵伤害",
	"ProcBonusMagicDamage_prefix": "{s:sign}",
	"ProcBuildupPercent_label": "Proc Buildup",
	"ProcBuildupPercent_postfix": "%",
	"ProcChance_label": "触发几率",
	"ProcChance_postfix": "%",
	"ProcChance_postvalue_label": "触发几率",
	"ProcCooldown_label": "最大频率",
	"ProcCooldown_postfix": "秒",
	"ProcCooldown_postvalue_label": "最大频率",
	"ProcDamageBase_label": "基础伤害",
	"ProcDamageBase_postvalue_label": "基础伤害",
	"ProcDamagePercentage_label": "额外子弹伤害",
	"ProcDamagePercentage_postfix": "%",
	"ProcDamagePercentage_postvalue_label": "额外子弹伤害",
	"ProcDamagePercentage_prefix": "+",
	"ProcDamage_label": "元灵伤害",
	"ProcDamage_postvalue_label": "元灵伤害",
	"ProcHealth_label": "生命临界值",
	"ProcHealth_postfix": "%",
	"ProcHealth_postvalue_label": "生命临界值",
	"ProcMaxRange_label": "最大触发距离",
	"ProcMaxRange_postfix": "米",
	"ProcMaxRange_postvalue_label": "最大触发距离",
	"ProcRadius_label": "近距离",
	"ProcRadius_postfix": "米",
	"ProcRadius_postvalue_label": "近距离",
	"ProjectileAmount_label": "投射物数量",
	"ProjectileAmount_postvalue_label": "投射物数量",
	"ProjectileInterval_label": "投射物间隔",
	"ProjectileInterval_postvalue_label": "投射物间隔",
	"ProjectileRedirectCount_label": "最大重定向次数",
	"ProjectileRedirectCount_postvalue_label": "最大重定向次数",
	"Projectiles_label": "Projectiles",
	"PuddleDuration_label": "黏液污渍持续时间",
	"PuddleDuration_postfix": "秒",
	"PuddleDuration_postvalue_label": "黏液污渍持续时间",
	"PuddleRadius_label": "黏液污渍半径",
	"PuddleRadius_postfix": "米",
	"PuddleRadius_postvalue_label": "黏液污渍半径",
	"PulseDPS_label": "每秒伤害",
	"PulseDPS_postvalue_label": "每秒伤害",
	"PulseDamage_label": "脉冲伤害",
	"PulseDamage_postvalue_label": "脉冲伤害",
	"PulseDebuffDuration_label": "Enemy Slow duration",
	"PulseDebuffDuration_postfix": "秒",
	"PulseGrenadeDamageAmplificationPerStack_label": "每层叠加的伤害加深",
	"PulseGrenadeDamageAmplificationPerStack_postfix": "%",
	"PulseGrenadeDamageAmplificationPerStack_postvalue_label": "每层叠加的伤害加深",
	"PulseGrenadeDebuffDuration_label": "加深持续时间",
	"PulseGrenadeDebuffDuration_postfix": "秒",
	"PulseGrenadeDebuffDuration_postvalue_label": "增强持续时间",
	"PulseGrenadeTimeSlow_label": "时间变慢",
	"PulseGrenadeTimeSlow_postfix": "%",
	"PulseGrenadeTimeSlow_postvalue_label": "时间变慢",
	"PulseInterval_label": "脉冲间隔",
	"PulseInterval_postfix": "秒",
	"PulseInterval_postvalue_label": "脉冲间隔",
	"PulseRadius_label": "脉冲半径",
	"PulseRadius_postfix": "米",
	"PulseRadius_postvalue_label": "脉冲半径",
	"Pulses_label": "脉冲数",
	"Pulses_postvalue_label": "脉冲数",
	"PushToTalk": "按下说话",
	"Quicksilver_conditional": "使用技能后",
	"RadiusIncreasePerPulse_label": "每次脉冲半径",
	"RadiusIncreasePerPulse_postfix": "米",
	"RadiusIncreasePerPulse_postvalue_label": "每次脉冲半径",
	"RadiusIncreasePerPulse_prefix": "+",
	"RadiusPerSecond_label": "半径增长率",
	"RadiusPerSecond_postfix": "米",
	"RadiusPerSecond_postvalue_label": "半径增长率",
	"Radius_label": "半径",
	"Radius_postfix": "米",
	"Radius_postvalue_label": "半径",
	"RakeHealPerKill_postvalue_label": "每次击败治疗",
	"RampDuration_label": "Ramp Duration",
	"RampDuration_postfix": "秒",
	"RangeForBonusDamage_label": "近程",
	"RangeForBonusDamage_postfix": "米",
	"RangeForBonusDamage_postvalue_label": "近程",
	"Range_label": "范围",
	"Range_postfix": "米",
	"Range_postvalue_label": "范围",
	"RarityTypeDesc": "%s1%s2",
	"Rarity_Common": "普通",
	"Rarity_Rare": "稀有",
	"Rarity_Uncommon": "罕见",
	"RecastDuration_postfix": "秒",
	"RecastDuration_postvalue_label": "重新施放持续时间",
	"RecastWindow_label": "再次施放窗口",
	"RecastWindow_postfix": "秒",
	"RecastWindow_postvalue_label": "再次施放窗口",
	"RecoveryDuration_label": "Recovery Time",
	"RecoveryDuration_postfix": "秒",
	"RecoveryDuration_prefix": "",
	"ReduceFootstepSound_label": "脚步声距离",
	"ReduceFootstepSound_postfix": "%",
	"ReduceFootstepSound_postvalue_label": "脚步声距离",
	"ReflectDamage_label": "Bullet Reflect Damage",
	"ReflectDamage_postfix": "%",
	"RegenDuration_label": "恢复持续时间",
	"RegenDuration_postfix": "秒",
	"RegenDuration_postvalue_label": "恢复持续时间",
	"RegenIncomingDamageDuration_label": "恢复时间",
	"RegenIncomingDamageDuration_postfix": "秒",
	"RegenIncomingDamageDuration_postvalue_label": "恢复时间",
	"RegenIncomingDamagePercent_label": "伤害转为恢复",
	"RegenIncomingDamagePercent_postfix": "%",
	"RegenIncomingDamagePercent_postvalue_label": "伤害转为恢复",
	"RegenWhileInvisible_label": "隐身时生命恢复",
	"RegenWhileInvisible_postvalue_label": "隐身时生命恢复",
	"RegenWhileInvisible_prefix": "+",
	"RegenerationDuration_label": "恢复持续时间",
	"RegenerationDuration_postfix": "秒",
	"RegenerationDuration_postvalue_label": "恢复持续时间",
	"RegenerationRate_label": "Restore Time",
	"RegenerationRate_postfix": "秒",
	"Regeneration_label": "恢复",
	"Regeneration_postfix": "生命/秒",
	"Regeneration_postvalue_label": "恢复",
	"ReloadBullet_label": "Applying an ionizing charge automatically reloads 1 bullet",
	"ReloadSpeedDecrease_label": "装填时间",
	"ReloadSpeedDecrease_postfix": "%",
	"ReloadSpeedDecrease_postvalue_label": "装填时间",
	"ReloadSpeedMultipler_label": "装填时间",
	"ReloadSpeedMultipler_postfix": "%",
	"ReloadSpeedMultipler_postvalue_label": "装填时间",
	"ReloadSpeedMultipler_prefix": "{s:sign}",
	"Reloaded": "已装弹!",
	"ReportCard_AbilitiesUpgraded": "升级技能",
	"ReportCard_AbilitiesUpgraded_Desc": "按住{g:citadel_binding:'Scoreboard'}升级技能",
	"ReportCard_AbilitiesUpgraded_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:abilitiesUpgraded}\u003C/span\u003E / {i:abilitiesUpgradedNextGoal}",
	"ReportCard_DamageTaken": "Damage Taken",
	"ReportCard_DamageTaken_Desc": "For incoming damage, less is more",
	"ReportCard_DamageTaken_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:damageTaken}\u003C/span\u003E \u0026lt; {i:damageTakenNextGoal}",
	"ReportCard_GuardianDamage": "Guardian Damage",
	"ReportCard_GuardianDamage_Desc": "Damage you’ve dealt to enemy objectives",
	"ReportCard_GuardianDamage_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:guardianDamage}\u003C/span\u003E / {i:guardianDamageNextGoal}",
	"ReportCard_KillGuardian": "拿下敌方卫士",
	"ReportCard_KillGuardian_Desc": "打倒拦路者,胜利属于我!",
	"ReportCard_LastHits": "最后一击",
	"ReportCard_LastHits_Desc": "Achieve the last hit on \u003Cspan class=\"highlight\"\u003ETroopers\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EEnemy Heroes\u003C/span\u003E.",
	"ReportCard_LastHits_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:lastHits}\u003C/span\u003E / {i:lastHitsNextGoal}",
	"ReportCard_LastHits_Tutorial": "Get \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E Killing Blows",
	"ReportCard_ModsPurchased": "购买物品",
	"ReportCard_ModsPurchased_Desc": "在商店购买一件物品",
	"ReportCard_ModsPurchased_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:modsPurchased}\u003C/span\u003E / {i:modsPurchasedNextGoal}",
	"ReportCard_NetWorth": "Souls Earned",
	"ReportCard_NetWorth_Desc": "Souls gained by killing troopers and shooting orbs",
	"ReportCard_NetWorth_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:netWorth}\u003C/span\u003E / {i:netWorthNextGoal}个魂魄",
	"ReportCard_OrbsDenied": "射中橙色魂魄",
	"ReportCard_OrbsDeniedDesc": "通过射中被击倒敌人的橙色光球将其回收",
	"ReportCard_OrbsDenied_Desc": "Souls you've denied",
	"ReportCard_OrbsDenied_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:orbsDenied}\u003C/span\u003E / {i:orbsDeniedNextGoal}",
	"ReportCard_OrbsSecured": "射中绿色魂魄",
	"ReportCard_OrbsSecuredDesc": "通过射中空中的绿色光球将其稳获",
	"ReportCard_OrbsSecured_Desc": "Shoot \u003Cspan class=\"yellowhighlight\"\u003EBlue Souls\u003C/span\u003E from felled enemies and \u003Cspan class=\"redhighlight\"\u003EOrange Souls\u003C/span\u003E stolen from your opponents.",
	"ReportCard_OrbsSecured_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:orbsSecured}\u003C/span\u003E / {i:orbsSecuredNextGoal}",
	"ReportCard_OrbsSecured_Tutorial": "Shoot \u003Cspan class=\"yourscore\"\u003E25\u003C/span\u003E Souls",
	"ReportCard_PlayerDamage": "Player Damage",
	"ReportCard_PlayerDamage_Desc": "Damage you’ve dealt to enemy heroes",
	"ReportCard_PlayerDamage_Progress": "\u003Cspan class=\"yourscore\"\u003E{i:playerDamage}\u003C/span\u003E / {i:playerDamageNextGoal}",
	"ReportCard_PowerUp": "提升英雄的力量",
	"ReportCard_PowerUp_Desc": "搭乘转运滑索返回基地,花费你所有的魂魄和技能点数",
	"ReportCard_SoulsCollected_Desc": "通过击倒敌方步兵收集 1000 个魂魄",
	"ResetsAirLimit_label": "重置空中限制",
	"ResetsAirLimit_postvalue_label": "重置空中限制",
	"ResistReductionDuration_label": "抗性降低持续时间",
	"ResistReductionDuration_postfix": "秒",
	"ResistReductionDuration_postvalue_label": "抗性降低持续时间",
	"ResistStealAmount_label": "抗性吸取",
	"ResistStealAmount_postfix": "%",
	"ResistStealAmount_postvalue_label": "抗性吸取",
	"ResistancePerStack_label": "每层叠加获得的抗性",
	"ResistancePerStack_postfix": "%",
	"ResistancePerStack_postvalue_label": "每层叠加获得的抗性",
	"RespawnBonusHealthDuration_label": "Respawn Bonus Health Duration",
	"RespawnBonusHealthDuration_postfix": "秒",
	"RespawnBonusHealth_label": "Respawn Bonus Health",
	"RespawnDelay_postfix": "秒",
	"RespawnHealthPercent_label": "重生生命值",
	"RespawnHealthPercent_postfix": "%",
	"RespawnHealthPercent_postvalue_label": "重生生命值",
	"RespawnTime_label": "重生时间",
	"RespawnTime_postfix": "%",
	"RespawnTime_postvalue_label": "重生时间",
	"RespawnTime_prefix": "{s:sign}",
	"RestoreDelay_label": "恢复延迟",
	"RestoreDelay_postfix": "秒",
	"RestoreDelay_postvalue_label": "恢复延迟",
	"RestoreDelay_prefix": "{s:sign}",
	"ReturnDamage_label": "返回伤害",
	"ReturnDamage_postvalue_label": "返回伤害",
	"ReturnFireBulletResist_label": "子弹抗性",
	"ReturnFireBulletResist_postfix": "%",
	"ReturnFireBulletResist_postvalue_label": "子弹抗性",
	"ReturnFireBulletResist_prefix": "+",
	"RevealDuration_label": "暴露持续时间",
	"RevealDuration_postfix": "秒",
	"RevealDuration_postvalue_label": "暴露持续时间",
	"RichochetChance_label": "触发几率",
	"RichochetChance_postfix": "%",
	"RichochetChance_postvalue_label": "触发几率",
	"RicochetChance_label": "反弹几率",
	"RicochetChance_postfix": "%",
	"RicochetChance_postvalue_label": "反弹几率",
	"RicochetDamagePercent_label": "反弹伤害",
	"RicochetDamagePercent_postfix": "%",
	"RicochetDamagePercent_postvalue_label": "反弹伤害",
	"RicochetRadius_label": "反弹范围",
	"RicochetRadius_postfix": "米",
	"RicochetRadius_postvalue_label": "反弹范围",
	"RicochetTargetsTooltipOnly_label": "反弹目标数",
	"RicochetTargetsTooltipOnly_postvalue_label": "反弹目标数",
	"RiposteChannelTime_postfix": "秒",
	"RiposteChannelTime_postvalue_label": "偏转持续时间",
	"RocketDamage_label": "Rocket Damage",
	"RocketsPerSecond_label": "每秒火箭弹数",
	"RocketsPerSecond_postvalue_label": "每秒火箭弹数量",
	"RollingTime_label": "滚动时间",
	"RollingTime_postfix": "秒",
	"RollingTime_postvalue_label": "滚动时间",
	"RopeDuration_label": "锁住时长",
	"RopeDuration_postfix": "秒",
	"RopeDuration_postvalue_label": "锁住时长",
	"RopeLength_postfix": "米",
	"RopeLength_postvalue_label": "锁链长度",
	"RopeSnapDistance_postfix": "米",
	"RopeSnapDistance_postvalue_label": "最长锁链距离",
	"Roster_Create_Title": "创建阵容",
	"RunSpeed_postfix": "米/秒",
	"SafeToAbandon_Text": "这场比赛可以在无惩罚的情况下弃赛,但退出将被判定为输掉比赛。",
	"SalvageBonus_FireRate_label": "每次加成的射速",
	"SalvageBonus_FireRate_postvalue_label": "每次加成的射速",
	"SalvageBonus_Health_label": "治疗",
	"SalvageBonus_Health_postvalue_label": "治疗量",
	"SalvageDuration_label": "最大持续时间",
	"SalvageDuration_postfix": "秒",
	"SalvageDuration_postvalue_label": "最大持续时间",
	"Sandbox_Tutorial_Abilities": "使用一个技能",
	"Sandbox_Tutorial_Abilities_Cast_desc": "按下{g:citadel_binding:'Ability1'}进行施法",
	"Sandbox_Tutorial_Abilities_Unlock_desc": "按住{g:citadel_binding:'Ability1'}后解锁",
	"Sandbox_Tutorial_Abilities_Upgrade_desc": "按住{g:citadel_binding:'Default.Scoreboard'}再点击可以升级",
	"Sandbox_Tutorial_Completed": "Sandbox Completed",
	"Sandbox_Tutorial_Completed_desc": "Feel free to play around more. When you’re done, leave Sandbox and start Lane Training.",
	"Sandbox_Tutorial_Controls_AirDash": "{g:citadel_binding:1st:'Mantle'}再{g:citadel_binding:1st:'Roll'}",
	"Sandbox_Tutorial_Controls_Attack": "{g:citadel_binding:1st:'Attack'}",
	"Sandbox_Tutorial_Controls_Cast": "施法",
	"Sandbox_Tutorial_Controls_CloseShop": "关闭商店",
	"Sandbox_Tutorial_Controls_Dash": "{g:citadel_binding:1st:'MoveForward'}+{g:citadel_binding:1st:'Roll'}",
	"Sandbox_Tutorial_Controls_DestroyGuardian": "卫士已摧毁",
	"Sandbox_Tutorial_Controls_HeavyMelee": "按住{g:citadel_binding:1st:'AbilityMelee'}",
	"Sandbox_Tutorial_Controls_Jump": "{g:citadel_binding:1st:'Mantle'}",
	"Sandbox_Tutorial_Controls_LightMelee": "{g:citadel_binding:1st:'AbilityMelee'}",
	"Sandbox_Tutorial_Controls_Mantle": "按住{g:citadel_binding:1st:'Mantle'}",
	"Sandbox_Tutorial_Controls_Mantle_desc": "攀爬\u003Cbr\u003E\u003Cspan class=\"footnote\"\u003E(爬上墙壁)\u003C/span\u003E",
	"Sandbox_Tutorial_Controls_Move": "{g:citadel_binding:1st:'MoveForward'}、{g:citadel_binding:1st:'MoveBackwards'}、{g:citadel_binding:1st:'MoveLeft'}、{g:citadel_binding:1st:'MoveRight'}",
	"Sandbox_Tutorial_Controls_Parry": "{g:citadel_binding:1st:'HeldItem'}",
	"Sandbox_Tutorial_Controls_PurchaseMods": "购买伤上加伤",
	"Sandbox_Tutorial_Controls_Reload": "{g:citadel_binding:1st:'Reload'}",
	"Sandbox_Tutorial_Controls_Slide": "{g:citadel_binding:1st:'Crouch'}再{g:citadel_binding:1st:'Roll'}",
	"Sandbox_Tutorial_Controls_Upgraded": "升级",
	"Sandbox_Tutorial_Controls_Zoom": "{g:citadel_binding:1st:'ADS'}",
	"Sandbox_Tutorial_Controls_task_AirDash": "空中冲刺",
	"Sandbox_Tutorial_Controls_task_Attack": "射击",
	"Sandbox_Tutorial_Controls_task_Dash": "冲刺",
	"Sandbox_Tutorial_Controls_task_HeavyMelee": "近战重击",
	"Sandbox_Tutorial_Controls_task_Jump": "跳跃",
	"Sandbox_Tutorial_Controls_task_LightMelee": "近战轻击",
	"Sandbox_Tutorial_Controls_task_Move": "移动",
	"Sandbox_Tutorial_Controls_task_Parry": "格挡",
	"Sandbox_Tutorial_Controls_task_Reload": "装填弹药",
	"Sandbox_Tutorial_Controls_task_Slide": "滑行",
	"Sandbox_Tutorial_Controls_task_Zoom": "缩放",
	"Sandbox_Tutorial_DestroyGuardian": "击败敌方卫士",
	"Sandbox_Tutorial_DestroyGuardian_desc": "你获得了一些补充的额外物品和技能点,现在就去迎战敌方英雄和步兵。\u003Cbr/\u003E\u003Cbr/\u003E在保护己方卫士的同时摧毁敌方卫士。",
	"Sandbox_Tutorial_KillTroopers": "击倒步兵(还剩{i:troopers_remaining}个)",
	"Sandbox_Tutorial_KillTroopers_desc": "还剩下{i:troopers_remaining}个敌方步兵。",
	"Sandbox_Tutorial_Mods": "购买物品",
	"Sandbox_Tutorial_Mods_desc": "奇物商店中的物品可以让你的英雄变得更强大。\u003Cbr/\u003E\u003Cbr/\u003E移动到商店的范围内并按下{g:citadel_binding:'OpenHeroSheet'}。",
	"Sandbox_Tutorial_Movement": "测试控制",
	"Sandbox_Tutorial_Movement_desc": "使用此区域来测试你的控制",
	"Sandbox_Tutorial_Step_1": "1 / 6",
	"Sandbox_Tutorial_Step_2": "2 / 6",
	"Sandbox_Tutorial_Step_3": "3 / 6",
	"Sandbox_Tutorial_Step_4": "4 / 6",
	"Sandbox_Tutorial_Step_5": "5 / 6",
	"Sandbox_Tutorial_Step_6": "6 / 6",
	"Sandbox_Tutorial_Ultimate": "释放你的终极技能",
	"Sandbox_Tutorial_UltimateAbility": "{s:Ability4Name2}",
	"Sandbox_Tutorial_UltimateAbility_desc": "按下{g:citadel_binding:'Ability4'}施放终极技能。",
	"Sandbox_Tutorial_Ultimate_desc": "击倒步兵(还剩{i:troopers_remaining}个)",
	"Sandbox_Tutorial_Unlock_Abilities": "解锁你的技能",
	"Sandbox_Tutorial_Unlock_Abilities_desc": "按住{g:citadel_binding:'Default.Scoreboard'}解锁新技能。",
	"Sandbox_Tutorial_Upgrades": "升级技能",
	"Sandbox_Tutorial_Upgrades_desc": "按住{g:citadel_binding:'Default.Scoreboard'}分配技能点数。",
	"Sandbox_Tutorial_Zipline": "乘上滑索",
	"Sandbox_Tutorial_Zipline_desc": "瞄准滑索,然后按住{g:citadel_binding:'Default.Mantle'}就可以乘上去,到达我方卫士。",
	"Scoreboard": "计分板",
	"ScrapDamage_label": "伤害",
	"ScrapDamage_postvalue_label": "伤害",
	"SearchRadius_label": "Search Radius",
	"SearchRadius_postfix": "米",
	"SecondHit_label": "Double Strike a random hero in range.",
	"SelectHeroFromRoster": "从你的阵容中选择要玩的英雄",
	"Select_Hero_Title": "选择英雄",
	"SelfDamagePct_label": "生命值消耗",
	"SelfDamagePct_postfix": "%",
	"SelfDamagePct_postvalue_label": "生命值消耗",
	"SelfDamagePercentage_label": "对自身伤害",
	"SelfDamagePercentage_postfix": "%",
	"SelfDamagePercentage_postvalue_label": "对自身伤害",
	"SelfDamage_label": "对自身伤害",
	"SelfDamage_postvalue_label": "对自身伤害",
	"SelfModifier_postfix": "%",
	"SelfMovementBonus_label": "Ivy Speed Bonus",
	"SelfMovementBonus_postfix": "米",
	"SelfMovementBonus_prefix": "+",
	"SellBonusSouls_label": "积累额外灵魂:",
	"SellBonusSouls_postvalue_label": "Sell Bonus Souls:",
	"SellBonusSouls_postvalue_prefix": "{g:citadel_inline_attribute:'SoulsIcon'}",
	"SenseRange_label": "Sense Range",
	"SequentialHitScalePct_postfix": "%",
	"SequentialHitScalePct_postvalue_label": "再次击中伤害",
	"SequentialHitTime_postfix": "秒",
	"SequentialHitTime_postvalue_label": "再次击中时间",
	"ShadowDuration_label": "爆炸延迟",
	"ShadowDuration_postfix": "秒",
	"ShadowDuration_postvalue_label": "爆炸延迟",
	"ShadowFormDurationOnKill_label": "击倒时获得持续时间",
	"ShadowFormDurationOnKill_postfix": "秒",
	"ShadowFormDurationOnKill_postvalue_label": "击倒时获得持续时间",
	"ShadowFormDurationOnKill_prefix": "+",
	"ShadowPulseDuration_label": "阴影持续时间",
	"ShadowPulseDuration_postvalue_label": "阴影持续时间",
	"ShareDamagePercent_label": "Increased Damage Share",
	"ShareDamagePercent_postfix": "%",
	"ShareWithFriendsRadius_label": "友军治疗半径",
	"ShareWithFriendsRadius_postfix": "米",
	"ShareWithFriendsRadius_postvalue_label": "友军治疗半径",
	"ShieldBlockPercent_label": "Damage Deflected",
	"ShieldBlockPercent_postfix": "%",
	"ShieldDuration_label": "护盾持续时间",
	"ShieldDuration_postfix": "秒",
	"ShieldDuration_postvalue_label": "护盾持续时间",
	"ShieldHealth_label": "护盾生命值",
	"ShieldHealth_postvalue_label": "护盾生命值",
	"ShieldPercentage_label": "Shield Max Health %",
	"ShieldPercentage_postfix": "%最大生命值",
	"ShieldedSentry_EffectsPerStack": "每层叠加:",
	"ShiftingVeilDuration_label": "持续时间",
	"ShiftingVeilDuration_postfix": "秒",
	"ShiftingVeilDuration_postvalue_label": "持续时间",
	"ShiftingVeil_channel_desc": "无敌",
	"ShockBuildupDuration_label": "Shock Buildup Lifetime",
	"ShockBuildupDuration_postfix": "秒",
	"ShockDPS_label": "震击每秒伤害",
	"ShockDPS_postvalue_label": "震击每秒伤害",
	"ShockDelay_label": "眩晕前延迟",
	"ShockDelay_postfix": "秒",
	"ShockDelay_postvalue_label": "眩晕前延迟",
	"ShockDuration_label": "震击持续时间",
	"ShockDuration_postfix": "秒",
	"ShockDuration_postvalue_label": "震击持续时间",
	"ShockRadius_label": "半径",
	"ShockRadius_postfix": "米",
	"ShockRadius_postvalue_label": "半径",
	"ShockRange_label": "震击距离",
	"ShockRange_postfix": "米",
	"ShockRange_postvalue_label": "震击距离",
	"ShootDurationForMax_label": "最高伤害所需时间",
	"ShootDurationForMax_postfix": "秒",
	"ShootDurationForMax_postvalue_label": "最高伤害所需时间",
	"ShootInterval_label": "Card Interval",
	"ShootInterval_postfix": "秒",
	"ShortChargeDamagePct_label": "Short Charge Dmg",
	"ShortChargeDamagePct_postfix": "%",
	"ShotRegenTime_label": "Shot Regen Time",
	"ShotRegenTime_postfix": "秒",
	"ShotsFired_label": "Shots fired",
	"ShotsFired_postfix": "",
	"ShotsToProc_label": "Shots Needed",
	"ShoveRadius_label": "推撞半径",
	"ShoveRadius_postfix": "米",
	"ShoveRadius_postvalue_label": "推撞半径",
	"ShreddersTechAmp_label": "元灵增强",
	"ShreddersTechAmp_postfix": "%",
	"ShreddersTechAmp_postvalue_label": "元灵增强",
	"ShrinkDuration_label": "缩小持续时间",
	"ShrinkDuration_postfix": "秒",
	"ShrinkDuration_postvalue_label": "缩小持续时间",
	"SigilBuff_label": "使用时:",
	"SigilRadius_label": "半径",
	"SigilRadius_postfix": "米",
	"SigilRadius_postvalue_label": "半径",
	"SilenceDuration_label": "沉默持续时间",
	"SilenceDuration_postfix": "秒",
	"SilenceDuration_postvalue_label": "沉默持续时间",
	"SilenceOnHeavyDuration_label": "沉默持续时间",
	"SilenceOnHeavyDuration_postfix": "秒",
	"SilenceOnHeavyDuration_postvalue_label": "沉默持续时间",
	"SilenceRadius_label": "沉默半径",
	"SilenceRadius_postfix": "米",
	"SilenceRadius_postvalue_label": "沉默半径",
	"SingleAbilityCooldownReduction_label": "技能冷却时间减少",
	"SingleAbilityCooldownReduction_postfix": "%",
	"SingleAbilityCooldownReduction_postvalue_label": "技能冷却时间减少",
	"SingleAbilityCooldownReduction_prefix": "{s:sign}",
	"SiphonBullets_HealthStealPctHero_label": "最大生命值吸取",
	"SiphonBullets_HealthStealPctHero_postfix": "%",
	"SiphonBullets_HealthStealPctHero_postvalue_label": "最大生命值吸取",
	"SiphonRadius_label": "Activate Radius",
	"SiphonRadius_postfix": "米",
	"SkullCount_label": "怨灵数",
	"SkullCount_postvalue_label": "怨灵数",
	"SkullLifetime_label": "怨灵持续时间",
	"SkullLifetime_postfix": "秒",
	"SkullLifetime_postvalue_label": "怨灵持续时间",
	"SkullRevives_label": "怨灵复活数",
	"SkullRevives_postvalue_label": "怨灵复活数",
	"SkullsOnKill_label": "倒下时怨灵数量",
	"SkullsOnKill_postvalue_label": "倒下时怨灵数量",
	"SkullsOnPlayerKill_label": "英雄倒下时怨灵数量",
	"SkullsOnPlayerKill_postvalue_label": "英雄倒下时怨灵数量",
	"SlamDownRadius_label": "Slam Radius",
	"SlamDownRadius_postfix": "米",
	"SlashLength_label": "剑击长度",
	"SlashLength_postfix": "米",
	"SlashLength_postvalue_label": "剑击长度",
	"SlashRadius_label": "爪击半径",
	"SlashRadius_postfix": "米",
	"SlashRadius_postvalue_label": "爪击半径",
	"SlashWideRadius_label": "Power Stance Slash Radius",
	"SlashWideRadius_postfix": "米",
	"SleepDamageThreshold_label": "睡眠伤害阈值",
	"SleepDamageThreshold_postvalue_label": "睡眠伤害阈值",
	"SleepDuration_label": "沉睡持续时间",
	"SleepDuration_postfix": "秒",
	"SleepDuration_postvalue_label": "沉睡持续时间",
	"SleepMoveSpeed_label": "沉睡移动速度",
	"SleepMoveSpeed_postfix": "米",
	"SleepMoveSpeed_postvalue_label": "沉睡移动速度",
	"SleepWakeUpDelay_label": "清醒延迟",
	"SleepWakeUpDelay_postfix": "秒",
	"SleepWakeUpDelay_postvalue_label": "清醒延迟",
	"SlideScale_label": "滑行距离",
	"SlideScale_postfix": "%",
	"SlideScale_postvalue_label": "滑行距离",
	"SlideScale_prefix": "+",
	"SlowCoatingDuration_label": "Slowing Coating Slow Duration",
	"SlowCoatingDuration_postfix": "",
	"SlowCoatingMoveSpeed_label": "Slowing Coating Slow Amount",
	"SlowCoatingMoveSpeed_postfix": "%",
	"SlowCoatingProcChance_label": "Slowing Coating Chance",
	"SlowCoatingProcChance_postfix": "%",
	"SlowDuration_label": "减速持续时间",
	"SlowDuration_postfix": "秒",
	"SlowDuration_postvalue_label": "减速持续时间",
	"SlowFireRatePercent_label": "Fire Rate Scale",
	"SlowFireRatePercent_postfix": "%",
	"SlowFireRatePercent_prefix": "{s:sign}",
	"SlowPercentPerStack": "每层叠加移动速度",
	"SlowPercentPerStack_postfix": "%",
	"SlowPercentPerStack_postvalue_label": "每层叠加移动速度",
	"SlowPercentPerStack_prefix": "-",
	"SlowPercent_label": "移动速度",
	"SlowPercent_postfix": "%",
	"SlowPercent_postvalue_label": "移动速度",
	"SlowPercent_prefix": "-",
	"SlowProcChance_label": "Chance to slow on hit",
	"SlowProcChance_postfix": "%",
	"SlowRadius_label": "减速半径",
	"SlowRadius_postfix": "米",
	"SlowRadius_postvalue_label": "减速半径",
	"SlowResistancePercent_label": "减速抗性",
	"SlowResistancePercent_postfix": "%",
	"SlowResistancePercent_postvalue_label": "减速抗性",
	"SlowResistancePercent_prefix": "{s:sign}",
	"SlowResistance_label": "减速抗性",
	"SlowResistance_postfix": "%",
	"SlowResistance_postvalue_label": "减速抗性",
	"SlowSilenceDuration_label": "Slow / EMP Duration",
	"SlowSpeedLimit_label": "Speed Reduced To",
	"SmallVisionDistance_label": "视野降低",
	"SmallVisionDistance_postfix": "米",
	"SmallVisionDistance_postvalue_label": "视野降低",
	"SmokeDuration_label": "Smoke Duration",
	"SmokeDuration_postfix": "秒",
	"SmokeRadius_label": "Smoke Radius",
	"SmokeRadius_postfix": "米",
	"SnowballCount_label": "扔雪球次数",
	"SnowballCount_postvalue_label": "投射物数量",
	"SnowballSpeed_label": "投掷速度",
	"SnowballSpeed_postfix": "米/秒",
	"SnowballSpeed_postvalue_label": "速度",
	"SoulProjectileRadius_label": "Projectile Radius",
	"SpadeDamageBonus_label": "额外伤害",
	"SpadeDamageBonus_postfix": "%",
	"SpadeDamageBonus_postvalue_label": "额外伤害",
	"SpawnTimePenalty_label": "重生时间增加",
	"SpawnTimePenalty_postfix": "秒",
	"SpawnTimePenalty_postvalue_label": "重生时间增加",
	"SpawnTimePenalty_prefix": "+",
	"SpawnTroopers_label": "Spawn a melee trooper for each enemy hero trapped in the cage",
	"SpecialShotsBonusFireRate_label": "多重射击时的射速",
	"SpecialShotsBonusFireRate_postfix": "%",
	"SpecialShotsBonusFireRate_postvalue_label": "多重射击时的射速",
	"SpecialShotsBonusFireRate_prefix": "+",
	"SpeedBonus_label": "Move Speed Bonus",
	"SpeedBonus_postfix": "米",
	"SpeedBoostDuration_label": "保持充能持续时间",
	"SpeedBoostDuration_postfix": "秒",
	"SpeedBoostDuration_postvalue_label": "保持充能持续时间",
	"SpeedBoostPercent_label": "Speed",
	"SpeedBoostPercent_postfix": "%",
	"SpeedBoostPercent_prefix": "{s:sign}",
	"SpeedBuildDuration_postfix": "秒",
	"SpeedBuildDuration_postvalue_label": "最大加成所需时间",
	"SpeedBurstSpeed_label": "最大冲刺速度",
	"SpeedBurstSpeed_postfix": "米",
	"SpeedBurstSpeed_postvalue_label": "最大冲刺速度",
	"SpeedChange_label": "额外速度",
	"SpeedChange_postfix": "%",
	"SpeedChange_postvalue_label": "额外速度",
	"SpeedMax_label": "移动速度",
	"SpeedMax_postfix": "米/秒",
	"SpeedMax_postvalue_label": "移动速度",
	"SpellAmplificationPercent_label": "元灵力量",
	"SpellAmplificationPercent_postvalue_label": "元灵力量",
	"SpellAmplificationPercent_prefix": "{s:sign}",
	"SpellParryDuration_label": "法术格挡持续时间",
	"SpellParryDuration_postfix": "秒",
	"SpellParryDuration_postvalue_label": "法术格挡持续时间",
	"SpellShieldFlavorText_label": "标签!",
	"SpellShieldFlavorText_postvalue_label": "标签!",
	"SpellSlingerHeadshots_SpiritShredPerStack_label": "头弹的元灵抗性",
	"SpellSlingerHeadshots_SpiritShredPerStack_postfix": "%",
	"SpellSlingerHeadshots_SpiritShredPerStack_postvalue_label": "命中头部的元灵抗性",
	"SpiderCount_label": "释放的蜘蛛数量",
	"SpiderCount_postvalue_label": "释放的蜘蛛数量",
	"SpiderDamage_label": "蜘蛛伤害",
	"SpiderDamage_postvalue_label": "蜘蛛伤害",
	"SpiderLifetime_label": "蜘蛛部署时长",
	"SpiderLifetime_postfix": "秒",
	"SpiderLifetime_postvalue_label": "蜘蛛部署时长",
	"SpiderSearchRadius_label": "蜘蛛追逐距离",
	"SpiderSearchRadius_postfix": "米",
	"SpiderSearchRadius_postvalue_label": "蜘蛛追逐距离",
	"SpinDuration_label": "旋转持续时间",
	"SpinDuration_postfix": "秒",
	"SpinDuration_postvalue_label": "旋转持续时间",
	"SpinUpTime_postfix": "秒",
	"SpiritBonus_label": "额外元灵",
	"SpiritBonus_postvalue_label": "额外元灵",
	"SpiritCount_label": "Energy Spirits",
	"SpiritDamagePerAttack_label": "元灵伤害触发",
	"SpiritDamagePerAttack_postvalue_label": "元灵伤害触发",
	"SpiritDamageReductionProc_label": "元灵伤害降低",
	"SpiritDamageReductionProc_postfix": "%",
	"SpiritDamageReductionProc_postvalue_label": "元灵伤害降低",
	"SpiritDamageReflectedPct_label": "元灵伤害反弹",
	"SpiritDamageReflectedPct_postfix": "%",
	"SpiritDamageReflectedPct_postvalue_label": "元灵伤害反弹",
	"SpiritDamage_label": "元灵伤害",
	"SpiritDamage_postvalue_label": "元灵伤害",
	"SpiritPerStack_label": "每层叠加元灵",
	"SpiritPerStack_postvalue_label": "每层叠加元灵",
	"SpiritPowerGainPct_label": "元灵力量",
	"SpiritPowerGainPct_postfix": "%",
	"SpiritPowerGainPct_postvalue_label": "元灵力量",
	"SpiritPowerInnate_label": "元灵力量",
	"SpiritPowerInnate_postvalue_label": "元灵力量",
	"SpiritPowerInnate_prefix": "{s:sign}",
	"SpiritPowerPerSoul_label": "每个魂魄获得的元灵力量",
	"SpiritPowerPerSoul_postvalue_label": "每个魂魄获得的元灵力量",
	"SpiritPowerPerSoul_prefix": "+",
	"SpiritPower_label": "元灵力量",
	"SpiritPower_postvalue_label": "元灵力量",
	"SpiritPower_prefix": "+",
	"SpiritReducedPerStack_label": "元灵降低",
	"SpiritReducedPerStack_postvalue_label": "元灵降低",
	"SpiritResReducedPerStack_label": "元灵抗性降低",
	"SpiritResReducedPerStack_postfix": "%",
	"SpiritResReducedPerStack_postvalue_label": "元灵抗性降低",
	"SpiritShotDamage_label": "Damage when shot",
	"SpiritShotSlowDuration_label": "减速持续时间",
	"SpiritShotSlowDuration_postvalue_label": "减速持续时间",
	"SpiritShotSlowPct_label": "Slow Percentage",
	"SpiritSnatch_TechArmorSteal_label": "元灵抗性吸取",
	"SpiritSnatch_TechArmorSteal_postfix": "%",
	"SpiritSnatch_TechArmorSteal_postvalue_label": "元灵抗性吸取",
	"SpiritSnatch_TechPowerSteal_label": "元灵力量吸取",
	"SpiritSnatch_TechPowerSteal_postvalue_label": "元灵力量吸取",
	"SpiritSpinDamage_label": "Damage when spinning",
	"SpiritStealDuration_label": "元灵减益效果持续时间",
	"SpiritStealDuration_postfix": "秒",
	"SpiritStealDuration_postvalue_label": "元灵减益效果持续时间",
	"SpiritStrike_conditional": "成功近战攻击后",
	"SplitShotWeaponDuration_label": "叠加持续时间",
	"SplitShotWeaponDuration_postfix": "秒",
	"SplitShotWeaponDuration_postvalue_label": "叠加持续时间",
	"SpottedRadius_label": "有效半径",
	"SpottedRadius_postfix": "米",
	"SpottedRadius_postvalue_label": "有效半径",
	"SpreadDuration_label": "Spread Duration:",
	"SpreadDuration_postfix": "秒",
	"SpreadRadius_label": "跳跃半径",
	"SpreadRadius_postfix": "米",
	"SpreadRadius_postvalue_label": "跳跃半径",
	"SpreadTargets_label": "跳跃目标",
	"SpreadTargets_postvalue_label": "跳跃目标",
	"SprintSpeedBonus_label": "疾跑速度",
	"SprintSpeedBonus_postfix": "米",
	"SprintSpeedBonus_postvalue_label": "疾跑速度",
	"SprintSpeedBonus_prefix": "+",
	"SprintSpeed_label": "疾跑速度",
	"SprintSpeed_postfix": "米",
	"SprintSpeed_postvalue_label": "疾跑速度",
	"StackDamage_label": "Stack Damage",
	"StackDuration_label": "叠加持续时间",
	"StackDuration_postfix": "秒",
	"StackDuration_postvalue_label": "叠加持续时间",
	"StackLossFrequency_label": "Resist Loss Frequency",
	"StackLossFrequency_postfix": "秒",
	"StackProcDamage_label": "Burst Damage",
	"StackingGoldPerMinute_label": "每分钟收集的魂魄",
	"StackingGoldPerMinute_postvalue_label": "每分钟收集魂魄",
	"StacksPerShot_label": "Stacks Per Shot",
	"StageDuration_label": "持续时间",
	"StageDuration_postfix": "秒",
	"StageDuration_postvalue_label": "持续时间",
	"StakeCount_label": "总木桩数",
	"StakeCount_postvalue_label": "总木桩数",
	"StalkDuration_label": "Stalk Time",
	"StalkDuration_postfix": "秒",
	"StaminaCooldownIncrease_label": "耐力恢复",
	"StaminaCooldownIncrease_postfix": "%",
	"StaminaCooldownIncrease_postvalue_label": "耐力恢复",
	"StaminaCooldownReduction_label": "耐力恢复",
	"StaminaCooldownReduction_postfix": "%",
	"StaminaCooldownReduction_postvalue_label": "耐力恢复",
	"StaminaCooldownReduction_prefix": "{s:sign}",
	"StaminaDamage_Label": "Stamina Damage",
	"StaminaDrain_label": "每秒耐力消耗",
	"StaminaDrain_postvalue_label": "每秒耐力消耗",
	"StaminaHeal_label": "耐力治疗",
	"StaminaHeal_postvalue_label": "耐力治疗",
	"StaminaHungry_label": "耐力",
	"StaminaHungry_postvalue_label": "耐力",
	"StaminaHungry_prefix": "{s:sign}",
	"StaminaReduction_label": "耐力降低",
	"StaminaReduction_postvalue_label": "耐力降低",
	"StaminaRegenPercent_label": "耐力恢复",
	"StaminaRegenPercent_postfix": "%",
	"StaminaRegenPercent_postvalue_label": "耐力恢复",
	"StaminaRestore_label": "耐力恢复",
	"StaminaRestore_postvalue_label": "耐力恢复",
	"StaminaToRemove_label": "Stamina Drain",
	"StaminaToRestore_label": "耐力恢复",
	"StaminaToRestore_postvalue_label": "耐力恢复",
	"Stamina_label": "耐力",
	"Stamina_postvalue_label": "耐力",
	"Stamina_prefix": "{s:sign}",
	"StanceWeaponRangeScale_label": "Weapon Range",
	"StanceWeaponRangeScale_postfix": "%",
	"StasisRadius_label": "半径",
	"StasisRadius_postfix": "米",
	"StasisRadius_postvalue_label": "半径",
	"StatDesc_AbilityDurationDesc": "\u003Cb\u003E技能持续时间\u003C/b\u003E - 会增加技能和物品的持续时间",
	"StatDesc_AbilityPower": "Ability Power",
	"StatDesc_AbilityRangeDesc": "\u003Cb\u003E技能距离\u003C/b\u003E - 会增加技能和物品的距离和半径",
	"StatDesc_AirJumps": "Air Jumps",
	"StatDesc_AmmoDesc": "\u003Cb\u003E弹药\u003C/b\u003E - 你的枪械需要重新装填之前子弹的数量",
	"StatDesc_AmmoRegen": "Ammo Regen",
	"StatDesc_ArmorAttribute": "护甲",
	"StatDesc_ArmorAttribute_postvalue_label": "护甲",
	"StatDesc_AttackPower": "Attack Power",
	"StatDesc_BaseHealthRegen": "生命恢复",
	"StatDesc_BaseHealthRegen_postvalue_label": "生命恢复",
	"StatDesc_BaseWeaponDamage": "武器伤害",
	"StatDesc_BaseWeaponDamage_postfix": "%",
	"StatDesc_BaseWeaponDamage_postvalue_label": "武器伤害",
	"StatDesc_BonusClips": "Clips",
	"StatDesc_BulletArmor": "护甲",
	"StatDesc_BulletArmorDamageReduction": "子弹抗性",
	"StatDesc_BulletArmorDamageReduction_postfix": "%",
	"StatDesc_BulletArmorDamageReduction_postvalue_label": "子弹抗性",
	"StatDesc_BulletArmor_postvalue_label": "护甲",
	"StatDesc_BulletDamage": "子弹伤害",
	"StatDesc_BulletDamagePerLevel": "Bullet Damage Per Level",
	"StatDesc_BulletDamage_postvalue_label": "子弹伤害",
	"StatDesc_BulletEvationDesc": "\u003Cb\u003E子弹闪避\u003C/b\u003E - 躲避来袭子弹的几率(以百分比计算)",
	"StatDesc_BulletLifesteal": "子弹吸取生命",
	"StatDesc_BulletLifesteal_postfix": "%",
	"StatDesc_BulletLifesteal_postvalue_label": "子弹吸取生命",
	"StatDesc_BulletLifesteal_prefix": "{s:sign}",
	"StatDesc_BulletShieldHealth": "伤害护盾",
	"StatDesc_BulletShieldHealth_postvalue_label": "伤害护盾",
	"StatDesc_BulletSpeed": "子弹速度",
	"StatDesc_BulletSpeedIncrease": "子弹速度增加",
	"StatDesc_BulletSpeedIncrease_postfix": "%",
	"StatDesc_BulletSpeedIncrease_postvalue_label": "子弹速度增加",
	"StatDesc_BulletSpeed_postfix": "米/秒",
	"StatDesc_BulletSpeed_postvalue_label": "子弹速度",
	"StatDesc_ClipSizeBonus": "弹药",
	"StatDesc_ClipSizeBonus_postvalue_label": "弹药",
	"StatDesc_ClipSizeIncrease": "弹匣大小增加",
	"StatDesc_ClipSizeIncrease_postfix": "%",
	"StatDesc_ClipSizeIncrease_postvalue_label": "弹匣大小增加",
	"StatDesc_CritDamageBonusScale": "强击伤害比例",
	"StatDesc_CritDamageBonusScale_postfix": "%",
	"StatDesc_CritDamageBonusScale_postvalue_label": "强击伤害比例",
	"StatDesc_CritDamageReceivedScale": "强击降低",
	"StatDesc_CritDamageReceivedScale_postfix": "%",
	"StatDesc_CritDamageReceivedScale_postvalue_label": "强击降低",
	"StatDesc_DPS": "每秒伤害",
	"StatDesc_DPS_postvalue_label": "每秒伤害",
	"StatDesc_DamageAmpDesc": "\u003Cb\u003E伤害加深\u003C/b\u003E - 修改所有输出伤害的百分比",
	"StatDesc_DashSpeedInMeters": "冲刺速度",
	"StatDesc_DashSpeedInMeters_postfix": "米",
	"StatDesc_DashSpeedInMeters_postvalue_label": "冲刺速度",
	"StatDesc_DebuffResist": "减益抗性",
	"StatDesc_DebuffResist_postfix": "%",
	"StatDesc_DebuffResist_postvalue_label": "减益抗性",
	"StatDesc_DefensePower": "Defense Power",
	"StatDesc_EnergyMax": "Energy Cells",
	"StatDesc_EnergyRegenTime": "Energy Regen Time",
	"StatDesc_ExternalHealthRegen": "External Health Regen",
	"StatDesc_FireRate": "射速",
	"StatDesc_FireRateAttribute": "射速",
	"StatDesc_FireRateAttribute_postvalue_label": "射速",
	"StatDesc_FireRateDesc": "\u003Cb\u003E射速\u003C/b\u003E - 对你的枪械射击速度进行的百分比修改",
	"StatDesc_FireRate_postfix": "%",
	"StatDesc_FireRate_postvalue_label": "射速",
	"StatDesc_HealingAmpDesc": "\u003Cb\u003E治疗增强\u003C/b\u003E - 对你获得的治疗效果进行的百分比修改",
	"StatDesc_HealingBoostDesc": "\u003Cb\u003E治疗效果\u003C/b\u003E - 对你的治疗效果进行的百分比修改",
	"StatDesc_HealingOutput": "治疗提升",
	"StatDesc_HealingOutput_postfix": "%",
	"StatDesc_HealingOutput_postvalue_label": "治疗提升",
	"StatDesc_HealthAttribute": "生命值",
	"StatDesc_HealthAttribute_postvalue_label": "生命值",
	"StatDesc_HealthPerLevel": "Health Per Level",
	"StatDesc_HealthRegen": "生命恢复",
	"StatDesc_HealthRegenPerLevel": "Health Regen Per Level",
	"StatDesc_HealthRegen_postvalue_label": "生命恢复",
	"StatDesc_HeavyMeleeDamage": "近战重击",
	"StatDesc_HeavyMeleeDamage_postvalue_label": "近战重击",
	"StatDesc_IncomingAbilityDamageReduction": "Ability Armor",
	"StatDesc_IncomingAbilityDamageScale": "Ability Damage Scale",
	"StatDesc_IncomingBulletDamageReduction": "Bullet Damage Armor",
	"StatDesc_IncomingBulletDamageScale": "Bullet Damage Scale",
	"StatDesc_IncomingDamageReduction": "护甲",
	"StatDesc_IncomingDamageReduction_postvalue_label": "护甲",
	"StatDesc_IncomingDamageScale": "Incoming Damage Scale",
	"StatDesc_IncomingMeleeDamageReduction": "Melee Damage Armor",
	"StatDesc_IncomingMeleeDamageScale": "Melee Damage Scale",
	"StatDesc_LightMeleeDamage": "近战轻击",
	"StatDesc_LightMeleeDamage_postvalue_label": "近战轻击",
	"StatDesc_ManaPerLevel": "Energy Per Level",
	"StatDesc_ManaRegenPerLevel": "Energy Regen Per Level",
	"StatDesc_MaxChargesIncrease": "最大充能数提升",
	"StatDesc_MaxChargesIncrease_postvalue_label": "最大充能数提升",
	"StatDesc_MaxHealth": "最大生命值",
	"StatDesc_MaxHealth_postvalue_label": "最大生命值",
	"StatDesc_MeleeDamage": "近战伤害",
	"StatDesc_MeleeDamage_postvalue_label": "近战伤害",
	"StatDesc_MeleeResist": "近战抗性",
	"StatDesc_MeleeResist_postfix": "%",
	"StatDesc_MeleeResist_postvalue_label": "近战抗性",
	"StatDesc_MoveSpeedDesc": "\u003Cb\u003E移动速度\u003C/b\u003E - 你当前的移动速度",
	"StatDesc_OutOfCombatHealthRegen": "非战斗恢复",
	"StatDesc_OutOfCombatHealthRegen_postvalue_label": "非战斗恢复",
	"StatDesc_ProcModifier": "Proc Modifier",
	"StatDesc_RechargeRate": "Recharge Rate",
	"StatDesc_RegenDesc": "\u003Cb\u003E生命值恢复\u003C/b\u003E - 每秒所恢复的生命值",
	"StatDesc_ReloadSpeed": "装填时间降低",
	"StatDesc_ReloadSpeed_postfix": "%",
	"StatDesc_ReloadSpeed_postvalue_label": "装填时间降低",
	"StatDesc_ReloadSpeed_prefix": "{s:sign}",
	"StatDesc_ReloadTime": "装填时间",
	"StatDesc_ReloadTime_postfix": "秒",
	"StatDesc_ReloadTime_postvalue_label": "装填时间",
	"StatDesc_RoundsPerSecond": "射速",
	"StatDesc_RoundsPerSecond_postvalue_label": "射速",
	"StatDesc_RunAcceleration": "Move Acceleration",
	"StatDesc_RunSpeed": "移动速度",
	"StatDesc_RunSpeed_postfix": "米",
	"StatDesc_RunSpeed_postvalue_label": "移动速度",
	"StatDesc_SpiritLifestealDesc": "\u003Cb\u003E元灵吸取生命\u003C/b\u003E - 通过造成元灵伤害所恢复的生命值",
	"StatDesc_SpiritPowerDesc": "\u003Cb\u003E元灵力量\u003C/b\u003E - 会增加技能和物品的效果",
	"StatDesc_SpiritResistDesc": "\u003Cb\u003E元灵护甲\u003C/b\u003E - 对所受到的元灵伤害的抗性",
	"StatDesc_SprintAcceleration": "Sprint Acceleration",
	"StatDesc_SprintSpeed": "疾跑速度",
	"StatDesc_SprintSpeed_postfix": "米",
	"StatDesc_SprintSpeed_postvalue_label": "疾跑速度",
	"StatDesc_Stamina": "耐力",
	"StatDesc_StaminaCooldown": "耐力冷却",
	"StatDesc_StaminaCooldown_postfix": "秒",
	"StatDesc_StaminaCooldown_postvalue_label": "耐力冷却",
	"StatDesc_StaminaRegenIncrease": "耐力恢复",
	"StatDesc_StaminaRegenIncrease_postfix": "%",
	"StatDesc_StaminaRegenIncrease_postvalue_label": "耐力恢复",
	"StatDesc_StaminaRegenIncrease_prefix": "+",
	"StatDesc_StaminaRegenPerSecond": "耐力恢复",
	"StatDesc_StaminaRegenPerSecond_postfix": "%",
	"StatDesc_StaminaRegenPerSecond_postvalue_label": "耐力恢复",
	"StatDesc_StaminaRegenPercent": "耐力恢复",
	"StatDesc_StaminaRegenPercent_postfix": "%",
	"StatDesc_StaminaRegenPercent_postvalue_label": "耐力恢复",
	"StatDesc_Stamina_postvalue_label": "耐力",
	"StatDesc_SuperSprintSpeed": "Super Sprint Speed",
	"StatDesc_TechArmor": "元灵护甲",
	"StatDesc_TechArmorDamageReduction": "元灵抗性",
	"StatDesc_TechArmorDamageReduction_postfix": "%",
	"StatDesc_TechArmorDamageReduction_postvalue_label": "元灵抗性",
	"StatDesc_TechArmor_postvalue_label": "元灵护甲",
	"StatDesc_TechCooldown": "技能冷却",
	"StatDesc_TechCooldownBetweenCharges": "充能冷却",
	"StatDesc_TechCooldownBetweenCharges_postfix": "%",
	"StatDesc_TechCooldownBetweenCharges_postvalue_label": "充能冷却",
	"StatDesc_TechCooldown_postfix": "%",
	"StatDesc_TechCooldown_postvalue_label": "技能冷却",
	"StatDesc_TechDamageAttribute": "元灵伤害",
	"StatDesc_TechDamageAttribute_postvalue_label": "元灵伤害",
	"StatDesc_TechDamageScale": "元灵伤害",
	"StatDesc_TechDamageScale_postvalue_label": "元灵伤害",
	"StatDesc_TechDuration": "技能持续时间",
	"StatDesc_TechDuration_postfix": "%",
	"StatDesc_TechDuration_postvalue_label": "技能持续时间",
	"StatDesc_TechLifesteal": "元灵吸取生命",
	"StatDesc_TechLifestealNonHero": "对非英雄单位元灵吸取生命",
	"StatDesc_TechLifestealNonHero_postvalue_label": "对非英雄单位元灵吸取生命",
	"StatDesc_TechLifestealNonHero_prefix": "{s:sign}",
	"StatDesc_TechLifesteal_postfix": "%",
	"StatDesc_TechLifesteal_postvalue_label": "元灵吸取生命",
	"StatDesc_TechLifesteal_prefix": "{s:sign}",
	"StatDesc_TechPower": "元灵力量",
	"StatDesc_TechPowerAmp": "Spirit",
	"StatDesc_TechPower_postvalue_label": "元灵力量",
	"StatDesc_TechRange": "技能距离",
	"StatDesc_TechRange_postfix": "%",
	"StatDesc_TechRange_postvalue_label": "技能距离",
	"StatDesc_TechShieldHealth": "Spirit Shield",
	"StatDesc_Technology": "Technology",
	"StatDesc_Toughness": "Toughness",
	"StatDesc_WeaponDPSPerLevel": "Weapon DPS Per Level",
	"StatDesc_WeaponDamageDesc": "\u003Cb\u003E武器伤害\u003C/b\u003E - 对你的枪械和近战攻击所造成伤害进行的百分比修改",
	"StatDesc_WeaponLifestealDesc": "\u003Cb\u003E武器吸取生命\u003C/b\u003E - 通过造成武器伤害所恢复的生命值",
	"StatDesc_WeaponPower": "武器伤害",
	"StatDesc_WeaponPowerAmp": "Bullet Damage Amp",
	"StatDesc_WeaponPowerAttribute": "武器伤害",
	"StatDesc_WeaponPowerAttribute_postvalue_label": "武器伤害",
	"StatDesc_WeaponPower_postvalue_label": "武器伤害",
	"StatDesc_WeaponRange": "Range",
	"StatDesc_WeaponRangeFalloffMax_postfix": "米",
	"StatDesc_WeaponRangeFalloffMin_postfix": "米",
	"StatDesc_WeaponRecoilReduction": "Recoil Reduction",
	"StatDesc_WeaponResistDesc": "\u003Cb\u003E子弹护甲\u003C/b\u003E - 对所受到的子弹伤害的抗性",
	"StatDesc_Weaponry": "Weaponry",
	"StatDesc_ZipLineSpeed": "Hyperline Speed",
	"StatStealDuration_label": "吸取生命值持续时间",
	"StatStealDuration_postfix": "秒",
	"StatStealDuration_postvalue_label": "窃取生命值持续时间",
	"StationaryRecoilReduction_postfix": "%",
	"StationaryWeaponPower_prefix": "+",
	"StatueActivateRange_label": "敌人暴露",
	"StatueActivateRange_postfix": "米",
	"StatueActivateRange_postvalue_label": "敌人暴露",
	"StatueAttackRadius_label": "攻击范围",
	"StatueAttackRadius_postfix": "米",
	"StatueAttackRadius_postvalue_label": "攻击范围",
	"StatueHealth_label": "(正常化)",
	"StatueHealth_postfix": "生命值",
	"StatueHealth_postvalue_label": "(正常化)",
	"StatueHeldRegen_label": "召回艾娃恢复",
	"StatueHeldRegen_postvalue_label": "召回艾娃恢复",
	"StatueLifestealNonHero_label": "对非英雄单位吸取生命",
	"StatueLifestealNonHero_postfix": "%",
	"StatueLifestealNonHero_postvalue_label": "对非英雄单位吸取生命",
	"StatueLifesteal_label": "吸取生命",
	"StatueLifesteal_postfix": "%",
	"StatueLifesteal_postvalue_label": "吸取生命",
	"StatueLifetime_label": "自动召回时间",
	"StatueLifetime_postfix": "秒",
	"StatueLifetime_postvalue_label": "自动召回时间",
	"StatueVictimDamageReduction_label": "伤害降低",
	"StatueVictimDamageReduction_postfix": "%",
	"StatueVictimDamageReduction_postvalue_label": "伤害降低",
	"StatusImmuneDuration_label": "势不可挡持续时间",
	"StatusImmuneDuration_postfix": "秒",
	"StatusImmuneDuration_postvalue_label": "势不可挡持续时间",
	"StatusResistanceDuration_label": "持续时间",
	"StatusResistanceDuration_postfix": "秒",
	"StatusResistanceDuration_postvalue_label": "持续时间",
	"StatusResistancePercent_label": "减益抗性",
	"StatusResistancePercent_postfix": "%",
	"StatusResistancePercent_postvalue_label": "减益抗性",
	"StatusResistancePercent_prefix": "{s:sign}",
	"StealDuration_label": "吸取持续时间",
	"StealDuration_postfix": "秒",
	"StealDuration_postvalue_label": "吸取持续时间",
	"StealTechPower_label": "Steal Spirit Power",
	"StealthDuration_label": "潜行持续时间",
	"StealthDuration_postfix": "秒",
	"StealthDuration_postvalue_label": "潜行持续时间",
	"Steam_Citadel_Hideout_Ava": "在大本营和艾娃玩耍",
	"Steam_Citadel_Hideout_Bless": "在大本营为弹药祈求福佑",
	"Steam_Citadel_Hideout_Brooding": "在大本营徘徊",
	"Steam_Citadel_Hideout_Cards": "在大本营玩牌",
	"Steam_Citadel_Hideout_Chilling": "在大本营冷静中",
	"Steam_Citadel_Hideout_Cocktails": "在大本营调制饮品",
	"Steam_Citadel_Hideout_Cube": "希望大本营是复元立方",
	"Steam_Citadel_Hideout_Dead": "在大本营和亡灵玩耍",
	"Steam_Citadel_Hideout_Default": "在大本营放松自己",
	"Steam_Citadel_Hideout_Dreams": "在大本营做美梦",
	"Steam_Citadel_Hideout_Engineering": "在大本营修修补补",
	"Steam_Citadel_Hideout_Fabulous": "美美地待在大本营",
	"Steam_Citadel_Hideout_Fencer": "在大本营努力追求完美",
	"Steam_Citadel_Hideout_Glitter": "清理大本营的闪光",
	"Steam_Citadel_Hideout_Hangover": "努力回忆昨晚在大本营干了什么",
	"Steam_Citadel_Hideout_Homesick": "希望阿若悠一家也在大本营",
	"Steam_Citadel_Hideout_Ignoring_Lash": "在大本营不理劳什",
	"Steam_Citadel_Hideout_Investigating": "在大本营调查东西",
	"Steam_Citadel_Hideout_Knives": "在大本营把玩刀子",
	"Steam_Citadel_Hideout_Lash": "在大本营回想劳什",
	"Steam_Citadel_Hideout_Life": "在大本营随便咬点东西",
	"Steam_Citadel_Hideout_Lounging": "在大本营消磨时间",
	"Steam_Citadel_Hideout_Luxuriating": "在大本营尽情享受",
	"Steam_Citadel_Hideout_Magic": "在大本营施展魔法",
	"Steam_Citadel_Hideout_Mourning": "在大本营哀悼",
	"Steam_Citadel_Hideout_Mystery": "在大本营解谜",
	"Steam_Citadel_Hideout_Plotting": "在大本营密谋",
	"Steam_Citadel_Hideout_Pontificating": "在大本营高谈阔论",
	"Steam_Citadel_Hideout_Pray": "在大本营祈祷",
	"Steam_Citadel_Hideout_Prowl": "在大本营悄悄行动",
	"Steam_Citadel_Hideout_Pruno": "在大本营制作监狱酒",
	"Steam_Citadel_Hideout_Ranting": "在大本营大声说话",
	"Steam_Citadel_Hideout_Read": "在大本营读书",
	"Steam_Citadel_Hideout_Reminiscing": "在大本营回忆往事",
	"Steam_Citadel_Hideout_Scheming": "在大本营筹划",
	"Steam_Citadel_Hideout_Service": "在大本营为您效劳",
	"Steam_Citadel_Hideout_Sleep_Walk": "在大本营梦游",
	"Steam_Citadel_Hideout_Sulking": "在大本营生闷气",
	"Steam_Citadel_Hideout_Training": "在大本营训练",
	"Steam_Citadel_Hideout_Wyoming": "在大本营梦见怀俄明州",
	"Steam_Citadel_InGame": "{%param1%}(%param0% 分钟)",
	"Steam_Citadel_InGame_Hero": "{%param1%} {%param2%}(%param0% 分钟)",
	"Steam_Citadel_InGame_Sandbox": "在测试模式中测试{%param2%}",
	"Steam_Citadel_RP_FindingMatch": "寻找比赛中",
	"Steam_Citadel_RP_InParty": "在大本营组队",
	"Steam_Citadel_RP_MM_Calibration": "定级比赛:",
	"Steam_Citadel_RP_MM_CoopBot": "机器人:",
	"Steam_Citadel_RP_MM_HeroLabs": "英雄实验室:",
	"Steam_Citadel_RP_MM_PrivateLobby": "大厅:",
	"Steam_Citadel_RP_MM_Ranked": "段位:",
	"Steam_Citadel_RP_MM_Sandbox": "沙盒:",
	"Steam_Citadel_RP_MM_Tutorial": "教程:",
	"Steam_Citadel_RP_MM_Unranked": "异锁:",
	"Steam_Citadel_RP_MainMenu": "主菜单",
	"Steam_Citadel_RP_Online": "在线",
	"Steam_Citadel_RP_StreetBrawl": "街头乱斗:",
	"Steam_Citadel_Spectating": "观看比赛",
	"Steam_RP_hero_airheart": "Airheart",
	"Steam_RP_hero_akimbo": "阿金驳",
	"Steam_RP_hero_apocalypse": "Apocalypse",
	"Steam_RP_hero_architect": "Architect",
	"Steam_RP_hero_assassin": "Assassin",
	"Steam_RP_hero_astro": "哈雷黛",
	"Steam_RP_hero_atlas": "亚伯兰",
	"Steam_RP_hero_ballista": "Ballista",
	"Steam_RP_hero_bebop": "比波普",
	"Steam_RP_hero_bomber": "Bomber",
	"Steam_RP_hero_bookworm": "佩吉",
	"Steam_RP_hero_cadence": "Cadence",
	"Steam_RP_hero_chrono": "悖论",
	"Steam_RP_hero_clawdril": "Clawdril",
	"Steam_RP_hero_coldmetal": "Cold Metal",
	"Steam_RP_hero_cowboy": "Cowboy",
	"Steam_RP_hero_demoman": "Demolitions Expert",
	"Steam_RP_hero_doorman": "门侍",
	"Steam_RP_hero_drifter": "孤猎",
	"Steam_RP_hero_druid": "Druid",
	"Steam_RP_hero_duo": "Duo",
	"Steam_RP_hero_dynamo": "奇能",
	"Steam_RP_hero_familiar": "雷姆",
	"Steam_RP_hero_fencer": "阿波罗",
	"Steam_RP_hero_forge": "麦金妮",
	"Steam_RP_hero_fortuna": "Fortuna",
	"Steam_RP_hero_frank": "维克多",
	"Steam_RP_hero_gadgeteer": "Gadgeteer",
	"Steam_RP_hero_gadgetman": "Gadget Man",
	"Steam_RP_hero_genericperson": "无名氏",
	"Steam_RP_hero_ghost": "盖斯特夫人",
	"Steam_RP_hero_gigawatt": "柒",
	"Steam_RP_hero_glider": "Glider",
	"Steam_RP_hero_graf": "Graf",
	"Steam_RP_hero_gunner": "Gunner",
	"Steam_RP_hero_gunslinger": "Gunslinger",
	"Steam_RP_hero_haze": "岚梦",
	"Steam_RP_hero_hijack": "Hijack",
	"Steam_RP_hero_hornet": "薇妲",
	"Steam_RP_hero_inferno": "炽焱",
	"Steam_RP_hero_kali": "Kali",
	"Steam_RP_hero_kelvin": "开尔文",
	"Steam_RP_hero_krill": "莫克双雄",
	"Steam_RP_hero_lash": "劳什",
	"Steam_RP_hero_magician": "无双魔术师",
	"Steam_RP_hero_mechaguy": "Mecha Guy",
	"Steam_RP_hero_mirage": "蜃景",
	"Steam_RP_hero_nano": "卡厉可",
	"Steam_RP_hero_necro": "格瑞墓",
	"Steam_RP_hero_opera": "Opera",
	"Steam_RP_hero_operative": "渡鸦",
	"Steam_RP_hero_orion": "灰爪",
	"Steam_RP_hero_phalanx": "Phalanx",
	"Steam_RP_hero_phoenix": "Phoenix",
	"Steam_RP_hero_priest": "诛邪者",
	"Steam_RP_hero_punkgoat": "比利",
	"Steam_RP_hero_revenant": "Revenant",
	"Steam_RP_hero_rutger": "Rutger",
	"Steam_RP_hero_sapper": "Sapper",
	"Steam_RP_hero_shieldguy": "盾男",
	"Steam_RP_hero_shiv": "希弗",
	"Steam_RP_hero_skymonk": "Sky Monk",
	"Steam_RP_hero_slingshot": "Slingshot",
	"Steam_RP_hero_slork": "海魇",
	"Steam_RP_hero_spade": "Spade",
	"Steam_RP_hero_synth": "口袋",
	"Steam_RP_hero_targetdummy": "假人靶子",
	"Steam_RP_hero_tempest": "Tempest",
	"Steam_RP_hero_tengu": "青藤",
	"Steam_RP_hero_test": "测试英雄",
	"Steam_RP_hero_thumper": "Thumper",
	"Steam_RP_hero_tokamak": "Tokamak",
	"Steam_RP_hero_trapper": "陷阱师",
	"Steam_RP_hero_unicorn": "赛凌",
	"Steam_RP_hero_vampire": "Vampire",
	"Steam_RP_hero_vampirebat": "米娜",
	"Steam_RP_hero_vandal": "Vandal",
	"Steam_RP_hero_viper": "蝰邪",
	"Steam_RP_hero_viscous": "魔液",
	"Steam_RP_hero_warden": "沃督",
	"Steam_RP_hero_werewolf": "西尔芙",
	"Steam_RP_hero_wraith": "灵魅",
	"Steam_RP_hero_wrecker": "破坏王",
	"Steam_RP_hero_yakuza": "Boss",
	"Steam_RP_hero_yamato": "大和",
	"Steam_RP_hero_zealot": "Zealot",
	"StickyClusterCount_label": "Splits into",
	"StickyClusterCount_postfix": "Sticky Grenades",
	"StompDamagePerMeterPrimary_label": "每米伤害",
	"StompDamagePerMeterPrimary_postvalue_label": "每米伤害",
	"StompDamage_label": "踩踏伤害",
	"StompDamage_postvalue_label": "踩踏伤害",
	"StompDamage_postvalue_postvalue_label": "踩踏伤害",
	"StompRadius_label": "Stomp Radius",
	"StompRadius_postfix": "米",
	"StompRange_label": "脉冲距离",
	"StompRange_postfix": "米",
	"StompRange_postvalue_label": "脉冲距离",
	"StompStunDuration_label": "持续时间",
	"StompStunDuration_postfix": "秒",
	"StompStunDuration_postvalue_label": "持续时间",
	"StompWidth_label": "脉冲宽度",
	"StompWidth_postfix": "米",
	"StompWidth_postvalue_label": "脉冲宽度",
	"StoredDamageRequired_postvalue_label": "触发蓄积最低伤害",
	"StoredSpiritDamage_label": "储存的元灵伤害",
	"StoredSpiritDamage_postvalue_label": "储存的元灵伤害",
	"StrikeRange_label": "刺击距离",
	"StrikeRange_postfix": "米",
	"StrikeRange_postvalue_label": "刺击距离",
	"StunDelay_label": "眩晕延迟",
	"StunDelay_postfix": "秒",
	"StunDelay_postvalue_label": "眩晕延迟",
	"StunDuration_label": "眩晕时间",
	"StunDuration_postfix": "秒",
	"StunDuration_postvalue_label": "眩晕时间",
	"StunOnLand_label": "眩晕时间",
	"StunOnLand_postfix": "秒",
	"StunOnLand_postvalue_label": "眩晕时间",
	"StunTargetOnExplode_label": "持续时间",
	"StunTargetOnExplode_postfix": "秒",
	"StunTargetOnExplode_postvalue_label": "持续时间",
	"SummonCasterHealthPct_label": "to Gangster Health",
	"SummonCasterHealthPct_postfix": "% of The Boss' health",
	"SummonCasterHealthPct_prefix": "Gangster Health",
	"SummonCount_label": "Gangsters Summoned",
	"SummonDPS_label": "Gangster DPS",
	"SummonDuration_label": "召唤持续时间",
	"SummonDuration_postfix": "秒",
	"SummonDuration_postvalue_label": "召唤持续时间",
	"SummonFrequency_label": "召唤所需时间",
	"SummonFrequency_postfix": "秒",
	"SummonFrequency_postvalue_label": "召唤所需时间",
	"SummonHealth_label": "召唤物生命值",
	"SummonHealth_postvalue_label": "召唤物生命值",
	"SummonLifetime_label": "召唤物时长",
	"SummonLifetime_postfix": "秒",
	"SummonLifetime_postvalue_label": "召唤物时长",
	"SummonMeleeDamage_label": "近战伤害",
	"SummonMeleeDamage_postvalue_label": "近战伤害",
	"SuperiorStaminaBonusSpirit_label": "Spirit Power After Second Jump/Dash",
	"SuperiorStaminaBonusSpirit_prefix": "{s:sign}",
	"SurgeDelay_label": "延迟",
	"SurgeDelay_postfix": "秒",
	"SurgeDelay_postvalue_label": "延迟",
	"SurgeOfPower_conditional": "使用技能后",
	"SwapDamage_label": "交换伤害",
	"SwapDamage_postvalue_label": "交换伤害",
	"SwordSlow_label": "Movement Penalty",
	"SwordSlow_suffix": "%",
	"TackleDurationMax_label": "Max Tackle Duration",
	"TackleRadius_label": "Tackle Radius",
	"TackleRadius_postfix": "米",
	"Tag_Category_Accessory": "配件",
	"Tag_Category_CardColor": "卡牌颜色",
	"Tag_Category_CardSet": "卡牌组",
	"Tag_Category_CardType": "卡牌类型",
	"Tag_Category_GoldCost": "金钱消耗",
	"Tag_Category_ItemType": "物品类型",
	"Tag_Category_ManaCost": "魔力消耗",
	"Tag_Category_Rarity": "稀有度",
	"TargetDashRadius_label": "冲刺距离",
	"TargetDashRadius_postfix": "米",
	"TargetDashRadius_postvalue_label": "冲刺距离",
	"TargetGameplayTimeScale_label": "Time Scale",
	"TargetGameplayTimeScale_postfix": "%",
	"TargetPracticeDuration_label": "Target Practice Duration",
	"TargetPracticeDuration_postfix": "秒",
	"TargetReloadSpeedPenalty_label": "Target Reload Speed Penalty",
	"TargetReloadSpeedPenalty_postfix": "%",
	"TargetSearchRadiusVsHeroes_label": "搜索半径",
	"TargetSearchRadiusVsHeroes_postfix": "米",
	"TargetSearchRadiusVsHeroes_postvalue_label": "搜索半径",
	"TargetSearchRadius_label": "搜索范围",
	"TargetSearchRadius_postfix": "米",
	"TargetSearchRadius_postvalue_label": "搜索范围",
	"TargetingConeAngle_label": "攻击角度",
	"TargetingConeAngle_postfix": "º",
	"TargetingConeAngle_postvalue_label": "攻击角度",
	"TargetsPerTick_label": "每次射击命中目标数",
	"TargetsPerTick_postvalue_label": "每次射击命中目标数",
	"TechArmorDamageReductionPerStack_label": "每层叠加元灵抗性",
	"TechArmorDamageReductionPerStack_postfix": "%",
	"TechArmorDamageReductionPerStack_postvalue_label": "每层叠加元灵抗性",
	"TechArmorDamageReduction_Label": "元灵抗性",
	"TechArmorDamageReduction_postfix": "%",
	"TechArmorDamageReduction_postvalue_label": "元灵抗性",
	"TechArmorDamageReduction_prefix": "{s:sign}",
	"TechArmorGain_postfix": "%",
	"TechArmorGain_postvalue_label": "元灵抗性",
	"TechArmor_label": "元灵护甲",
	"TechArmor_postvalue_label": "元灵护盾",
	"TechArmor_prefix": "{s:sign}",
	"TechCleaveDamagePercent_label": "分裂伤害",
	"TechCleaveDamagePercent_postfix": "%",
	"TechCleaveDamagePercent_postvalue_label": "分裂伤害",
	"TechCleaveRadius_label": "分裂半径",
	"TechCleaveRadius_postfix": "米",
	"TechCleaveRadius_postvalue_label": "分裂半径",
	"TechCleaveTargetCap_label": "额外伤害单位数",
	"TechCleaveTargetCap_postfix": "",
	"TechCleaveTargetCap_postvalue_label": "额外伤害单位数",
	"TechCooldown_postfix": "%",
	"TechDamageAttribute_Desc": "%s1 to any spirit damage bonus",
	"TechDamageAttribute_Desc_0": "no additional spirit damage bonuses",
	"TechDamageBonusPercent_label": "元灵伤害",
	"TechDamageBonusPercent_postfix": "%",
	"TechDamageBonusPercent_postvalue_label": "元灵伤害",
	"TechDamageBonusPercent_prefix": "{s:sign}",
	"TechDamagePercent_Label": "伤害",
	"TechDamagePercent_Postfix": "%",
	"TechDamagePercent_postvalue_label": "伤害",
	"TechDamageReduction_label": "元灵伤害降低",
	"TechDamageReduction_postfix": "%",
	"TechDamageReduction_postvalue_label": "元灵伤害降低",
	"TechDamageScale_label": "元灵伤害",
	"TechDamageScale_postfix": "%",
	"TechDamageScale_postvalue_label": "元灵伤害",
	"TechDamageScale_prefix": "{s:sign}",
	"TechDuration_postfix": "%",
	"TechLifestealPercent_label": "元灵吸取生命",
	"TechLifestealPercent_postfix": "%",
	"TechLifestealPercent_postvalue_label": "元灵吸取生命",
	"TechLifestealPercent_prefix": "{s:sign}",
	"TechLifesteal_postfix": "%",
	"TechPowerAmp_label": "Spirit",
	"TechPowerAmp_postfix": "",
	"TechPowerAmp_prefix": "{s:sign}",
	"TechPowerPerCharge_label": "Spirit per Charge",
	"TechPowerPercent_label": "元灵力量",
	"TechPowerPercent_postfix": "%",
	"TechPowerPercent_postvalue_label": "元灵力量",
	"TechPowerPercent_prefix": "{s:sign}",
	"TechPowerReduction_label": "元灵力量",
	"TechPowerReduction_postvalue_label": "元灵力量",
	"TechPower_label": "元灵力量",
	"TechPower_postvalue_label": "元灵力量",
	"TechPower_prefix": "{s:sign}",
	"TechRadiusMultiplierBuff_label": "半径",
	"TechRadiusMultiplierBuff_postfix": "%",
	"TechRadiusMultiplierBuff_postvalue_label": "半径",
	"TechRadiusMultiplierBuff_prefix": "{s:sign}",
	"TechRadiusMultiplier_label": "半径",
	"TechRadiusMultiplier_postfix": "%",
	"TechRadiusMultiplier_postvalue_label": "半径",
	"TechRadiusMultiplier_prefix": "{s:sign}",
	"TechRangeAdditive_label": "技能距离",
	"TechRangeAdditive_postfix": "米",
	"TechRangeAdditive_postvalue_label": "技能距离",
	"TechRangeAdditive_prefix": "{s:sign}",
	"TechRangeMultiplierBuff_label": "技能距离",
	"TechRangeMultiplierBuff_postfix": "%",
	"TechRangeMultiplierBuff_postvalue_label": "技能距离",
	"TechRangeMultiplierBuff_prefix": "{s:sign}",
	"TechRangeMultiplier_label": "技能距离",
	"TechRangeMultiplier_postfix": "%",
	"TechRangeMultiplier_postvalue_label": "技能距离",
	"TechRangeMultiplier_prefix": "{s:sign}",
	"TechRange_postfix": "%",
	"TechReduction_label": "Spirit Reduction",
	"TechResistDuration_label": "持续时间",
	"TechResistDuration_postfix": "秒",
	"TechResistDuration_postvalue_label": "持续时间",
	"TechResistPerStack_label": "每层元灵提升",
	"TechResistPerStack_postfix": "%",
	"TechResistPerStack_postvalue_label": "每层元灵提升",
	"TechResistPerStack_prefix": "{s:sign}",
	"TechResistReduction_label": "Target Spirit Resist",
	"TechResistReduction_postfix": "%",
	"TechResistReduction_prefix": "",
	"TechResist_label": "元灵抗性",
	"TechResist_postfix": "%",
	"TechResist_postvalue_label": "元灵抗性",
	"TechResist_prefix": "{s:sign}",
	"TechShieldDamagePercent_label": "Spirit Shield Damage",
	"TechShieldDamagePercent_postfix": "%",
	"TechShieldDamagePercent_prefix": "{s:sign}",
	"TechShieldDuration_label": "护盾持续时间",
	"TechShieldDuration_postfix": "秒",
	"TechShieldDuration_postvalue_label": "护盾持续时间",
	"TechShieldHealth_label": "元灵护盾生命值",
	"TechShieldHealth_postvalue_label": "元灵护盾生命值",
	"TechShieldMaxHealth_label": "元灵护盾生命值",
	"TechShieldMaxHealth_postvalue_label": "元灵护盾生命值",
	"TechShieldMaxHealth_prefix": "{s:sign}",
	"TechShieldOnCast_label": "元灵护盾",
	"TechShieldOnCast_postvalue_label": "元灵护盾",
	"TechShieldPerSecond_label": "Spirit Shield Added",
	"TechShieldPerSecond_postfix": "/秒",
	"TeleportCompletedTime_label": "等待时间",
	"TeleportCompletedTime_postfix": "秒",
	"TeleportCompletedTime_postvalue_label": "等待时间",
	"TeleportDamage_label": "Blink Damage",
	"TeleportDamage_postvalue_label": "Blink Damage",
	"TeleportTime_label": "Teleport Delay",
	"TeleportTime_postfix": "秒",
	"TeleporterBonus": "额外移动速度!",
	"TempBulletShieldHealth_label": "Temp Bullet Shield Health",
	"TempTechShieldHealth_label": "Temp Spirit Shield Health",
	"TemporaryBonusClipSizePercent_label": "临时弹药",
	"TemporaryBonusClipSizePercent_postfix": "%",
	"TemporaryBonusClipSizePercent_postvalue_label": "临时弹药",
	"TemporaryBonusClipSizePercent_prefix": "{s:sign}",
	"TemporaryBonusClipSize_label": "临时弹药",
	"TemporaryBonusClipSize_postvalue_label": "临时弹药",
	"TemporaryBonusClipSize_prefix": "{s:sign}",
	"TemporaryHealth_postvalue_label": "临时生命值",
	"TeslaCoilHealth_label": "Tesla Coil Health",
	"TeslaCoilLifetime_label": "Tesla Coil Lifetime",
	"TetherDistance_label": "Connection Range",
	"TetherDistance_postfix": "米",
	"TetherDuration_label": "束缚持续时间",
	"TetherDuration_postfix": "秒",
	"TetherDuration_postvalue_label": "束缚持续时间",
	"TetherRadius_label": "Tether Radius",
	"TetherRadius_postfix": "米",
	"TetherRange_label": "Tether Max Range",
	"TetherRange_postfix": "米",
	"TetherSharedHealPct_label": "治疗复制",
	"TetherSharedHealPct_postfix": "%",
	"TetherSharedHealPct_postvalue_label": "治疗复制",
	"TetheredBonusFireRate_label": "Bonus Fire Rate",
	"TetheredBonusHealthRegen_label": "Bonus Health Regen",
	"TetheredBonusMoveSpeedPct_label": "Bonus Move Speed",
	"TetheredBonusMoveSpeedPct_postfix": "%",
	"TetheredBonusMoveSpeedPct_prefix": "+",
	"ThrowDamage_label": "Throw Damage",
	"ThrowDistance_label": "最大投掷距离",
	"ThrowDistance_postfix": "米",
	"ThrowDistance_postvalue_label": "最大投掷距离",
	"ThrowRange_label": "Throw Range",
	"ThrowRange_postfix": "米",
	"TickDamage_label": "Damage per bomb tick",
	"TimeBeforeCursed_label": "敌人受干扰倒计时",
	"TimeBeforeCursed_postfix": "秒",
	"TimeBeforeCursed_postvalue_label": "敌人受干扰倒计时",
	"TimeBetweenRockets_label": "Time between rockets",
	"TimeBetweenRockets_postfix": "秒",
	"TimeBetweenShots_label": "Time between shots",
	"TimeBetweenShots_postfix": "",
	"TimeScaleDuration_label": "时间停止持续时间",
	"TimeScaleDuration_postfix": "秒",
	"TimeScaleDuration_postvalue_label": "时间停止持续时间",
	"TimeSlowPercent_label": "时间变慢",
	"TimeSlowPercent_postfix": "%",
	"TimeSlowPercent_postvalue_label": "时间变慢",
	"TimeToFullCharge_label": "完整充能时间",
	"TimeToFullCharge_postfix": "秒",
	"TimeToFullCharge_postvalue_label": "完整充能时间",
	"TimeToMaxStacks_label": "Time To Max Stacks",
	"TimeToMaxStacks_postfix": "秒",
	"TimeWallHeight_label": "墙体高度",
	"TimeWallHeight_postfix": "米",
	"TimeWallHeight_postvalue_label": "墙体高度",
	"TimeWallSilenceDuration_label": "沉默持续时间",
	"TimeWallSilenceDuration_postfix": "秒",
	"TimeWallSilenceDuration_postvalue_label": "沉默持续时间",
	"TimeWallTimeScaleFriendly_label": "友军子弹速度",
	"TimeWallTimeScaleFriendly_postfix": "倍",
	"TimeWallTimeScaleFriendly_postvalue_label": "友军子弹速度",
	"TimeWallWidth_label": "墙体宽度",
	"TimeWallWidth_postfix": "米",
	"TimeWallWidth_postvalue_label": "墙体宽度",
	"TorrentDelay_Label": "Torrent Delay",
	"TorrentDuration_Label": "Torrent Duration",
	"TorrentRadius_Label": "Torrent Radius",
	"TorrentRadius_postfix": "米",
	"TossDistance_label": "投掷距离",
	"TossDistance_postfix": "米",
	"TossDistance_postvalue_label": "投掷距离",
	"TossDuration_postfix": "秒",
	"TossDuration_postvalue_label": "持续时间",
	"TotalBolts_label": "魔法闪电",
	"TotalBolts_postvalue_label": "魔法闪电",
	"TotalHealthRegen_label": "总生命值恢复",
	"TotalHealthRegen_postvalue_label": "总生命值恢复",
	"TotalShotCount_label": "总发射次数",
	"TotalShotCount_postvalue_label": "总发射次数",
	"TotalShots_label": "总射击数",
	"TotalShots_postvalue_label": "总射击数",
	"TotalSkullCount_postvalue_label": "最大怨灵召唤数",
	"TotalSwaps_label": "最大互换次数",
	"TotalSwaps_postvalue_label": "最大互换次数",
	"TotalTetherTargets_label": "连结数",
	"TotalTetherTargets_postvalue_label": "连结数",
	"TrailDuration_label": "路径持续时间",
	"TrailDuration_postfix": "秒",
	"TrailDuration_postvalue_label": "路径持续时间",
	"TrickShotTargetCount_label": "Targets Per Shot",
	"TrooperLifetime_label": "Trooper lifetime",
	"TrooperLifetime_postfix": "秒",
	"TroopersToSummon_label": "Troopers created",
	"TurnRateSlowDuration_label": "转向速率减缓持续时间",
	"TurnRateSlowDuration_postfix": "秒",
	"TurnRateSlowDuration_postvalue_label": "转向速率减缓持续时间",
	"TurretAttackRange_label": "攻击范围",
	"TurretAttackRange_postfix": "米",
	"TurretAttackRange_postvalue_label": "攻击范围",
	"TurretBaseHealth_label": "炮塔生命值",
	"TurretBaseHealth_postvalue_label": "炮塔生命值",
	"TurretDPS_label": "炮塔每秒伤害",
	"TurretDPS_postvalue_label": "炮塔每秒伤害",
	"TurretDeployTime_label": "Deploy Time",
	"TurretDeployTime_postfix": "秒",
	"TurretFireRate_label": "炮塔射速",
	"TurretFireRate_postfix": "%",
	"TurretFireRate_postvalue_label": "炮塔射速",
	"TurretFireRate_prefix": "{s:sign}",
	"TurretHealthScaling_label": "炮塔生命值",
	"TurretHealthScaling_postfix": "%",
	"TurretHealthScaling_postvalue_label": "炮塔生命值",
	"TurretLifetime_label": "部署时长",
	"TurretLifetime_postfix": "秒",
	"TurretLifetime_postvalue_label": "部署时长",
	"TurretMoveSlowPercent_label": "Turret Movement Slow",
	"TurretMoveSlowPercent_postfix": "%",
	"Tutorial_BrawlBots": "街头乱斗(机器人)",
	"Tutorial_BrawlBots_Desc": "尝试与机器人进行街头乱斗比赛",
	"Tutorial_Recommended": "推荐",
	"UberChargeTime_label": "Uber Charge Time",
	"UberChargeTime_postfix": "秒",
	"UberDuration_label": "Uber Duration",
	"UberDuration_postfix": "秒",
	"UltimateTechPower_label": "终极元灵力量",
	"UltimateTechPower_postvalue_label": "终极元灵力量",
	"UnitBonusDamagePercent_label": "Damage increase percent",
	"UnstoppablePerHero_label": "每个英雄",
	"UnstoppablePerHero_postfix": "秒",
	"UnstoppablePerHero_postvalue_label": "每个英雄",
	"UnstoppablePerHero_prefix": "+",
	"UppercutBuffOnHit_label": "Boost Duration",
	"UppercutBuffOnHit_postfix": "秒",
	"UppercutDamage_label": "上勾拳伤害",
	"UppercutDamage_postvalue_label": "上勾拳伤害",
	"VacuumRadius_label": "奇点半径",
	"VacuumRadius_postfix": "米",
	"VacuumRadius_postvalue_label": "奇点半径",
	"VeilCross_conditional": "穿越宇宙玄幕",
	"VeilWalker_Heal_label": "治疗",
	"VeilWalker_Heal_postvalue_label": "治疗",
	"VeilWalker_MoveSpeed_label": "隐身移动速度",
	"VeilWalker_MoveSpeed_postfix": "米",
	"VeilWalker_MoveSpeed_postvalue_label": "隐身移动速度",
	"VenomDuration_label": "毒液累积持续时间",
	"VenomDuration_postfix": "秒",
	"VenomDuration_postvalue_label": "毒液累积持续时间",
	"VenomMaxDamageHealthPercentage_label": "生命值转最大伤害",
	"VenomMaxDamageHealthPercentage_postfix": "%",
	"VenomMaxDamageHealthPercentage_postvalue_label": "生命值转最大伤害",
	"VenomMaxDamage_label": "最大毒液伤害",
	"VenomMaxDamage_postvalue_label": "最大毒液伤害",
	"VenomMinDamage_label": "最小毒液伤害",
	"VenomMinDamage_postvalue_label": "最小毒液伤害",
	"VenomMissingHealthDamagePercentage_label": "生命值丢失伤害",
	"VenomMissingHealthDamagePercentage_postfix": "%",
	"VenomMissingHealthDamagePercentage_postvalue_label": "生命值丢失伤害",
	"VictimStackDuration_label": "镇尼之印持续时间",
	"VictimStackDuration_postfix": "秒",
	"VictimStackDuration_postvalue_label": "镇尼之印持续时间",
	"VisionDistance_label": "Vision Range",
	"VisionDistance_postfix": "m",
	"VisionDistance_postvalue_label": "Vision Range",
	"VisionDuration_label": "Vision Duration",
	"VisionDuration_postfix": "秒",
	"VoidTime_label": "虚空时间",
	"VoidTime_postfix": "秒",
	"VoidTime_postvalue_label": "虚空时间",
	"VoltageDrainDuration_label": "Draining Time",
	"VoltageDrainDuration_postfix": "秒",
	"VulnerabilityPerStack_label": "伤害增强",
	"VulnerabilityPerStack_postfix": "%",
	"VulnerabilityPerStack_postvalue_label": "伤害增强",
	"VulnerabilityPerStack_prefix": "+",
	"WallImpactDamage_postvalue_label": "撞击伤害",
	"WallImpactRange_label": "影响范围",
	"WallImpactRange_postfix": "米",
	"WallImpactRange_postvalue_label": "影响范围",
	"WallStunDistance_label": "墙壁眩晕距离",
	"WallStunDistance_postfix": "米",
	"WallStunDistance_postvalue_label": "墙壁眩晕距离",
	"WallStunDuration_label": "眩晕时间",
	"WallStunDuration_postfix": "秒",
	"WallStunDuration_postvalue_label": "眩晕时间",
	"WarpStoneRange_label": "传送范围",
	"WarpStoneRange_postfix": "米",
	"WarpStoneRange_postvalue_label": "传送范围",
	"WaveEndRadius_postfix": "米",
	"WaveEndRadius_postvalue_label": "冲击波半径",
	"WaveLifetime_label": "投射物部署时长",
	"WaveLifetime_postfix": "秒",
	"WaveLifetime_postvalue_label": "投射物部署时长",
	"WaveStunDuration_label": "Disarm/EMP Duration",
	"WaveStunDuration_postfix": "秒",
	"WeaponDamageBonusDuration_label": "加成持续时间",
	"WeaponDamageBonusDuration_postfix": "秒",
	"WeaponDamageBonusDuration_postvalue_label": "加成持续时间",
	"WeaponDamageBonusPerKill_label": "每次击败获得武器伤害",
	"WeaponDamageBonusPerKill_postfix": "%",
	"WeaponDamageBonusPerKill_postvalue_label": "每次击败获得武器伤害",
	"WeaponDamageBonusPerKill_prefix": "{s:sign}",
	"WeaponDamageBonusPerSec_label": "每秒获得的武器伤害",
	"WeaponDamageBonusPerSec_postfix": "%",
	"WeaponDamageBonusPerSec_postvalue_label": "每秒获得的武器伤害",
	"WeaponDamageBonus_label": "武器伤害",
	"WeaponDamageBonus_postvalue_label": "武器伤害",
	"WeaponDamageBonus_prefix": "{s:sign}",
	"WeaponDamageBurstDuration_postfix": "秒",
	"WeaponDamageBurstDuration_postvalue_label": "武器伤害持续时间",
	"WeaponDamageBurst_postfix": "%",
	"WeaponDamageBurst_postvalue_label": "武器伤害",
	"WeaponDamageDebuff_label": "Weapon Damage Debuff",
	"WeaponDamageDebuff_postfix": "%",
	"WeaponDamagePerHeat_Label": "Courage per Heat Power",
	"WeaponDamagePerStack_label": "每叠加一层的武器伤害",
	"WeaponDamagePerStack_postfix": "%",
	"WeaponDamagePerStack_postvalue_label": "每层叠加的武器伤害",
	"WeaponDamagePerStack_prefix": "+",
	"WeaponDmgPerIsolationKill_label": "永久武器伤害",
	"WeaponDmgPerIsolationKill_postfix": "%",
	"WeaponDmgPerIsolationKill_postvalue_label": "永久武器伤害",
	"WeaponDmgPerIsolationKill_prefix": "+",
	"WeaponFireRateBonus_label": "射速",
	"WeaponFireRateBonus_postfix": "%",
	"WeaponFireRateBonus_postvalue_label": "射速",
	"WeaponFireRateBonus_prefix": "+",
	"WeaponPowerAmp_label": "Courage",
	"WeaponPowerAmp_prefix": "{s:sign}",
	"WeaponPowerAttribute_Desc": "%s1 to any weapon damage bonus",
	"WeaponPowerAttribute_Desc_0": "no additional weapon damage bonuses",
	"WeaponPowerDebuff_label": "武器伤害",
	"WeaponPowerDebuff_postfix": "%",
	"WeaponPowerDebuff_postvalue_label": "武器伤害",
	"WeaponPowerDrained_label": "Courage Drained",
	"WeaponPowerGainPercent_label": "Courage Transferred",
	"WeaponPowerGainPercent_postfix": "%",
	"WeaponPowerIncreaseDuration_label": "武器伤害持续时间",
	"WeaponPowerIncreaseDuration_postfix": "秒",
	"WeaponPowerIncreaseDuration_postvalue_label": "武器伤害持续时间",
	"WeaponPowerPerAssist_label": "Courage per Assist",
	"WeaponPowerPerDeath_label": "Courage per Death",
	"WeaponPowerPerEnemy_label": "Courage per Enemy",
	"WeaponPowerPerEnemy_prefix": "+",
	"WeaponPowerPerKill_label": "每次击败获得武器伤害",
	"WeaponPowerPerKill_postfix": "%",
	"WeaponPowerPerKill_postvalue_label": "每次击败获得武器伤害",
	"WeaponPowerPerKill_prefix": "+",
	"WeaponPowerPerStackNonHero_label": "非英雄武器伤害",
	"WeaponPowerPerStackNonHero_postfix": "%",
	"WeaponPowerPerStackNonHero_postvalue_label": "非英雄武器伤害",
	"WeaponPowerPerStackNonHero_prefix": "{s:sign}",
	"WeaponPowerPerStack_label": "每层叠加的武器伤害",
	"WeaponPowerPerStack_postfix": "%",
	"WeaponPowerPerStack_postvalue_label": "每层叠加的武器伤害",
	"WeaponPowerPerStack_prefix": "{s:sign}",
	"WeaponPowerScalingTooltip_label": "Courage Bonus Damage",
	"WeaponPowerScalingTooltip_postfix": "%",
	"WeaponPowerWhileActivated_label": "Courage",
	"WeaponPowerWhileActivated_prefix": "{s:sign}",
	"WeaponPower_label": "武器伤害",
	"WeaponPower_postfix": "%",
	"WeaponPower_postvalue_label": "武器伤害",
	"WeaponPower_prefix": "{s:sign}",
	"WeaponRange_label": "武器射程",
	"WeaponRange_postfix": "米",
	"WeaponRange_postvalue_label": "武器攻击范围",
	"WeaponRecoilReduction_label": "Recoil Reduction",
	"WeaponRecoilReduction_postfix": "%",
	"WebDuration_label": "丝网持续时间",
	"WebDuration_postfix": "秒",
	"WebDuration_postvalue_label": "丝网持续时间",
	"WhirlwindDuration_label": "子弹闪避持续时间",
	"WhirlwindDuration_postfix": "秒",
	"WhirlwindDuration_postvalue_label": "子弹闪避持续时间",
	"WhirlwindEvasionChance_label": "子弹闪避几率",
	"WhirlwindEvasionChance_postfix": "%",
	"WhirlwindEvasionChance_postvalue_label": "子弹闪避几率",
	"WindUpTime_label": "Windup Time",
	"WindUpTime_postfix": "秒",
	"WitheringWhipDisarmDuration_label": "持续时间",
	"WitheringWhipDisarmDuration_postfix": "秒",
	"WitheringWhipDisarmDuration_postvalue_label": "持续时间",
	"WreckingBallDamage_label": "伤害",
	"WreckingBallDamage_postvalue_label": "伤害",
	"WreckingBallPickupTime_label": "制造时间",
	"WreckingBallPickupTime_postfix": "秒",
	"WreckingBallPickupTime_postvalue_label": "制造时间",
	"ZipLineArrowLifetime_label": "Arrow Flight Time",
	"ZipLineArrowLifetime_postfix": "",
	"ZipLineSpeedPercent_label": "滑索速度",
	"ZipLineSpeedPercent_postfix": "%",
	"ZipLineSpeedPercent_postvalue_label": "滑索速度",
	"ZipLineSpeedPercent_prefix": "{s:sign}",
	"ZiplineJumpBonusDuration_label": "Jump Off Duration",
	"ZiplineJumpBonusDuration_postfix": "秒",
	"ZiplineJumpBonusMoveSpeed_label": "Jump Off Speed Bonus",
	"ZiplineJumpBonusMoveSpeed_postfix": "米",
	"ZombieLifeDuration_label": "暂时复活持续时间",
	"ZombieLifeDuration_postfix": "秒",
	"ZombieLifeDuration_postvalue_label": "暂时复活持续时间",
	"ZombieWallDuration_postfix": "秒",
	"ZombieWallDuration_postvalue_label": "爪墙持续时间",
	"ZombieWallHeight_postfix": "米",
	"ZombieWallHeight_postvalue_label": "爪墙高度",
	"ZombieWallLength_label": "爪墙长度",
	"ZombieWallLength_postfix": "米",
	"ZombieWallLength_postvalue_label": "爪墙长度",
	"_back_": "{s:param_1}快回来!",
	"_missing_": "{s:param_1}消失",
	"ability_abort_cast": "中止",
	"ability_afterburn": "复燃",
	"ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot": "来自复燃的炙烤",
	"ability_afterburn_SpiritSteal_AMP": "复燃伤害提升",
	"ability_afterburn_burn_header": "燃烧效果:",
	"ability_afterburn_desc": "武器命中会积累燃烧效果,造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E技能会刷新燃烧持续时间。\u003C/span\u003E",
	"ability_afterburn_quip": "射击敌人,让他们燃烧起来",
	"ability_afterburn_t2_desc": "燃烧效果:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E元灵伤害",
	"ability_afterburn_t3_desc": "\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E最长燃烧持续时间",
	"ability_ammo_pouch": "Bandolier",
	"ability_ammo_pouch_desc": "Large increase to Heavy's ammo",
	"ability_astro_rifle": "Marksman",
	"ability_astro_rifle_desc": "Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them.",
	"ability_astro_rifle_desc_debuff": "Damage Vulnerbility",
	"ability_astro_rifle_quip": "Precision Shots that escalate damage",
	"ability_astro_rifle_t1_desc": "Applies a \u003Cspan class=\"highlight\"\u003E{s:SlowPercent}% slow\u003C/span\u003E on hit. Lasts {s:SlowDurationPerStack}s per stack",
	"ability_astro_rifle_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E Damage with improved scaling",
	"ability_astro_shotgun_toggle": "Force of Nature",
	"ability_astro_shotgun_toggle_desc": "Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn.{g:citadel_binding:'Attack'}shoots forward and {g:citadel_binding:'ADS'} shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods. \u003Cbr\u003E\u003Cbr\u003ELassoed units do not take damage when shooting backwards.",
	"ability_astro_shotgun_toggle_t1_desc": "+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power",
	"ability_bebop_stickybomb2": "粘性炸弹",
	"ability_bebop_stickybomb2_desc": "投掷一枚黏性炸弹,延迟后爆炸,对附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果炸弹命中一名英雄,它将附着在该英雄身上并造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。",
	"ability_bebop_stickybomb2_quip": "向敌人投掷粘性炸弹",
	"ability_blood_bomb": "精华炸弹",
	"ability_blood_bomb_bloodspill": "毒性区域",
	"ability_blood_bomb_desc": "\u003Cspan class=\"highlight\"\u003E消耗部分生命\u003C/span\u003E发射一枚在短暂布置时间后\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E的炸弹。\u003Cbr\u003E自伤类型为元灵,可以减免。",
	"ability_blood_bomb_quip": "消耗部分生命来发射可以造成伤害的炸弹",
	"ability_blood_bomb_t2_desc": "+\u003Cspan class=\"highlight\"\u003E2米\u003C/span\u003E半径\u003Cbr\u003E+\u003Cspan class=\"highlight\"\u003E50\u003C/span\u003E伤害",
	"ability_blood_bomb_t3_desc": "炸弹会在地面留下毒性区域,造成原伤害量\u003Cspan class=\"highlight\"\u003E26%\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E",
	"ability_blood_shards": "怨念",
	"ability_blood_shards/modifier_blood_shard_debuff": "怨念",
	"ability_blood_shards_amplification": "怨念提升",
	"ability_blood_shards_desc": "\u003Cspan class=\"highlight\"\u003E消耗自己的部分生命\u003C/span\u003E发射会施加一层怨念的晶体。每层怨念会将目标\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E增加自身对其造成的伤害\u003C/span\u003E。减速效果随时间衰退。",
	"ability_blood_shards_quip": "对敌人叠加伤害增强",
	"ability_blood_shards_t2_desc": "\u003Cspan class=\"highlight\"\u003E+25.2\u003C/span\u003E伤害\u003Cbr\u003E+4晶体",
	"ability_blood_shards_t3_desc": "\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E伤害增强",
	"ability_boho_bouncyprojectile": "跳跃射击",
	"ability_boho_bouncyprojectile_desc": "扔出一个投射物,在目标之间弹射,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果跳跃射击附近没有敌人,会在波米身上弹开,\u003Cspan class=\"highlight\"\u003E减少其冷却时间\u003C/span\u003E。",
	"ability_boho_damageshare": "纠缠",
	"ability_boho_damageshare/damageshare": "编织命运",
	"ability_boho_damageshare_desc": "被{g:citadel_inline_attribute:'SpiritDamage'}击中的敌人会与其他\u003Cspan class=\"highlight\"\u003E连接\u003C/span\u003E的敌人相\u003Cspan class=\"highlight\"\u003E连接\u003C/span\u003E,受到{g:citadel_inline_attribute:'BonusSpiritDamage'}作为共享的一部分承受伤害。",
	"ability_boho_doublehit": "旋击",
	"ability_boho_doublehit/buff": "旋击",
	"ability_boho_doublehit_desc": "回旋两次,对前方的目标造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E击中敌人时获得{g:citadel_inline_attribute:'BonusMoveSpeed'}和可叠加的{g:citadel_inline_attribute:'CombatBarrier'}。",
	"ability_bookworm_aoemagic": "迷人读物",
	"ability_bookworm_aoemagic/areamodifier/root": "迷人读物",
	"ability_bookworm_aoemagic_desc": "以一片区域为目标降下潜藏的魔法,施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E魔法会在一定延迟后激活,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Immobilize'}。",
	"ability_bookworm_aoemagic_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1米\u003C/span\u003E半径\u003Cbr\u003E击中时:降低\u003Cspan class=\"highlight\"\u003E-18%\u003C/span\u003E元灵抗性,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E",
	"ability_bookworm_dragonfire": "书龙",
	"ability_bookworm_dragonfire/debuff": "唤龙术",
	"ability_bookworm_dragonfire_desc": "召唤一头在目标地点现身的龙,龙会向前飞去,造成{g:citadel_inline_attribute:'SpiritDamage'}。龙会留下一条燃烧之径。",
	"ability_bookworm_dragonfire_t1_desc": "\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E路径持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1米\u003C/span\u003E半径",
	"ability_bookworm_dragonfire_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E行进距离\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间",
	"ability_bookworm_dragonfire_t3_desc": "\u003Cspan class=\"highlight\"\u003E+100\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30\u003C/span\u003E每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能",
	"ability_bookworm_knightbarrier": "主角护体",
	"ability_bookworm_knightbarrier/attackbuff": "进攻",
	"ability_bookworm_knightbarrier/knightbarrier": "防守",
	"ability_bookworm_knightbarrier_desc": "使一名友军获得{g:citadel_inline_attribute:'CombatBarrier'}。屏障存在时,他将获得{g:citadel_inline_attribute:'BonusWeaponDamage'}。",
	"ability_bookworm_knightbarrier_t1_desc": "获得屏障时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+14%\u003C/span\u003E射速",
	"ability_bookworm_knightbarrier_t2_desc": "\u003Cspan class=\"highlight\"\u003E+100\u003C/span\u003E屏障\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E持续时间",
	"ability_bookworm_knightbarrier_t3_desc": "提升屏障增强系数。\u003Cbr\u003E最多\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E名额外友军获得\u003Cspan class=\"highlight\"\u003E75%\u003C/span\u003E屏障",
	"ability_bookworm_knightcharge": "集结冲锋",
	"ability_bookworm_knightcharge/buff": "集结冲锋",
	"ability_bookworm_knightcharge_desc": "释放一波骑着战马的幽灵骑士,冲锋穿过\u003Cspan class=\"highlight\"\u003E整座城市\u003C/span\u003E,{g:citadel_inline_attribute:'Healing'}友军并对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E{g:citadel_inline_attribute:'Heal'}和{g:citadel_inline_attribute:'SpiritDamage'}的威力都会随着骑士的行进距离而增强。",
	"ability_bookworm_knightcharge_t2_desc": "宽度提升\u003Cspan class=\"highlight\"\u003E+4战马\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-30秒\u003C/span\u003E冷却时间",
	"ability_bookworm_knightcharge_t3_desc": "\u003Cspan class=\"highlight\"\u003E+160\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.5秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E最高增强",
	"ability_bounce_pad": "弹跳垫",
	"ability_bounce_pad/speed_on_land": "移动速度",
	"ability_bounce_pad_desc": "放置一个弹跳垫,它会\u003Cspan class=\"highlight\"\u003E将所有英雄弹飞\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E你在落地时会\u003Cspan class=\"highlight\"\u003E爆炸\u003C/span\u003E,对附近所有敌人造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E一个弹跳垫每人只允许发生一次爆炸。\u003C/span\u003E",
	"ability_bounce_pad_quip": "让自己和其他人高飞",
	"ability_bounce_pad_t1_desc": "\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间",
	"ability_bounce_pad_t2_desc": "自身和友军在落地时获得+4米/秒的移动速度加成,持续4秒",
	"ability_bounce_pad_t3_desc": "\u003Cspan class=\"highlight\"\u003E+67.5\u003C/span\u003E踩踏伤害。提升随元灵力量增强的幅度",
	"ability_bullet_flurry": "子弹之舞",
	"ability_bullet_flurry/modifier_citadel_bullet_flurry": "Bullet Flurry",
	"ability_bullet_flurry_desc": "进入爆发状态,以\u003Cspan class=\"highlight\"\u003E完美精准度\u003C/span\u003E和额外\u003Cspan class=\"highlight\"\u003E子弹伤害\u003C/span\u003E向附近敌人\u003Cspan class=\"highlight\"\u003E射击\u003C/span\u003E。",
	"ability_bullet_flurry_quip": "向四周爆发一阵弹雨",
	"ability_bullet_flurry_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E移动速度",
	"ability_bullet_flurry_t3_desc": "\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E闪避\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-75秒\u003C/span\u003E冷却时间",
	"ability_burrow": "钻地",
	"ability_burrow2": "钻地",
	"ability_burrow2_desc": "钻入地下,获得\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E和\u003CPanel class=\"AbilityPropertyIcon prop_bullet_armor_up\"\u003E\u003Cspan class=\"highlight\"\u003E护甲\u003C/span\u003E。从地下跳出会给敌人造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E并将其击入空中。",
	"ability_burrow_cancel_channel": "现身",
	"ability_burrow_desc": "钻入地下,\u003Cspan class=\"highlight\"\u003E移动速度提高\u003C/span\u003E,并获得\u003Cspan class=\"highlight\"\u003E元灵和子弹护甲\u003C/span\u003E。来自敌方英雄的伤害会降低速度加成。\u003Cbr\u003E\u003Cbr\u003E跳出地面时,会造成{g:citadel_inline_attribute:'SpiritDamage'}、{g:citadel_inline_attribute:'Slow'}和{g:citadel_inline_attribute:'KnockUp'}。",
	"ability_burrow_quip": "钻入地下行动,现身时造成旋转伤害",
	"ability_burrow_t1_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E旋转每秒伤害",
	"ability_burrow_t2_desc": "\u003Cspan class=\"highlight\"\u003E+4秒\u003C/span\u003E钻地时间\u003Cbr\u003E+2半径",
	"ability_burrow_t3_desc": "\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米/秒\u003C/span\u003E移动速度",
	"ability_cadence_burstaura": "跃升",
	"ability_cadence_burstaura/modifier_burstaura": "跃升",
	"ability_cadence_charm": "迷魂一瞥",
	"ability_cadence_charm/modifier_charm": "受到魅惑",
	"ability_cadence_charm/modifier_mark": "被魅惑…",
	"ability_cadence_charm_desc": "朝目标方向一瞥,\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E对第一个被击中的敌人造成\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E,并\u003Cspan class=\"highlight\"\u003E标记\u003C/span\u003E他们。\u003Cbr\u003E\u003Cbr\u003E如果受害者已经被\u003Cspan class=\"highlight\"\u003E标记\u003C/span\u003E,他们将受到额外\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E并附加\u003Cspan class=\"highlight\"\u003E魅惑\u003C/span\u003E状态。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被魅惑的敌人将被迫朝你移动,但速度会减慢。\u003C/span\u003E",
	"ability_cadence_tempo_bullet": "迅捷律动",
	"ability_cadence_tempo_bullet/modifier_tempo_bullet": "迅捷律动",
	"ability_cadence_tempo_bullet_desc": "施放技能后,强化接下来的\u003Cspan class=\"highlight\"\u003E{s:MaxProcCount}发子弹\u003C/span\u003E。强化后的子弹会造成额外的\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E,并减少所有技能的\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E\u003CPanel class=\"AbilityPropertyIcon prop_cooldown\"\u003E。",
	"ability_cancel_channel": "结束施法",
	"ability_capture_zip_line": "Capture Hyperline",
	"ability_carpetbomb_drone": "Street Cleaner",
	"ability_carpetbomb_drone_desc": "Summon a drone that drops bombs as it flies.  The Drone moves towards the \u003Cspan class=\"highlight\"\u003Eaimed direction\u003C/span\u003E.  Drone explodes in to a cluster of bombs when it expires",
	"ability_carpetbomb_drone_t1_desc": "Drone Life Time \u003Cspan class=\"highlight\"\u003E+{s:DroneLifeTime}s\u003C/span\u003E",
	"ability_carpetbomb_drone_t2_desc": "Ability Cooldown \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E and Drone Health \u003Cspan class=\"highlight\"\u003E+{s:DroneHealth}\u003C/span\u003E",
	"ability_carpetbomb_drone_t3_desc": "Bomb drop interval \u003Cspan class=\"highlight\"\u003E{s:AttackRate}s\u003C/span\u003E and Drone speed \u003Cspan class=\"highlight\"\u003E+{s:DroneSpeed}\u003C/span\u003E",
	"ability_charged_shot": "蓄力射击",
	"ability_charged_shot_desc": "\u003Cspan class=\"highlight\"\u003E蓄力射出一支高伤害箭矢\u003C/span\u003E,可穿透敌人。按住{g:citadel_binding:'Ability1'}或{g:citadel_binding:'Attack'}暂时保留箭矢。",
	"ability_charged_shot_quip": "蓄力射出远击一箭",
	"ability_charged_shot_t2_desc": "\u003Cspan class=\"highlight\"\u003E+54伤害\u003C/span\u003E",
	"ability_charged_shot_t3_desc": "\u003Cspan class=\"highlight\"\u003E提升伤害增长速率\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-3秒\u003C/span\u003E充能延迟",
	"ability_crackshot": "神枪手",
	"ability_crackshot_desc": "命中头部会造成额外的\u003CPanel class=\"AbilityPropertyIcon prop_bullet_damage\"\u003E\u003Cspan class=\"highlight_courage\"\u003E伤害\u003C/span\u003E,并施加\u003CPanel class=\"AbilityPropertyIcon prop_slow\"\u003E\u003Cspan class=\"highlight\"\u003E逐渐衰减的移动速度惩罚\u003C/span\u003E。此效果只能在冷却时间结束时触发。\u003Cbr\u003E\u003Cbr\u003E命中非玩家角色时冷却时间减少50%。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E神枪手无视远程伤害衰减且不会施加到目标物上。\u003C/span\u003E",
	"ability_crackshot_quip": "命中头部将造成额外伤害",
	"ability_crackshot_t1_desc": "\u003Cspan class=\"highlight\"\u003E-25%\u003C/span\u003E逐渐衰减的移动速度",
	"ability_crackshot_t3_desc": "命中英雄头部时\u003Cspan class=\"highlight\"\u003E-6秒\u003C/span\u003E冷却时间\u003Cbr\u003E命中非玩家角色头部时-3秒",
	"ability_death_tax": "Death Tax",
	"ability_death_tax_desc": "Enemies injured by Lady Geist are marked with Death Tax. Whenever a marked enemy dies, {s:hero_name} gains health.",
	"ability_death_tax_t1_desc": "Reduce one of your Cooldowns by \u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnKill}s\u003C/span\u003E when a marked enemy dies",
	"ability_death_tax_t3_desc": "Increase Spirit Power by \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonus}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusDuration}s\u003C/span\u003E when a marked enemy dies.  Stacks up to \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusMaxStacks}\u003C/span\u003E times.",
	"ability_digger_mudshield": "尘土护盾",
	"ability_digger_mudshield/mudshield_modifier": "尘土护盾",
	"ability_digger_mudshield_desc": "获得\u003Cspan class=\"highlight\"\u003E子弹护盾\u003C/span\u003E,并\u003Cspan class=\"highlight\"\u003E减少即将受到的子弹伤害\u003C/span\u003E。在\u003Cspan class=\"highlight\"\u003E{s:ShieldDuration}秒\u003C/span\u003E过后,或在重新激活该技能时,护盾会爆炸,并\u003Cspan class=\"highlight\"\u003E根据剩余的护盾值造成相应伤害\u003C/span\u003E。",
	"ability_doormab_luggage_cart_on_wall_hit": "撞到墙壁时:",
	"ability_doorman_bomb": "呼叫铃",
	"ability_doorman_bomb_Explosion": "爆炸",
	"ability_doorman_bomb_debuff": "击中时",
	"ability_doorman_bomb_desc": "扔出一个呼叫铃,撞击时造成{g:citadel_inline_attribute:'SpiritDamage'}。短暂延迟后爆炸,造成额外{g:citadel_inline_attribute:'SpiritDamage'},并使受作用的敌人暂时拥有较差的武器精准度,并且移动被{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E可以射击提前激活。\u003C/span\u003E",
	"ability_doorman_bomb_impact": "撞击时",
	"ability_doorman_bomb_t1_desc": "+1充能",
	"ability_doorman_bomb_t2_desc": "+30撞击伤害\u003Cbr\u003E+40爆炸伤害",
	"ability_doorman_bomb_t3_desc": "+4.5米半径\u003Cbr\u003E+26秒呼叫铃时长\u003Cbr\u003E元灵增强系数提升",
	"ability_doorman_doorway": "任意门",
	"ability_doorman_doorway_clear_first_hint": "清除放置",
	"ability_doorman_doorway_close": "关门",
	"ability_doorman_doorway_desc": "在世界中放置两扇相连的门。玩家和大多数投射物进入一扇门后会从另一扇门出来。持续时间结束后两扇门都会关闭。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E两扇门相距的距离必须在任意门距离内。\u003C/span\u003E",
	"ability_doorman_doorway_on_portal": "穿门时",
	"ability_doorman_doorway_t2_desc": "首次穿过门时会获得屏障",
	"ability_doorman_doorway_t3_desc": "+30米施法距离\u003Cbr\u003E+45米任意门距离\u003Cbr\u003E会根据元灵力量增强",
	"ability_doorman_hotel": "酒店宾客",
	"ability_doorman_hotel/damage_timer": "逃离酒店",
	"ability_doorman_hotel_desc": "把目标的身体送走,使其成为巴隆妮斯酒店的宾客。宾客会立即前往出口电梯,然后被送回原来的地点。 \u003Cbr\u003E\u003Cbr\u003E在巴隆妮斯酒店逗留要受到{g:citadel_inline_attribute:'SpiritDamage'}。没有及时退房会额外受到{g:citadel_inline_attribute:'SpiritDamage'}。",
	"ability_doorman_hotel_t1_desc": "1耐力消耗\u003Cbr\u003E-25秒冷却时间",
	"ability_doorman_hotel_t2_desc": "+150伤害\u003Cbr\u003E退房失败时+1.5秒眩晕",
	"ability_doorman_hotel_t3_desc": "巴隆妮斯满房时势不可挡\u003Cbr\u003E退房失败时13秒冷却时间",
	"ability_doorman_luggage_cart": "行李车",
	"ability_doorman_luggage_cart_desc": "放出一辆行李车,造成{g:citadel_inline_attribute:'SpiritDamage'},并且会{g:citadel_inline_attribute:'Pulls'}沿途的敌方英雄。\u003Cbr\u003E\u003Cbr\u003E可以用{g:citadel_binding:'AltCast'}改为副施放模式,以友方英雄为目标。",
	"ability_doorman_luggage_cart_t2_desc": "+20米施法距离\u003Cbr\u003E+75撞墙时伤害",
	"ability_doorman_luggage_cart_t3_desc": "-15秒冷却时间\u003Cbr\u003E撞墙时1.25秒{g:citadel_inline_attribute:'Stun'}",
	"ability_doorman_luggage_cart_t3_note": "如果行李车拖拽敌人时撞上墙壁,将会对目标造成伤害。",
	"ability_drifter_header_selfbuff": "满足:",
	"ability_drifter_header_selfdebuff": "嗜血:",
	"ability_drifter_hunger": "腥气",
	"ability_drifter_hunger/hunger_hungry": "嗜血",
	"ability_drifter_hunger/hunger_satiated": "满足",
	"ability_drifter_hunger/hunger_target": "欲念",
	"ability_drifter_hunger_active_desc": "主动:增强自己的感官,显示一条通往附近英雄的路径。",
	"ability_drifter_hunger_desc": "When enemy heroes are \u003Cspan class=\"highlight\"\u003Elow on health\u003C/span\u003E you deal \u003Cspan class=\"highlight\"\u003Eamplified damage\u003C/span\u003E against them. These enemies leave a \u003Cspan class=\"highlight\"\u003Elingering blood trail\u003C/span\u003E as they move.",
	"ability_drifter_hunger_on_kill_desc": "落单敌人倒下时:",
	"ability_drifter_hunger_passive_desc": "\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E英雄移动时会留下一条路径,并从远处发出心跳声。\u003Cbr\u003E\u003Cbr\u003E对\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E英雄造成\u003Cspan class=\"highlight\"\u003E加深伤害\u003C/span\u003E,并且落单英雄在附近倒下时会获得永久{g:citadel_inline_attribute:'WeaponDamage'}。",
	"ability_drifter_hunger_t1_desc": "在落单敌方英雄附近时+2米/秒移动速度",
	"ability_drifter_hunger_t2_desc": "落单英雄倒下时:\u003Cbr\u003E治疗18%自身缺失生命值\u003Cbr\u003E恢复2耐力",
	"ability_drifter_stalkers_mark_after_blink_desc": "伏击后:",
	"ability_empowerbullet": "妙手奇技",
	"ability_empowerbullet/empowerbullet_watcher": "强化子弹",
	"ability_empowerbullet_desc": "进行一次\u003Cspan class=\"highlight\"\u003E冲刺或滑行\u003C/span\u003E时,会为武器装填一枚\u003Cspan class=\"highlight\"\u003E强化子弹\u003C/span\u003E,该子弹造成额外的\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E,等于自身\u003CPanel class=\"AbilityPropertyIcon prop_bullet_damage\"\u003E\u003Cspan class=\"highlight_weapon\"\u003E武器伤害\u003C/span\u003E的一定百分比。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E如果没有子弹,会额外获赠一颗。真是幸运。\u003C/span\u003E",
	"ability_empowerbullet_t1_desc": "强化时获得\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}米/秒\u003C/span\u003E移动速度",
	"ability_empowerbullet_t2_desc": "对受害者造成额外\u003Cspan class=\"highlight\"\u003E+{s:BulletArmorReduction}%\u003C/span\u003E的武器伤害,持续{s:DebuffDuration}秒",
	"ability_explosive_barrel": "火药桶",
	"ability_explosive_barrel_desc": "扔出一个在一定延迟后会爆炸的木桶,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'KnockUp'}。\u003Cbr\u003E\u003Cbr\u003E木桶被\u003Cspan class=\"highlight\"\u003E射击\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E另一个木桶激活\u003C/span\u003E都会提前爆炸。",
	"ability_explosive_barrel_quip": "投掷一个被击中即会爆炸的火药桶",
	"ability_explosive_barrel_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.4秒\u003C/span\u003E位移\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E充能",
	"ability_explosive_trap": "Remote Bomb",
	"ability_explosive_trap_desc": "A bomb that launches everything it hits \u003Cspan class=\"highlight\"\u003Eup in the air\u003C/span\u003E. Manually detonate by pressing \u003Cspan class=\"highlight\"\u003E[1]\u003C/span\u003E after arming.  Useful for \u003Cspan class=\"highlight\"\u003Emobility\u003C/span\u003E.",
	"ability_explosive_trap_t1_desc": "ArmTime decreased by \u003Cspan class=\"highlight\"\u003E{s:ArmTime}\u003C/span\u003E and Blast Force \u003Cspan class=\"highlight\"\u003E+{s:Force}\u003C/span\u003E",
	"ability_explosive_trap_t3_desc": "Bomb throw range \u003Cspan class=\"highlight\"\u003E+{s:ProjectileSpeedBonus}%\u003C/span\u003E and damage \u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E",
	"ability_familiar_ability01": "小睡片刻",
	"ability_familiar_ability01/effect": "打个盹儿……",
	"ability_familiar_ability01_desc": "向前投射出目光,穿透墙壁和地板。目光中的敌人\u003Cspan class=\"highlight\"\u003E被减速,冲刺距离减少,而且无法使用位移类技能。\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E持续施法结束时,\u003Cspan class=\"highlight\"\u003E他们陷入沉睡\u003C/span\u003E,然后醒来感到一阵剧烈的头痛,受到大量的{g:citadel_inline_attribute:'SpiritDamage'}。",
	"ability_familiar_ability01_t1_desc": "醒后-1耐力\u003Cbr\u003E睡眠时没有耐力恢复",
	"ability_familiar_ability01_t2_desc": "+3米半径\u003Cbr\u003E+0.75秒睡眠持续时间",
	"ability_familiar_ability01_t3_desc": "-65秒冷却时间\u003Cbr\u003E持续施法时承伤降低并势不可挡",
	"ability_familiar_ability02": "枕头大战",
	"ability_familiar_ability02_desc": "扔出可靠的枕头,造成{g:citadel_inline_attribute:'SpiritDamage'}和强力的{g:citadel_inline_attribute:'KnockBack'}。\u003Cbr\u003E\u003Cbr\u003E击中后会减少其他技能的冷却时间。",
	"ability_familiar_ability02_t2_desc": "+2伤害\u003Cbr\u003E施加-35%射速",
	"ability_familiar_ability02_t3_desc": "+100 伤害\u003Cbr\u003E+1 充能",
	"ability_familiar_attach": "紧跟同伴",
	"ability_familiar_attach/attached": "小憩",
	"ability_familiar_attach/attachheal": "小憩治疗",
	"ability_familiar_attach/hopoutbuff": "休息充足",
	"ability_familiar_attach/recast": "重新施放紧跟同伴",
	"ability_familiar_attach_desc": "跳到一名友军身上,在其身边小憩。你和该友军都会基于自身已损失生命值获得{g:citadel_inline_attribute:'Heal'}爆发,接着会有一个持续的{g:citadel_inline_attribute:'Regen'}。\u003Cbr\u003E\u003Cbr\u003E使用{g:citadel_binding:'Ability2'}可以在友军之间跳跃并施加治疗,每个友军只会触发一次。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被终极技能眩晕则会被击落。\u003Cbr\u003E你可以使用物品,并且所有对自己施放的技能都会改为以友军为目标。\u003C/span\u003E",
	"ability_familiar_attach_t2_desc": "小憩时35%额外物品距离,持续时间和屏障有效性",
	"ability_familiar_attach_t3_desc": "小憩时和小憩后10秒内+15%元灵力量和+35元灵力量\u003Cbr\u003E提升元灵增强系数",
	"ability_familiar_attach_trigger": "跳到友军",
	"ability_familiar_attach_trigger_desc": "跳到另一个友军身上,并且刷新{g:citadel_inline_attribute:'Regen'}持续时间,每个友军触发一次。",
	"ability_familiar_helpinghands": "小小帮手",
	"ability_familiar_helpinghands/buff": "小小帮手",
	"ability_familiar_helpinghands/infest": "帮手跟随中",
	"ability_familiar_helpinghands/infestbarrier": "虚构屏障",
	"ability_familiar_helpinghands/longdebuff": "元灵吸取",
	"ability_familiar_helpinghands/shortdebuff": "元灵吸取",
	"ability_familiar_helpinghands/spiritbuff": "吸取敌人元灵",
	"ability_familiar_helpinghands_desc": "派出一个帮手前来帮忙。他们可以收集箱子,触发迷失者抉择,派去支援友军和步兵。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E跟随英雄时:\u003C/span\u003E提供短时间的{g:citadel_inline_attribute:'SpiritResist'}爆发和不断减弱的{g:citadel_inline_attribute:'MoveSpeed'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E跟随步兵时:\u003C/span\u003E提供\u003Cspan class=\"highlight\"\u003E治疗,伤害抗性并允许紧跟同伴。\u003C/span\u003E附近没有英雄时,击倒步兵产生的魂魄会在队伍间平分。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E可以在紧跟同伴期间施放。帮手会先小憩15.1秒再开始跟随。\u003C/span\u003E",
	"ability_familiar_helpinghands_t1_desc": "+1 帮手",
	"ability_familiar_helpinghands_t2_desc": "+8%元灵抗性\u003Cbr\u003E+1.5米/秒移动速度",
	"ability_familiar_helpinghands_t3_desc": "+2帮手\u003Cbr\u003E+20%步兵伤害和抗性",
	"ability_familiar_primary_weapon_bubblegun": "武器伤害",
	"ability_familiar_primary_weapon_bubblegun_crit": "武器伤害 - 强击",
	"ability_fencer_lunge": "无瑕突进",
	"ability_fencer_lunge_desc": "朝任意方向发动数次突刺,刺剑会穿透前方的敌人。按住技能键再放开可以选择发动的时机,按住的时间越久,造成的伤害越高。在\u003Cspan class=\"highlight\"\u003E完美窗口\u003C/span\u003E期间放开可以造成\u003Cspan class=\"highlight\"\u003E最高伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E按住{g:citadel_binding:'Ability3'}可以重新施放。\u003C/span\u003E",
	"ability_fencer_lunge_on_hold_threshold": "完美施放时:",
	"ability_fencer_lunge_on_hold_threshold_label": "完美施放时:",
	"ability_fencer_lunge_on_proc": "最高叠加层数触发时",
	"ability_fencer_lunge_recast_hint": "重新施放",
	"ability_fencer_lunge_t1_desc": "完美击中英雄时:\u003Cbr\u003E治疗35",
	"ability_fencer_lunge_t2_desc": "-12秒冷却时间\u003Cbr\u003E突刺期间获得\u003Cspan class=\"highlight\"\u003E+60%\u003C/span\u003E子弹抗性",
	"ability_fencer_lunge_t3_desc": "+65完美伤害和元灵增强系数\u003Cbr\u003E提升突刺攻击冲刺速度和距离",
	"ability_fencer_riposte": "还击",
	"ability_fencer_riposte_attack": "还击",
	"ability_fencer_riposte_attack_desc": "快速向前冲刺,用剑柄击晕敌人。",
	"ability_fencer_riposte_desc": "准备好\u003Cspan class=\"highlight\"\u003E偏转\u003C/span\u003E即将到来的攻击。在成功偏转时,暂时变得\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E并选定一个敌方英雄冲向他们,造成\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E并降低他们的\u003Cspan class=\"highlight\"\u003E近战抗性\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E按{g:citadel_binding:'Ability2'}选择目标。\u003Cbr\u003E不会对士兵或中立生物触发。\u003C/span\u003E",
	"ability_fencer_riposte_on_parry": "剑柄击中时:",
	"ability_fencer_throwblade": "脱战符文",
	"ability_fencer_throwblade_desc": "在面前画一个符文球,然后\u003Cspan class=\"highlight\"\u003E向后一跃\u003C/span\u003E,符文会爆炸,对波及的敌人\u003Cspan class=\"highlight\"\u003E造成伤害和减速\u003C/span\u003E。",
	"ability_fencer_throwblade_on_player_hit": "击中玩家时",
	"ability_fencer_throwblade_t2_desc": "+30%射速和+50%子弹速度,持续10秒",
	"ability_fencer_throwblade_t3_desc": "击中玩家时:\u003Cbr\u003E+2耐力恢复,并重置空中跳跃/冲刺限制",
	"ability_fencer_ultimate": "见证精彩",
	"ability_fencer_ultimate_desc": "蓄力后发动一次远距离斩击。被击中的敌人\u003Cspan class=\"highlight\"\u003E无法行动或治疗\u003C/span\u003E,以慢动作进行移动。这个效果结束时, 他们将受到\u003Cspan class=\"highlight\"\u003E极大的伤害\u003C/span\u003E。对低生命值的敌人造成更高伤害。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E慢动作时,阿波罗为无敌,并且敌人受到的伤害减少。\u003Cbr\u003E\u003Cbr\u003E按住{g:citadel_binding:'Ability4'}或{g:citadel_binding:'Attack'}可以延迟施法。\u003C/span\u003E",
	"ability_fencer_ultimate_t3_desc": "IGNORED[]% Max Health Damage",
	"ability_fire_bomb": "震荡燃烧",
	"ability_fire_bomb/modifier_progressbar": "Harnessing Power",
	"ability_fire_bomb_desc": "成为一颗行走的炸弹,在延迟后对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并使其{g:citadel_inline_attribute:'Stun'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E一旦施放,震荡燃烧就无法被打断。\u003C/span\u003E",
	"ability_fire_bomb_quip": "短暂延迟后眩晕附近的敌人",
	"ability_fire_bomb_t2_desc": "\u003Cspan class=\"highlight\"\u003E-75秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+100%\u003C/span\u003E爆炸吸取生命",
	"ability_fire_bomb_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.9秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E半径",
	"ability_flame_dash": "烈焰冲刺",
	"ability_flame_dash_cancel_trigger": "Cancel Flame Dash",
	"ability_flame_dash_desc": "向前冲刺,获得{g:citadel_inline_attribute:'SlowResistance'},并在身后留下一道造成{g:citadel_inline_attribute:'SpiritDPS'}的火焰路径。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E激活时按住{g:citadel_binding:'MoveForward'}可冲刺更远。",
	"ability_flame_dash_quip": "浑身燃烧并向前冲刺,留下一条火焰轨迹",
	"ability_flame_dash_t2_desc": "\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E路径持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+20每秒伤害\u003C/span\u003E",
	"ability_flame_dash_t3_desc": "启用\u003Cspan class=\"highlight\"\u003E2点技能充能\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E14秒\u003C/span\u003E充能时间",
	"ability_flying_nimbus": "Flying Nimbus",
	"ability_frank_painaura": "苦楚灵氲",
	"ability_frank_painaura/painaura/painauradebuff": "苦楚灵氲",
	"ability_frank_painaura_buttonhint": "结束灵氲",
	"ability_frank_painaura_desc": "释放痛苦,对敌人和自身均造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E随着技能的持续施法,伤害\u003Cspan class=\"highlight\"\u003E会持续增加\u003C/span\u003E,最后达到上限。",
	"ability_frank_painaura_t1_desc": "敌人受到\u003Cspan class=\"highlight\"\u003E25%\u003C/span\u003E移动/冲刺减速",
	"ability_frank_painaura_t2_desc": "\u003Cspan class=\"highlight\"\u003E+6\u003C/span\u003E最低每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+34\u003C/span\u003E最高每秒伤害",
	"ability_frank_painaura_t3_desc": "敌人承受\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E伤害",
	"ability_frank_revive": "骇然复苏",
	"ability_frank_revive/reviving": "骇然复苏",
	"ability_frank_revive/selfbuff": "骇然复苏",
	"ability_frank_revive/slow": "骇然复苏",
	"ability_frank_revive/zombie": "暂时复苏",
	"ability_frank_revive_desc": "遭受严重伤害后释放一阵冲击波,施加逐渐减弱的{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E经过短暂持续施法后复活,对周围敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Stun'}。",
	"ability_frank_revive_t1_desc": "冷却时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E射速和每发子弹\u003Cspan class=\"highlight\"\u003E6\u003C/span\u003E元灵伤害",
	"ability_frank_revive_t3_desc": "\u003Cspan class=\"highlight\"\u003E+150\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-120秒\u003C/span\u003E冷却时间",
	"ability_frank_selfzap": "快速启动",
	"ability_frank_selfzap/selfzap": "快速启动",
	"ability_frank_selfzap_desc": "对自己造成{g:citadel_inline_attribute:'SpiritDamage'},获得额外{g:citadel_inline_attribute:'Regen'}和 {g:citadel_inline_attribute:'BonusMoveSpeed'},随时间衰减。",
	"ability_frank_selfzap_t2_desc": "\u003Cspan class=\"highlight\"\u003E+70\u003C/span\u003E总生命恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8秒\u003C/span\u003E冷却时间",
	"ability_frank_selfzap_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\u003E+50%\u003C/span\u003E减益抗性\u003Cbr\u003E提升元灵增强系数",
	"ability_frank_shocktarget": "疼痛蓄积",
	"ability_frank_shocktarget2": "疼痛蓄积",
	"ability_frank_shocktarget2_desc": "\u003Cspan class=\"highlight\"\u003E受到任意伤害\u003C/span\u003E会被动地在疼痛源泉中蓄积。\u003Cbr\u003E\u003Cbr\u003E蓄积完毕后主动施放技能会释放多道震击,对每个目标造成一次{g:citadel_inline_attribute:'SpiritDamage'}。",
	"ability_frank_shocktarget2_t1_desc": "击中时:\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E2秒\u003C/span\u003E",
	"ability_frank_shocktarget2_t3_desc": "击中英雄时:\u003Cbr\u003E治疗\u003Cspan class=\"highlight\"\u003E15%\u003C/span\u003E自身缺失生命值并提升元灵增强系数",
	"ability_frank_shocktarget_desc": "痛击面前的一个目标,造成{g:citadel_inline_attribute:'SpiritDamage'},并施加短暂的{g:citadel_inline_attribute:'Slow'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E即将到来的伤害\u003C/span\u003E将会被存储下来,在下一次施法时作为{g:citadel_inline_attribute:'BonusSpiritDamage'},但有上限。",
	"ability_frank_shocktarget_desc_t3bonus": "目标会再电击一个附近目标,造成{g:citadel_inline_attribute:'SpiritDPS'}。",
	"ability_frank_shocktarget_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:BonusDamageCap}\u003C/span\u003E最高蓄积伤害",
	"ability_golden_idol": "灵瓮",
	"ability_gravity_lasso": "元灵套索",
	"ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy": "元灵套索",
	"ability_gravity_lasso/modifier_citadel_gravity_lasso_self": "元灵套索",
	"ability_gravity_lasso_desc": "扔出你的套索,造成{g:citadel_inline_attribute:'SpiritDamage'}、{g:citadel_inline_attribute:'Pulling'}并施加{g:citadel_inline_attribute:'Stun'}\u003Cbr\u003E使用弹跳垫可以延长元灵套索的持续时间。",
	"ability_gravity_lasso_quip": "抓住一个敌人并将其拖到身后",
	"ability_guided_arrow": "遥控夜枭",
	"ability_guided_arrow_desc": "1.5秒施放时间过后,\u003Cspan class=\"highlight\"\u003E射出一只由你控制的元灵猫头鹰\u003C/span\u003E,会在触碰敌人的时候爆炸,对敌人\u003Cspan class=\"highlight\"\u003E造成伤害并将其眩晕\u003C/span\u003E。按住{g:citadel_binding:'MoveForward'}使猫头鹰加速飞行。\u003Cbr\u003E按下{g:citadel_binding:'Mantle'}取消控制。遥控夜枭每击败一名敌方英雄,你都能获得\u003Cspan class=\"highlight\"\u003E永久元灵力量\u003C/span\u003E。",
	"ability_guided_arrow_quip": "操纵猫头鹰,从远处对敌人造成伤害",
	"ability_guided_arrow_t3_desc": "命中后,击败生命值低于\u003Cspan class=\"highlight\"\u003E22%\u003C/span\u003E的敌人",
	"ability_gunslinger_demon_carbine": "狱火飞降",
	"ability_gunslinger_demon_carbine_desc": "为武器装填恶魔子弹。经过短暂延迟后,下一次射击将被强化,造成额外伤害并穿透敌人。",
	"ability_gunslinger_salvo": "魔弹疾袭",
	"ability_gunslinger_salvo/gunslinger_salvo_warning_modifier": "找掩护…!",
	"ability_gunslinger_salvo_desc": "为武器装填\u003Cspan class=\"highlight\"\u003E恶魔子弹\u003C/span\u003E。经过短暂延迟后,向目标敌人发起一阵\u003Cspan class=\"highlight\"\u003E弹幕猛攻\u003C/span\u003E,造成额外\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E敌人可以拦截这些子弹。",
	"ability_gunslinger_spreadingfire": "烈焰小魔",
	"ability_gunslinger_spreadingfire/modifier_spreadingfire_dot": "蔓延火焰",
	"ability_gunslinger_spreadingfire_desc": "投掷一枚注入小魔灵魂的投射物。敌人会被小魔附身,随时间推移造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E 。 \u003Cbr\u003E\u003Cbr\u003E如果目标在被附身时死亡,小魔\u003Cspan class=\"highlight\"\u003E会跳到附近的另一个敌人\u003C/span\u003E身上,刷新其持续时间。",
	"ability_gunslinger_spreadingfire_t3_desc": "+{s:DPS}每秒伤害\u003Cbr\u003E击倒后蔓延至+{s:SpreadTargets}个目标。",
	"ability_hat_trick": "帽子戏法",
	"ability_hat_trick_desc": "抛出她的\u003Cspan class=\"highlight\"\u003E帽子\u003C/span\u003E攻击敌人,让敌人\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E暴露\u003C/span\u003E其在墙壁后的位置。",
	"ability_hat_trick_quip": "抛出她的帽子,攻击敌人并暴露其位置",
	"ability_head_stomp": "Head Stomp",
	"ability_head_stomp_desc": "{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed.  Head Stomping an enemy will stun them.",
	"ability_header_blasted": "烂醉时:",
	"ability_header_blasted_melee": "烂醉的近战攻击时:",
	"ability_header_bulletamp": "醉酒:",
	"ability_header_card_toss_club": "梅花",
	"ability_header_card_toss_diamond": "方块",
	"ability_header_card_toss_heart": "红桃",
	"ability_header_card_toss_spade": "黑桃",
	"ability_header_card_toss_suits_desc": "\u003Cbr\u003E每种花色都提供不同的加成效果。\u003Cspan class=\"highlight\"\u003E小丑\u003C/span\u003E视为所有花色\u003C/span\u003E",
	"ability_header_helpinghands_ally": "跟随英雄:",
	"ability_header_helpinghands_trooper": "跟随步兵:",
	"ability_header_human": "人形态:",
	"ability_header_on_barrier": "获得屏障时:",
	"ability_header_on_barrier_expire": "屏障结束时:",
	"ability_header_on_buff": "获得增益时:",
	"ability_header_on_cast": "施放时:",
	"ability_header_on_death": "倒下时:",
	"ability_header_on_debuff": "获得减益时:",
	"ability_header_on_empowered_cast": "加强施法时:",
	"ability_header_on_enemy_hit": "击中敌人时:",
	"ability_header_on_friendly_hit": "击中友军时:",
	"ability_header_on_headshot": "头弹时:",
	"ability_header_on_hero_hit": "命中英雄时:",
	"ability_header_on_hero_kill": "击败英雄时:",
	"ability_header_on_hit": "命中时:",
	"ability_header_on_kill": "击败时:",
	"ability_header_on_landing": "着陆时:",
	"ability_header_on_max_stacks": "达到最大叠加层数时:",
	"ability_header_on_melee": "近战攻击时:",
	"ability_header_on_proc": "触发时:",
	"ability_header_on_revive": "复活时:",
	"ability_header_on_slide": "滑行时:",
	"ability_header_on_stack": "叠加时:",
	"ability_header_on_wall_hit": "撞到墙壁时:",
	"ability_header_passive": "被动:",
	"ability_header_priest_while_blessed": "受到福佑时:",
	"ability_header_werewolf": "狼人形态:",
	"ability_header_when_active": "启用时:",
	"ability_header_when_inactive": "未启用时:",
	"ability_header_while_transformed": "变身时:",
	"ability_heal_drone": "Medic Drone",
	"ability_heal_drone_desc": "Deploy a medic drone which slowly heals you and a nearby teammate.\u003Cbr\u003EReplaces any other drone.",
	"ability_health_swap": "灵魂互换",
	"ability_health_swap/modifier_health_swap_debuff": "Health Swap",
	"ability_health_swap_desc": "与一名敌方英雄\u003Cspan class=\"highlight\"\u003E互换生命值百分比\u003C/span\u003E。交换生命后,敌人的生命值具有最低百分比;而根据目标的当前生命值,自身获得的生命值也具有最低百分比。",
	"ability_health_swap_quip": "与一名敌方英雄互换当前生命值",
	"ability_health_swap_t2_desc": "\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E25米内的敌人,持续3秒",
	"ability_health_swap_t3_desc": "施放时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E元灵力量,\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E射速和\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E元灵抗性,持续 8秒",
	"ability_heavy_drone": "Utility Drone",
	"ability_heavy_drone_desc": "Creates a helper drone that can be toggled between providing Healing, Speed or Rockets. Drones take a short time to activate after being switched.",
	"ability_heavy_rage": "Heavy Rage",
	"ability_heavy_rage_desc": "Passive - Increases Heavy's gun damage by \u003Cspan class=\"highlight\"\u003E{s:DamageMultiplierPercent}%\u003C/span\u003E each time it hits an enemy, up to \u003Cspan class=\"highlight\"\u003E{s:StacksPerEntity} stacks\u003C/span\u003E per enemy Hero and NPCs",
	"ability_heavy_rage_t1_desc": "Max stacks per enemy Hero or NPCs \u003Cspan class=\"highlight\"\u003E+{s:StacksPerEntity}\u003C/span\u003E",
	"ability_heavy_rage_t3_desc": "Gain \u003Cspan class=\"highlight\"\u003E{s:StacksOnTakeDamage} stacks \u003C/span\u003E when an \u003Cspan class=\"highlight\"\u003Eenemy damages Heavy\u003C/span\u003E",
	"ability_hijack_richochet_projectile": "Ricochet Dagger",
	"ability_hijack_richochet_projectile_desc": "Throws a dagger which bounces off walls and launches towards nearby enemies. Pierces and deals damage to any enemy units it hits. Damage increases after first bounce off wall.",
	"ability_hijack_richochet_projectile_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:PreBounceDamage}\u003C/span\u003E Pre-Bounce Damage. \u003Cspan class=\"highlight\"\u003E+{s:PostBounceDamage}\u003C/span\u003E Post-Bounce Damage.",
	"ability_ice_dome": "冰冻庇护",
	"ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff": "冰冻庇护",
	"ability_ice_dome/modifier_ice_dome/modifier_debuff": "冰冻庇护",
	"ability_ice_dome_desc": "以自己或一名英雄为目标,冻结周围的空气,在其身边制造一个\u003Cspan class=\"highlight\"\u003E无法穿透的罩子\u003C/span\u003E。罩子中的友军会获得快速{g:citadel_inline_attribute:'Regen'},而敌人会被\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冰冻庇护下的目标物变得无敌并被冻结。\u003C/span\u003E",
	"ability_ice_dome_quip": "形成一个无法穿透的治疗罩",
	"ability_ice_dome_t3_desc": "\u003Cspan class=\"highlight\"\u003E净化\u003C/span\u003E自身和友军的非终极技能减益效果。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+65\u003C/span\u003E生命恢复,现在会根据元灵力量增强",
	"ability_ice_dome_trigger": "冰冻庇护",
	"ability_ice_grenade": "冰霜手雷",
	"ability_ice_grenade/kelvin_ice_grenade_slow": "冰霜手雷减速",
	"ability_ice_grenade_desc": "扔出一枚手雷,爆炸时形成一片冰晶云雾,会{g:citadel_inline_attribute:'Heals'}友军并对敌人施加{g:citadel_inline_attribute:'SpiritDamage'}和\u003Cspan class=\"highlight\"\u003E移动速度降低\u003C/span\u003E。",
	"ability_ice_grenade_quip": "对敌人造成伤害并减速",
	"ability_ice_grenade_t1_desc": "\u003Cspan class=\"highlight\"\u003E+30\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30\u003C/span\u003E治疗量",
	"ability_ice_grenade_t2_desc": "\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间\u003Cbr\u003E减益现在\u003Cspan class=\"highlight\"\u003E冻结耐力恢复\u003C/span\u003E",
	"ability_ice_grenade_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E伤害和治疗的元灵增强系数提升",
	"ability_icebeam": "极寒光束",
	"ability_icebeam/modifier_buildup": "冻结",
	"ability_icebeam/modifier_slow": "极寒光束减速效果",
	"ability_icebeam_desc": "向前方射出冰冷的冻结能量,\u003Cspan class=\"highlight\"\u003E对目标造成伤害\u003C/span\u003E ,并在持续照射目标时逐渐降低其\u003Cspan class=\"highlight\"\u003E移动速度和射速\u003C/span\u003E。使用极寒光束时,自身移动速度会降低。该光束还可获取魂魄。",
	"ability_icebeam_quip": "施加不断提高的减速效果",
	"ability_icebeam_t1_desc": "\u003Cspan class=\"highlight\"\u003E-25%\u003C/span\u003E射速和移动速度",
	"ability_icebeam_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E每秒伤害\u003Cbr\u003E提升元灵增强系数",
	"ability_icebeam_t3_desc": "\u003Cspan class=\"highlight\"\u003E-13秒\u003C/span\u003E冷却时间\u003Cbr\u003E向上次命中目标10米内的敌人额外射出\u003Cspan class=\"highlight\"\u003E2道极寒光束\u003C/span\u003E",
	"ability_icepath": "冰封路径",
	"ability_icepath/modifier_icepath": "冰封路径",
	"ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff": "冰封路径",
	"ability_icepath_desc": "Kelvin将构筑一条冰封的\u003Cspan class=\"highlight\"\u003E浮冰之路\u003C/span\u003E,给自己和友军提供移动加成。在技能持续期间,开尔文获得60%减速抗性。敌人也可以在浮冰之路上行走。\u003Cbr\u003E在冰封路径上,按下{g:citadel_binding:'Roll'}/{g:citadel_binding:'Crouch'}可上下移动。",
	"ability_icepath_quip": "在漂浮的冰封路径上快速移动",
	"ability_icepath_t1_desc": "冰封路径上Kelvin\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E移动速度和\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E子弹抗性",
	"ability_icepath_t3_desc": "Kelvin在冰封路径上\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E元灵和\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E元灵",
	"ability_immobilize_trap": "伏灵陷阱",
	"ability_immobilize_trap/trap_debuff": "元灵护甲降低",
	"ability_immobilize_trap_desc": "\u003Cspan class=\"highlight\"\u003E扔出一个自行布置的陷阱\u003C/span\u003E。陷阱布置完成后,会在敌人步入其半径时触发,施放\u003Cspan class=\"highlight\"\u003E会打断敌人、使其沉默并令其缴械\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E厄咒和移动减速\u003C/span\u003E,还会\u003Cspan class=\"highlight\"\u003E阻止使用物品\u003C/span\u003E。\u003Cbr\u003E使用蓄力射击击中陷阱会令其提前生效,且半径增加。",
	"ability_immobilize_trap_quip": "放置一个限制敌人移动的陷阱",
	"ability_immobilize_trap_t2_desc": "施加\u003Cspan class=\"highlight\"\u003E-15%子弹抗性\u003C/span\u003E,持续10秒",
	"ability_immobilize_trap_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E干扰持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1.5米\u003C/span\u003E半径",
	"ability_incendiary_projectile": "凝固汽油弹",
	"ability_incendiary_projectile_amplification": "催化剂伤害提升",
	"ability_incendiary_projectile_debuff_header": "凝固汽油弹效果:",
	"ability_incendiary_projectile_desc": "喷射一种燃烧混合物,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'}效果,并使目标被\u003Cspan class=\"highlight\"\u003E凝固汽油弹\u003C/span\u003E覆盖。",
	"ability_incendiary_projectile_quip": "喷射凝固汽油弹,增强伤害输出",
	"ability_incendiary_projectile_t2_desc": "凝固汽油弹效果:+\u003Cspan class=\"highlight\"\u003E15%吸取生命\u003C/span\u003E",
	"ability_incendiary_projectile_t3_desc": "凝固汽油弹效果:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+17%\u003C/span\u003E承受伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-33%\u003C/span\u003E治疗",
	"ability_intimidate": "蔑视",
	"ability_intimidate_desc": "对附近的敌人造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并基于造成的伤害\u003Cspan class=\"highlight\"\u003E治疗自己\u003C/span\u003E。对敌方英雄使用时治疗效果更强。",
	"ability_intimidate_quip": "对附近的敌人造成伤害,每次击中敌人都可以治疗自己",
	"ability_intimidate_t2_desc": "\u003Cspan class=\"highlight\"\u003E-5秒冷却时间\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1米半径\u003C/span\u003E",
	"ability_intimidate_t3_desc": "对敌人施加可叠加的16秒减益效果,让Mo \u0026 Krill对其的伤害\u003Cspan class=\"highlight\"\u003E+15%\u003C/span\u003E",
	"ability_kali_dust_storm": "Dust Storm",
	"ability_kali_dust_storm_desc": "Send out a tornado that \u003Cspan class=\"highlight\"\u003Edamages enemies\u003C/span\u003E it touches, as well as applying a lingering \u003Cspan class=\"highlight\"\u003Emovement and fire rate slow\u003C/span\u003E.",
	"ability_kali_dust_storm_quip": "Send out a tornado that slows enemies",
	"ability_kali_dust_storm_t3_desc": "\u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown} Cooldown\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E+{s:AbilityDuration}s Duration\u003C/span\u003E",
	"ability_kali_tornado_blade": "Whirling Blade",
	"ability_kali_tornado_blade_desc": "Throw a blade that deals damage to everything around it.  \u003Cspan class=\"highlight\"\u003EPress the skill's Ability key\u003C/span\u003E to \u003Cspan class=\"highlight\"\u003Estop\u003C/span\u003E Whirling Blade in place and to \u003Cspan class=\"highlight\"\u003Eexpand its size\u003C/span\u003E.  Deals additional damage on expansion.",
	"ability_kali_trappers_bolo": "Trapper's Delight",
	"ability_kali_trappers_bolo_desc": "Throw a bolo that bounces between enemy heroes before returning to you. Victims will \u003Cspan class=\"highlight\"\u003Eslow down over 2s\u003C/span\u003E and then become \u003Cspan class=\"highlight\"\u003Eimmobilized for 2s\u003C/span\u003E. Bounces once per hero.",
	"ability_kali_trappers_bolo_quip": "Immobilize nearby enemies",
	"ability_kali_trappers_bolo_t1_desc": "Enemies hit by the bolo give \u003Cspan class=\"highlight\"\u003E{s:ReverseLifeLeech}% Lifesteal\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:ReverseLifeLeechDuration}s\u003C/span\u003E",
	"ability_kali_trappers_bolo_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies that are immobilized",
	"ability_lash_flog": "鞭笞",
	"ability_lash_flog/modifier_lash_flog_debuff": "鞭笞",
	"ability_lash_flog_desc": "用鞭子攻击前方的敌人,获得{g:citadel_inline_attribute:'Healing'},治疗量为所造成伤害量的一部分。",
	"ability_lash_flog_quip": "攻击前方目标获得治疗",
	"ability_lash_flog_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E移动速度,持续3秒",
	"ability_lash_flog_t2_desc": "施加\u003Cspan class=\"highlight\"\u003E-30%\u003C/span\u003E射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-16秒\u003C/span\u003E冷却时间",
	"ability_lash_flog_t3_desc": "\u003Cspan class=\"highlight\"\u003E+80\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E攻击角度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E治疗",
	"ability_life_drain": "生命吸取",
	"ability_life_drain/modifier_life_drain": "生命吸取",
	"ability_life_drain/modifier_life_drain_caster": "生命吸取",
	"ability_life_drain_cancel_trigger": "Cancel Life Drain",
	"ability_life_drain_desc": "创造一个\u003Cspan class=\"highlight\"\u003E持续吸取敌人生命\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E治疗自身\u003C/span\u003E的连结。只能吸取在视线范围内且在技能最大射程内目标的生命。你在吸取生命期间可以开枪/使用其他技能,但移动速度将会降低。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}可给予友方英雄生命值\u003C/span\u003E。",
	"ability_life_drain_quip": "持续吸取敌人的生命值",
	"ability_life_drain_t3_desc": "启用并获得\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E充能\u003Cbr\u003E提升元灵增强系数",
	"ability_magician_animalcurse": "诡兔咒术",
	"ability_magician_animalcurse/animalhex_curse_modifier": "扰动!",
	"ability_magician_animalcurse_desc": "对目标施放扰动,将其变成一只\u003Cspan class=\"highlight\"\u003E兔子\u003C/span\u003E,持续一段时间。\u003Cbr\u003E\u003Cbr\u003E兔子体型较小,且\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003Cspan class=\"highlight\"\u003E移动速度较快\u003C/span\u003E,但会受到更多\u003CPanel class=\"AbilityPropertyIcon prop_damage\"\u003E\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E,且\u003CPanel class=\"AbilityPropertyIcon prop_cast\"\u003E\u003Cspan class=\"highlight\"\u003E无法执行大部分行动\u003C/span\u003E。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E扰动不会中断正在施放的技能。\u003C/span\u003E",
	"ability_magician_animalcurse_quip": "将敌人变为兔子",
	"ability_magician_animalcurse_t3_desc": "\u003Cspan class=\"highlight\"\u003E扰动\u003C/span\u003E\u003Cspan class=\"highlight\"\u003E{s:Radius}米\u003C/span\u003E内的所有敌人",
	"ability_magician_animalhexarea": "诡兔咒术",
	"ability_magician_animalhexarea/hexarea_modifier/animalhex_curse_modifier": "扰动!",
	"ability_magician_animalhexarea_desc": "对目标区域施放扰动,将所有敌人变成\u003Cspan class=\"highlight\"\u003E兔子\u003C/span\u003E,持续一段时间。\u003Cbr\u003E\u003Cbr\u003E兔子体型较小,且\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003Cspan class=\"highlight\"\u003E移动速度较快\u003C/span\u003E,但会受到更多\u003CPanel class=\"AbilityPropertyIcon prop_damage\"\u003E\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E,且\u003CPanel class=\"AbilityPropertyIcon prop_cast\"\u003E\u003Cspan class=\"highlight\"\u003E无法执行大部分行动\u003C/span\u003E。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E扰动不会中断正在施放的技能。\u003C/span\u003E",
	"ability_magician_animalhexarea_t3_desc": "\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E伤害增强\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E半径",
	"ability_magician_bigbolt": "终极大秀!",
	"ability_magician_bigbolt_desc": "准备三道奇妙的魔法闪电。每道闪电都会施加\u003Cspan class=\"highlight\"\u003E逐渐衰退的移动减速效果\u003C/span\u003E并造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E,且\u003Cspan class=\"highlight\"\u003E每发出一道闪电\u003C/span\u003E,伤害都会增加。",
	"ability_magician_bigbolt_t3_desc": "每道闪电\u003Cspan class=\"highlight\"\u003E+{s:DamagePerShot}\u003C/span\u003E伤害\u003Cbr\u003E每次击败会重获\u003Cspan class=\"highlight\"\u003E{s:BoltRefundPerKill}\u003C/span\u003E道闪电",
	"ability_magician_cloneturret": "幽灵助手",
	"ability_magician_cloneturret_desc": "在目标位置召唤一名\u003Cspan class=\"highlight\"\u003E助手\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E助手\u003C/span\u003E会在你开火时进行攻击,造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E放出\u003Cspan class=\"highlight\"\u003E助手\u003C/span\u003E后,可以按下\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Ability2'}\u003C/span\u003E与\u003Cspan class=\"highlight\"\u003E助手\u003C/span\u003E交换位置。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E施放“幽灵助手”还会为武器重新装填弹药。\u003C/span\u003E",
	"ability_magician_cloneturret_quip": "召唤你忠实的助手",
	"ability_magician_cloneturret_t2_desc": "\u003Cspan class=\"highlight\"\u003E+7秒持续时间\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E5米范围\u003C/span\u003E",
	"ability_magician_cloneturret_t3_desc": "\u003Cspan class=\"highlight\"\u003E+60%射速\u003C/span\u003E\u003Cbr\u003E+\u003Cspan class=\"highlight\"\u003E12.6助手伤害\u003C/span\u003E",
	"ability_magician_cloneturret_trigger": "幽灵助手",
	"ability_magician_copyult": "模仿大师",
	"ability_magician_copyult/copyult_modifier": "嗒哒!",
	"ability_magician_copyult/ultcopied": "已复制终极技能…!",
	"ability_magician_copyult_desc": "\u003Cspan class=\"highlight\"\u003E复制敌方英雄的终极技能\u003C/span\u003E,持续一段时间。重新激活该技能将会使用\u003Cspan class=\"highlight\"\u003E复制的终极技能\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E复制的技能会继承本技能的升级点数。\u003Cbr\u003E“模仿大师”也会复制冷却时间。",
	"ability_magician_copyult_quip": "复制敌人的终极技能,持续一定时间",
	"ability_magician_copyult_t1_desc": "\u003Cspan class=\"highlight\"\u003E升级\u003C/span\u003E\u003Cbr\u003E复制的技能",
	"ability_magician_copyult_t2_desc": "再次\u003Cspan class=\"highlight\"\u003E升级\u003C/span\u003E\u003Cbr\u003E复制的技能!",
	"ability_magician_copyult_t3_desc": "又一次\u003Cspan class=\"highlight\"\u003E升级\u003C/span\u003E\u003Cbr\u003E复制的技能!",
	"ability_magician_escape": "金蝉脱壳",
	"ability_magician_escape/escape_buff_modifier": "准备逃跑",
	"ability_magician_escape/escape_escaped_modifier": "已逃跑!",
	"ability_magician_escape_desc": "闪烁到目标位置。到达后,短暂获得\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E提升并进入\u003Cspan class=\"highlight\"\u003E隐身状态\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E[施放]\u003C/span\u003E在目标位置出现。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E在原地出现。\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E敌人无法知晓执行的是哪种施放。\u003C/span\u003E",
	"ability_magician_inform_target_ultcopied": "已复制终极技能…!",
	"ability_magician_magicbolt": "乱心雷矢",
	"ability_magician_magicbolt_desc": "发射一道魔法闪电,对目标造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E伤害\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E且伤害随着闪电移动而不断提高。\u003C/span\u003E如果你拥有\u003Cspan class=\"highlight\"\u003E助手\u003C/span\u003E,他也会施放“乱心雷矢”,但伤害较低。\u003Cbr\u003E\u003Cbr\u003E按下\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Ability1'}\u003C/span\u003E可以\u003Cspan class=\"highlight\"\u003E将魔法闪电重定向\u003C/span\u003E至你的准星。",
	"ability_magician_magicbolt_quip": "发射出一道锁定目标的魔法闪电。",
	"ability_magician_magicbolt_t1_desc": "闪电施加\u003Cspan class=\"highlight\"\u003E-25%\u003C/span\u003E射速,持续\u003Cspan class=\"highlight\"\u003E5秒\u003C/span\u003E",
	"ability_magician_magicbolt_t3_desc": "\u003Cspan class=\"highlight\"\u003E+126\u003C/span\u003E最大伤害\u003Cbr\u003E+\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E助手伤害",
	"ability_magician_shadowclone": "人造巨灵",
	"ability_magician_shadowclone_desc": "创建另一个\u003Cspan class=\"highlight\"\u003E自己\u003C/span\u003E,但生命值和伤害更低。当克隆体死亡或失效时,它会爆炸,造成元灵伤害。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E克隆体无法使用终极技能。\u003C/span\u003E",
	"ability_magician_shadowclone_t3_desc": "克隆体可以施放\u003Cspan class=\"highlight\"\u003E终极技能\u003C/span\u003E。",
	"ability_magician_stage": "生死舞台",
	"ability_magician_stage_desc": "以一名敌人为目标。和目标敌人一起被困在舞台上,无法离开。所有其他角色都会被推到有效半径之外。",
	"ability_melee_archer": "近战",
	"ability_melee_astro": "近战",
	"ability_melee_bookworm": "近战",
	"ability_melee_digger": "近战",
	"ability_melee_doorman": "近战",
	"ability_melee_drifter": "近战",
	"ability_melee_familiar": "近战",
	"ability_melee_fencer": "近战",
	"ability_melee_frank": "近战",
	"ability_melee_ghost": "近战",
	"ability_melee_haze": "近战",
	"ability_melee_heavy": "近战",
	"ability_melee_inferno": "近战",
	"ability_melee_kelvin": "近战",
	"ability_melee_lash": "近战",
	"ability_melee_magician": "近战",
	"ability_melee_mirage": "近战",
	"ability_melee_nano": "近战",
	"ability_melee_necro": "近战",
	"ability_melee_opera": "近战",
	"ability_melee_priest": "近战",
	"ability_melee_punkgoat": "近战",
	"ability_melee_unicorn": "近战",
	"ability_melee_vampirebat": "近战",
	"ability_melee_viper": "近战",
	"ability_melee_viscous": "近战",
	"ability_melee_werewolf": "近战",
	"ability_melee_wrecker": "近战",
	"ability_melee_yamato": "近战",
	"ability_melee_zealot": "近战",
	"ability_mirv_grenade_buff": "Mad Bomber",
	"ability_mirv_grenade_buff_desc": "Tempoarily turns {s:hero_name}'s primary weapon attack to explode in to a cluster of bombs.",
	"ability_mirv_grenade_buff_t1": "Mad Bomber",
	"ability_mirv_grenade_buff_t1_desc": "Adds +{s:Grenades} bomb per cluster and +{s:AbilityDuration}s duration",
	"ability_mirv_grenade_buff_t2": "Potency",
	"ability_mirv_grenade_buff_t2_desc": "+{s:BlastDamage} damage per grenade and +{s:AbilityDuration}s duration",
	"ability_mirv_grenade_buff_t3": "Carpet Bombing",
	"ability_mirv_grenade_buff_t3_desc": "Infinite Shots while Mad Bomber is active",
	"ability_nano_catform": "艾娃",
	"ability_nano_catform/damageamp": "艾娃",
	"ability_nano_catform/modifier_catform": "艾娃",
	"ability_nano_catform_desc": "化为阴影并附在艾娃身上。自身获得会持续提升的{g:citadel_inline_attribute:'BonusMoveSpeed'},并\u003CPanel class=\"AbilityPropertyIcon prop_invisible\"\u003E\u003Cspan class=\"highlight\"\u003E在小地图上隐藏\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E受到来自敌方英雄的伤害时,额外移动速度会重置,并且艾娃会暂时进入冷却状态。\u003C/span\u003E",
	"ability_nano_catform_quip": "控制艾娃",
	"ability_nano_catform_t2_desc": "\u003Cspan class=\"highlight\"\u003E+15\u003C/span\u003E生命恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+45%\u003C/span\u003E最高移动速度",
	"ability_nano_catform_t3_desc": "逐渐获得伤害增强,最高为\u003Cspan class=\"highlight\"\u003E20%\u003C/span\u003E。粘滞6秒",
	"ability_nano_catform_trigger_buttonhint": "离开艾娃",
	"ability_nano_clustergrenade": "阴郁炸弹",
	"ability_nano_clustergrenade_desc": "扔出一组炸弹,炸弹会在延迟后激活,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被多枚炸弹击中的敌人受到65%伤害。\u003C/span\u003E",
	"ability_nano_clustergrenade_quip": "投掷集束弹",
	"ability_nano_clustergrenade_t2_desc": "每颗炸弹减少\u003Cspan class=\"highlight\"\u003E--5%\u003C/span\u003E近战抗性,持续5秒\u003C/span\u003E",
	"ability_nano_dash": "跃进爪击",
	"ability_nano_dash_desc": "向前冲刺,然后斩向圆形范围的所有敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果该技能击中至少一个英雄,则进行{g:citadel_inline_attribute:'Heal'},恢复少量生命值。",
	"ability_nano_dash_quip": "向前冲刺,爪击敌人",
	"ability_nano_dash_t2_desc": "3秒内击倒英雄会获得\u003Cspan class=\"highlight\"\u003E+200\u003C/span\u003E魂魄",
	"ability_nano_dash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E伤害\u003Cbr\u003E击中英雄时:\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E冷却时间返还",
	"ability_nano_pounce": "迅猛突袭",
	"ability_nano_pounce_desc": "\u003Cspan class=\"highlight\"\u003E跳向\u003C/span\u003E目标,造成\u003Cspan class=\"highlight\"\u003E近战轻击伤害\u003C/span\u003E并对附近的敌人施加\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果。\u003Cbr\u003E如果在\u003Cspan class=\"highlight\"\u003E{s:DoublePounceTime}秒\u003C/span\u003E内使用,还可以\u003Cspan class=\"highlight\"\u003E扑向第二个目标\u003C/span\u003E。",
	"ability_nano_pounce_quip": "跳向敌人",
	"ability_nano_pounce_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SlowDuration}秒\u003C/span\u003E减速持续时间",
	"ability_nano_pounce_t2_desc": "装填最多\u003Cspan class=\"highlight\"\u003E{s:ActiveReloadPercent}%\u003C/span\u003E的弹药\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E+{s:FireRateSlow}%\u003C/span\u003E射速减缓",
	"ability_nano_pounce_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:AbilityCharges}\u003C/span\u003E技能充能数",
	"ability_nano_proximity_ritual": "猫又守卫",
	"ability_nano_proximity_ritual_desc": "部署一个\u003Cspan class=\"highlight\"\u003E雕像\u003C/span\u003E来追踪区域内的敌人。该守卫还会攻击最近被{s:hero_name}伤害的敌人。目标敌人将减少治疗,并在受到伤害时\u003Cspan class=\"highlight\"\u003E为{s:hero_name}治疗\u003C/span\u003E。",
	"ability_nano_proximity_ritual_quip": "部署会勘察一个区域的雕像",
	"ability_nano_proximity_ritual_t1_desc": "雕像在不攻击时获得\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E",
	"ability_nano_proximity_ritual_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:AbilityDuration}秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:DPS}\u003C/span\u003E每秒伤害",
	"ability_nano_proximity_ritual_t3_desc": "伤害减少\u003Cspan class=\"highlight\"\u003E{s:StatueVictimDamageReduction}%\u003C/span\u003E\u003Cbr\u003E目标治疗减少{s:HealAmpReceivePenaltyPercent}%。",
	"ability_nano_proximity_ritual_trigger": "召回艾娃",
	"ability_nano_shadow_pulse": "重返阴影",
	"ability_nano_shadow_pulse/buff": "阴影力量",
	"ability_nano_shadow_pulse_desc": "立即化为阴影,\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E,获得{g:citadel_inline_attribute:'BonusMoveSpeed'}并造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E过一段时间后,从阴影回归,再次造成{g:citadel_inline_attribute:'SpiritDamage'}。",
	"ability_nano_shadow_pulse_quip": "融入阴影,获得移动速度并造成延迟伤害",
	"ability_nano_shadow_pulse_t2_desc": "\u003Cspan class=\"highlight\"\u003E+65\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E移动速度",
	"ability_nano_shadow_pulse_t3_desc": "完成时:\u003Cbr\u003E治疗\u003Cspan class=\"highlight\"\u003E350\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E返还\u003C/span\u003E所有技能冷却时间",
	"ability_nano_shadow_step": "幽冥女王",
	"ability_nano_shadow_step_desc": "标记敌人并将自己笼罩在阴影中,增强攻击并使自身进入\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态。攻击仅会暂时暴露行踪。使用\u003Cspan class=\"highlight\"\u003E近战伤害\u003C/span\u003E击中敌人时会降低他们的子弹抗性(可叠加)。",
	"ability_nano_shadow_step_quip": "进入阴影中,获得对敌人的优势",
	"ability_nano_shadow_step_t2_desc": "激活时\u003Cspan class=\"highlight\"\u003E+{s:SlowResistancePercent}%\u003C/span\u003E减速抗性",
	"ability_nano_shadow_step_t3_desc": "近战重击会造成\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E,持续{s:SilenceOnHeavyDuration}秒",
	"ability_necro_coffin": "退后!",
	"ability_necro_coffin/buff": "退后!",
	"ability_necro_coffin/debuff": "退后!",
	"ability_necro_coffin_desc": "获得一个{g:citadel_inline_attribute:'CombatBarrier'}和{g:citadel_inline_attribute:'BonusMoveSpeed'}。\u003Cbr\u003E\u003Cbr\u003E屏障消失时会放出一圈幽冥能量,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。",
	"ability_necro_fear": "精华转移",
	"ability_necro_fear/debuff": "精华转移",
	"ability_necro_fear_desc": "你的武器会逐渐吸取{g:citadel_inline_attribute:'WeaponDamage'}和{g:citadel_inline_attribute:'SpiritResist'},每个目标最多会达到一个最大数值。",
	"ability_necro_fear_t3_desc": "所有\u003Cspan class=\"highlight\"\u003E召唤物\u003C/span\u003E现在施加精华转移",
	"ability_necro_gravestone": "代行敕令",
	"ability_necro_gravestone/gravestone/buff": "代行敕令",
	"ability_necro_gravestone_desc_1": "\u003Cspan class=\"diminish\"\u003E固有属性:\u003C/span\u003E技能可以召唤\u003Cspan class=\"highlight\"\u003E土灵\u003C/span\u003E,向敌方基地蹒跚走去,造成{g:citadel_inline_attribute:'MeleeDamage'}。他们靠近英雄或目标物时会爆炸,在一片区域内造成{g:citadel_inline_attribute:'SpiritDamage'}并施加短暂的{g:citadel_inline_attribute:'Slow'}。",
	"ability_necro_gravestone_desc_2": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E在目标地点创造一块墓碑,会持续召唤\u003Cspan class=\"highlight\"\u003E土灵\u003C/span\u003E。敌人可以通过两次近战重击摧毁墓碑。",
	"ability_necro_gravestone_t2_desc": "\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E土灵速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10秒\u003C/span\u003E持续时间",
	"ability_necro_gravestone_t3_desc": "倒下时:\u003Cbr\u003E造成\u003Cspan class=\"highlight\"\u003E+5%\u003C/span\u003E当前生命值的伤害",
	"ability_necro_haunt": "作祟幽影",
	"ability_necro_haunt/buff": "作祟鬼影",
	"ability_necro_haunt/slow": "作祟鬼影",
	"ability_necro_haunt_desc": "使一个友军获得{g:citadel_inline_attribute:'BonusMoveSpeed'}和环绕他们的鬼影。\u003Cbr\u003E\u003Cbr\u003E鬼影会寻找附近的敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。",
	"ability_necro_hauntingskull": "故人之罐",
	"ability_necro_hauntingskull/stackingdebuff": "故人之罐",
	"ability_necro_hauntingskull_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E附近任何生物倒下都会收集\u003Cspan class=\"highlight\"\u003E怨气\u003C/span\u003E,装入故人之罐。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E扔出罐子召唤\u003Cspan class=\"highlight\"\u003E怨灵\u003C/span\u003E,反复对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E附近没有敌人时怨灵会跟随你,然后冲向你武器的目标。",
	"ability_necro_hauntingskull_t1_desc": "收集怨气每次拾取治疗\u003Cspan class=\"highlight\"\u003E5\u003C/span\u003E生命值",
	"ability_necro_hauntingskull_t2_desc": "击中时:\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E30%\u003C/span\u003E减速,持续1秒",
	"ability_necro_hauntingskull_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E个怨灵\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4秒\u003C/span\u003E怨灵时长",
	"ability_necro_killsummon": "借命",
	"ability_necro_killsummon_desc": "击倒土灵或低血量的盟友,获得他们的生命力。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Attack'}\u003C/span\u003E:把生命力作为炸弹扔出,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E:消耗生命力,获得{g:citadel_inline_attribute:'Healing'}。",
	"ability_necro_summonskele": "掘墓",
	"ability_necro_summonskele_desc": "挖出一个埋在地下的土灵,它会蹒跚地走向敌方基地,造成 {g:citadel_inline_attribute:'MeleeDamage'}伤害。\u003Cbr\u003E\u003Cbr\u003E当它倒下或靠近英雄时会爆炸,造成{g:citadel_inline_attribute:'SpiritDamage'}伤害并施加一个短暂的{g:citadel_inline_attribute:'Slow'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EAlt施放 {g:citadel_binding:'AltCast'}会使生成的土灵停留在原地。\u003Cbr\u003E土灵会优先攻击你的武器目标。\u003C/span\u003E",
	"ability_necro_summonskele_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:MoveSpeedPercent}%\u003C/span\u003E土灵速度",
	"ability_necro_summonskele_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:GhoulHealth}\u003C/span\u003E土灵生命值并且每个墓碑都有土灵出没",
	"ability_necro_wither": "枯萎凋零",
	"ability_necro_wither_desc_1": "你的武器击中的敌人会开始\u003Cspan class=\"highlight\"\u003E枯萎\u003C/span\u003E,对他们施加逐渐提升的{g:citadel_inline_attribute:'Slow'},并且降低{g:citadel_inline_attribute:'SpiritResist'}。",
	"ability_necro_wither_desc_2": "\u003Cspan class=\"highlight\"\u003E枯萎\u003C/span\u003E状态下被击倒的敌人会产生怨灵,开始追逐附近敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E如果附近没有敌人,怨灵会改为跟随你。\u003Cbr\u003E怨灵会优先攻击你的武器目标。\u003C/span\u003E",
	"ability_necro_wither_t3_desc": "每\u003Cspan class=\"highlight\"\u003E{s:StacksToProcSkull}\u003C/span\u003E层叠加召唤一个怨灵",
	"ability_necro_zombiewall": "束缚之爪",
	"ability_necro_zombiewall/buff": "束缚之爪",
	"ability_necro_zombiewall/immobilize": "束缚之爪",
	"ability_necro_zombiewall/zombiewall/debuff": "束缚之爪",
	"ability_necro_zombiewall_desc": "放出一排束缚之爪,召唤一个\u003Cspan class=\"highlight\"\u003E土灵\u003C/span\u003E并留下一道裂隙。对穿过的敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Immobilize'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\\\"diminish\\\"\u003E副施放{g:citadel_binding:'AltCast'}会旋转墙体的方向。",
	"ability_necro_zombiewall_t2_desc": "\u003Cspan class=\"highlight\"\u003E+90\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E爪墙长度",
	"ability_necro_zombiewall_t3_desc": "召唤\u003Cspan class=\"highlight\"\u003E1个\u003C/span\u003E土灵\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E定身持续时间",
	"ability_overcharge": "Energy Surge",
	"ability_overcharge_desc": "Temporarily boosts the effect of Heavy's current drone and increases his fire rate.",
	"ability_perched_predator": "塞赫麦特之灵",
	"ability_perched_predator_desc": "派出一只前进的灵猫,它会抓住自己路上的目标。抓到英雄后,会在不久后引发爆炸。\u003Cbr\u003E按{g:citadel_binding:'Ability1'}手动引发爆炸。",
	"ability_perched_predator_quip": "派出一只灵猫,抓住敌人",
	"ability_power_jump": "箭雨",
	"ability_power_jump/modifier_air_raid/modifier_slow_base": "被减速",
	"ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base": "减速弹",
	"ability_power_jump_desc": "跃至高空,可以缓速滑翔。在空中时,提升\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E多重射击\u003C/span\u003E。\u003Cbr\u003E{g:citadel_binding:'AltCast'}会降低跳跃高度。\u003Cbr\u003E按下{g:citadel_binding:'Mantle'}取消滑翔。",
	"ability_power_jump_quip": "跃至高空并射出多重箭矢",
	"ability_power_jump_t1_desc": "在空中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3\u003C/span\u003E武器伤害\u003Cbr\u003E\u003Cbr\u003E武器伤害施加\u003Cspan class=\"highlight\"\u003E30%\u003C/span\u003E移动减速,持续1.5秒",
	"ability_power_jump_t3_desc": "在空中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E子弹吸取生命\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E元灵吸取生命\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E子弹闪避",
	"ability_power_surge": "澎湃电力",
	"ability_power_surge_desc": "为武器加上电击效果,使\u003Cspan class=\"highlight\"\u003E子弹对目标造成电击伤害\u003C/span\u003E。此电击伤害会\u003Cspan class=\"highlight\"\u003E弹射到目标附近的敌人身上\u003C/span\u003E。每次爆发性射击时发生一次。",
	"ability_power_surge_quip": "射击会创造出电弧",
	"ability_power_surge_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E移动速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+8\u003C/span\u003E伤害和元灵增强系数",
	"ability_power_surge_t3_desc": "+12秒持续时间\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E-15%\u003C/span\u003E元灵抗性",
	"ability_priest_antispiritvest": "神佑背心",
	"ability_priest_antispiritvest_desc": "获得提供{g:citadel_inline_attribute:'BulletResist'}和{g:citadel_inline_attribute:'SpiritResist'}的被动{g:citadel_inline_attribute:'CombatBarrier'}。屏障在脱离战斗时会自行修复。",
	"ability_priest_antispiritvest_t3_desc": "屏障破裂时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E{s:BaseAttackDamagePercent}%\u003C/span\u003E武器伤害,持续\u003Cspan class=\"highlight\"\u003E{s:BuffDuration}秒\u003C/span\u003E",
	"ability_priest_barrage": "猎巫时刻",
	"ability_priest_barrage_desc": "装备十字弓作为武器,造成{g:citadel_inline_attribute:'PureDamage'}并施加短暂的{g:citadel_inline_attribute:'Slow'}。",
	"ability_priest_barrage_fire_hint": "发射十字弓",
	"ability_priest_barrage_t3_desc": "命中时:\u003Cbr\u003E淘汰生命低于{s:ExecuteThreshold}%的敌人",
	"ability_priest_beartrap": "六角陷阱",
	"ability_priest_beartrap/debuff": "显示",
	"ability_priest_beartrap/immobilize": "六角陷阱",
	"ability_priest_beartrap_desc": "放出一个经过短暂延迟后部署的陷阱。\u003Cbr\u003E\u003Cbr\u003E陷阱会在第一个敌人碰到时启动,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Immobilize'}并在之后一段时间内\u003Cspan class=\"highlight\"\u003E显示\u003C/span\u003E敌人。",
	"ability_priest_beartrap_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\u003E对显形目标造成\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E伤害",
	"ability_priest_flashbang": "祝圣榴弹",
	"ability_priest_flashbang_desc": "发射一枚在爆炸前会弹跳的榴弹,造成{g:citadel_inline_attribute:'WeaponDamage'}并把敌人点燃。\u003Cbr\u003E\u003Cbr\u003E燃烧的目标对区域内所有单位造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'PureDamage'}\u003C/span\u003E并承受\u003Cspan class=\"highlight\"\u003E治疗降低效果\u003C/span\u003E。",
	"ability_priest_flashbang_pure": "祝圣榴弹 - 纯粹",
	"ability_priest_flashbang_t2_desc": "\u003Cspan class=\"highlight\"\u003E+1.5米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E烧灼时间",
	"ability_priest_flashbang_t3_desc": "\u003Cspan class=\"highlight\"\u003E-20%\u003C/span\u003E治疗降低\u003Cbr\u003E允许充能",
	"ability_priest_knockback": "重创一击",
	"ability_priest_knockback/buff": "重创一击",
	"ability_priest_knockback/debuff": "重创一击",
	"ability_priest_knockback_desc": "用霰弹枪发动轰击,造成{g:citadel_inline_attribute:'WeaponDamage'}并击退敌人。墙壁附近的敌人会受到{g:citadel_inline_attribute:'Stun'},并受到{g:citadel_inline_attribute:'BonusWeaponDamage'}。",
	"ability_priest_knockback_t2_desc": "\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E技能冷却\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.4秒\u003C/span\u003E眩晕时间",
	"ability_priest_knockback_t3_desc": "在墙壁眩晕时:\u003Cbr\u003E你的下次近战重击受到\u003Cspan class=\"highlight\"\u003E福佑\u003C/span\u003E",
	"ability_priest_selfheal": "灵雾舒愈",
	"ability_priest_selfheal_desc": "点燃香炉,\u003Cspan class=\"highlight\"\u003E减少即将到来的伤害\u003C/span\u003E并持续{g:citadel_inline_attribute:'Healing'}。\u003Cbr\u003E\u003Cbr\u003E灵雾舒愈使用期间无法攻击。",
	"ability_priest_silencebomb": "窒息熏香",
	"ability_priest_silencebomb_desc": "扔出一个香炉,会留下一团\u003Cspan class=\"highlight\"\u003E会蔓延的云雾\u003C/span\u003E。云雾中的敌人会被\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003C/Panel\u003E\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E和\u003CPanel class=\"AbilityPropertyIcon prop_silence\"\u003E\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。",
	"ability_priest_silencebomb_t3_desc": "施加减益时:\u003Cbr\u003E沉默耐力使用",
	"ability_priest_smokegrenade": "催泪手雷",
	"ability_priest_smokegrenade/modifier_priest_smokegrenade/enemyaura/debuff": "催泪瓦斯",
	"ability_priest_smokegrenade_desc": "扔出一枚催泪手雷,会在一定延迟后激活,\u003Cspan class=\"highlight\"\u003E阻挡视野\u003C/span\u003E。区域内的敌人{g:citadel_inline_attribute:'ReducedFireRate'}。",
	"ability_priest_smokegrenade_t2_desc": "获得减益时:\u003Cbr\u003E每秒消耗\u003Cspan class=\"highlight\"\u003E{s:StaminaDrain}\u003C/span\u003E耐力",
	"ability_priest_stackingdefense": "隐忍",
	"ability_priest_stackingdefense/stackingdefense": "隐忍",
	"ability_priest_stackingdefense_desc": "受到伤害会获得可叠加的{g:citadel_inline_attribute:'BulletResist'}和{g:citadel_inline_attribute:'SpiritResist'},一段时间后失效。",
	"ability_priest_weaponswap": "主的愤怒",
	"ability_priest_weaponswap_desc": "在弩机上装载\u003Cspan class=\"highlight\"\u003E3支木桩\u003C/span\u003E,造成大幅增加的{g:citadel_inline_attribute:'WeaponDamage'}。\u003Cbr\u003E\u003Cbr\u003E最后一支木桩受过\u003Cspan class=\"highlight\"\u003E福佑\u003C/span\u003E,造成额外{g:citadel_inline_attribute:'PureDamage'}并\u003Cspan class=\"highlight\"\u003E淘汰\u003C/span\u003E低生命值的敌人。",
	"ability_priest_weaponswap_t1_desc": "激活期间:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E1.2米/秒\u003C/span\u003E移动速度",
	"ability_priest_weaponswap_t2_desc": "\u003Cspan class=\"highlight\"\u003E-15秒\u003C/span\u003E技能冷却\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+65\u003C/span\u003E额外伤害",
	"ability_priest_weaponswap_t3_desc": "所有木桩都受过福佑",
	"ability_propulsion_gel": "Propulsion Gel",
	"ability_propulsion_gel_desc": "Fire a wave of propulsion gel that grants \u003Cspan class=\"highlight\"\u003Eincreased move speed\u003C/span\u003E for allies.  Unit's hit by the gel wave will be covered by gel and leave a trail behind them",
	"ability_propulsion_gel_t1_desc": "Gel reduces zoomed and shooting move speed penalty by \u003Cspan class=\"highlight\"\u003E{s:ShootingSpeedPenaltyReduction}%\u003C/span\u003E to friendly units",
	"ability_propulsion_gel_t2_desc": "Gel travel distance \u003Cspan class=\"highlight\"\u003E+{s:AbilityCastRange}m\u003C/span\u003E",
	"ability_propulsion_gel_t3_desc": "Move speed bonus \u003Cspan class=\"highlight\"\u003E+{s:MoveSpeedFriendlyBuff}\u003C/span\u003E",
	"ability_punkgoat_blasted": "烂醉",
	"ability_punkgoat_blasted/blasted": "生气",
	"ability_punkgoat_blasted/blastedactive": "烂醉",
	"ability_punkgoat_blasted/blastedhealthdisplay": "生气",
	"ability_punkgoat_blasted/blastedshred": "醉酒",
	"ability_punkgoat_blasted_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E近战攻击会\u003Cspan class=\"highlight\"\u003E恢复弹药\u003C/span\u003E并对受害者施加\u003Cspan class=\"highlight_special\"\u003E醉酒状态\u003C/span\u003E,持续7秒。",
	"ability_punkgoat_blasted_t1_desc": "烂醉时:\u003Cspan class=\"highlight\"\u003E+2.25米/秒\u003C/span\u003E{g:citadel_inline_attribute:'BonusMoveSpeed'}",
	"ability_punkgoat_blasted_t2_desc": "使用时\u003Cspan class=\"highlight\"\u003E+1向下猛击充能\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E+7%醉酒子弹增强",
	"ability_punkgoat_blasted_t3_desc": "+50近战额外生命值并提升元灵增强系数",
	"ability_punkgoat_blastedactive_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E子弹攻击\u003Cspan class=\"highlight_special\"\u003E醉酒\u003C/span\u003E的敌人伤害更高。使用近战攻击会提升{g:citadel_inline_attribute:'MaxHealth'}并延长持续时间。",
	"ability_punkgoat_goatflip": "暴动之羊",
	"ability_punkgoat_goatflip/damagebuff": "公羊伤害提升",
	"ability_punkgoat_goatflip/empowermelee": "强化重击",
	"ability_punkgoat_goatflip_desc": "以头部向前冲向一个敌人,\u003Cspan class=\"highlight\"\u003E把他和比利一同顶到空中。\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E冷却时间在撞击时减少50%。\u003C/span\u003E",
	"ability_punkgoat_goatflip_on_hero_collide_header": "撞击时:",
	"ability_punkgoat_goatflip_t1_desc": "撞击时:\u003Cbr\u003E+25%{g:citadel_inline_attribute:'WeaponDamage'},持续5秒",
	"ability_punkgoat_goatflip_t2_desc": "0.4秒冲刺持续时间\u003Cbr\u003E",
	"ability_punkgoat_tether": "锁链囚徒",
	"ability_punkgoat_tether/immobilize": "被定身",
	"ability_punkgoat_tether/pull": "拉扯锁链",
	"ability_punkgoat_tether/tether": "被比利锁住",
	"ability_punkgoat_tether/tether_caster": "被禁锢",
	"ability_punkgoat_tether/tether_firerate_slow": "锁住",
	"ability_punkgoat_tether/waiting_for_pull": "锁住",
	"ability_punkgoat_tether_desc": "用锁链把附近的敌人和你锁住。被锁住的敌人\u003Cspan class=\"highlight\"\u003E无法使用移动类技能\u003C/span\u003E,并且拖着锁链会受到大幅{g:citadel_inline_attribute:'Slow'}效果。\u003Cbr\u003E\u003Cbr\u003E在一定延迟后,\u003Cspan class=\"highlight\"\u003E把所有人拉向比利\u003C/span\u003E并造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E如果短时间内失去视线,将会使锁链断裂。\u003C/span\u003E",
	"ability_punkgoat_tether_t1_desc": "+40%{g:citadel_inline_attribute:'SpiritResist'}和{g:citadel_inline_attribute:'BulletResist'}",
	"ability_punkgoat_tether_t3_desc": "\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E距离\u003Cbr\u003E每拉入一个英雄\u003Cspan class=\"highlight\"\u003E+1.3秒\u003C/span\u003E\u003Cspan class=\"highlight\"\u003E势不可挡\u003C/span\u003E",
	"ability_punkgoat_ult": "向下猛击",
	"ability_punkgoat_ult/slam_firerate_slow": "被猛击",
	"ability_punkgoat_ult/stacking_damage": "魔印增强",
	"ability_punkgoat_ult_desc": "挥舞棍棒猛击地面,把敌人{g:citadel_inline_attribute:'Pulling'}下去,并造成{g:citadel_inline_attribute:'MeleeDamage'}。\u003Cbr\u003E\u003Cbr\u003E猛击会产生一道冲击波,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'KnockUp'}。",
	"ability_punkgoat_ult_t1_desc": "-10秒冷却时间",
	"ability_punkgoat_ult_t2_desc": "+1点充能\u003Cbr\u003E+2米半径",
	"ability_punkgoat_ult_t3_desc": "-3秒充能时间\u003Cbr\u003E现在造成\u003Cspan class=\"highlight\"\u003E60%近战重击伤害\u003C/span\u003E",
	"ability_rocket_drone": "Heavy Drone",
	"ability_rocket_drone_desc": "Deploy a drone which shoots \u003Cspan class=\"highlight\"\u003Ehoming rockets\u003C/span\u003E at enemies at close range that \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E enemies.",
	"ability_rocket_drone_t1_desc": "The Drone adds \u003Cspan class=\"highlight\"\u003E{s:ClipReloadPercentagePerSecond}% of max clip per second\u003C/span\u003E to Heavy's gun",
	"ability_rocket_drone_t2_desc": "The Drone applies health regen to Heavy and a nearby target for \u003Cspan class=\"highlight\"\u003E{s:DroneHealthRegen} health per second \u003C/span\u003E.",
	"ability_rocket_drone_t3_desc": "Maximum rockets per second \u003Cspan class=\"highlight\"\u003E+{s:RocketsPerSecond}\u003C/span\u003E",
	"ability_scrap_blast": "生物爆破",
	"ability_scrap_blast/modifier_scrap_blast_debuff": "被减速",
	"ability_scrap_blast_desc": "发射出一股灰飞烟灭后的残骸,对敌人造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。多次命中会增加减速效果。",
	"ability_scrap_blast_quip": "发射一股生物质爆炸波",
	"ability_self_purge": "Uproar",
	"ability_self_purge_desc": "\u003Cspan class=\"highlight\"\u003EDrags enemies\u003C/span\u003E towards heavy and causes an explosion.",
	"ability_self_purge_t1_desc": "Permanent Ammo \u003Cspan class=\"highlight\"\u003E+{s:ClipBonusOnHit}\u003C/span\u003E for every enemy Hero hit by the explosion",
	"ability_shielded_sentry_rocket": "Sentry Rocket",
	"ability_skyrunner_flakshot": "弹跳飞弹",
	"ability_skyrunner_flakshot_desc": "子弹造成{g:citadel_inline_attribute:'BonusWeaponDamage'}并可以从物体表面\u003Cspan class=\"highlight\"\u003E反弹\u003C/span\u003E。",
	"ability_skyrunner_swingline": "荡索",
	"ability_skyrunner_swingline_desc": "发射一条与周围环境相连的绳索,可以用来摇荡。\u003Cbr\u003E\u003Cbr\u003E荡索重置所有空中跳跃及空中冲刺。",
	"ability_sleep_dagger": "沉睡匕首",
	"ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep": "沉睡中",
	"ability_sleep_dagger_desc": "投掷一把匕首,让目标受到\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E沉睡\u003C/span\u003E。沉睡的目标受到伤害不久后会醒来。投掷匕首不会解除隐身。沉睡匕首不会打断敌人的技能施法。",
	"ability_sleep_dagger_quip": "让一名敌人入睡",
	"ability_sleep_dagger_t1_desc": "苏醒时\u003Cspan class=\"highlight\"\u003E-8%\u003C/span\u003E子弹抗性降低,持续6秒",
	"ability_sleep_dagger_t2_desc": "\u003Cspan class=\"highlight\"\u003E-17秒\u003C/span\u003E冷却时间",
	"ability_sleep_dagger_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E睡眠持续时间\u003Cbr\u003E苏醒时\u003Cspan class=\"highlight\"\u003E-50%\u003C/span\u003E移动和冲刺速度,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E",
	"ability_slingshot_bruising_shot": "Bruising Shot",
	"ability_slingshot_bruising_shot_desc": "Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities.",
	"ability_slingshot_bruising_shot_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BruiseFireRate}% fire rate\u003C/span\u003E per stack when shooting at a bruised enemy.",
	"ability_slingshot_catapult": "Catapult",
	"ability_slingshot_catapult_desc": "Slingshots builds up power before launching himself forward as a large spinning ball, rolling around damaging enemies. Explodes on finish.",
	"ability_slingshot_open_wounds": "Open Wounds",
	"ability_slingshot_open_wounds_desc": "Passive. Slingshot's bullets cause wounds to build up on the enemy, dealing a large burst of damage when enough hits are inflicted.",
	"ability_slingshot_open_wounds_t3_desc": "Damage burst sprays poisonous blood nearby, damaging any enemies staying in the area.",
	"ability_slingshot_ultimate": "Earthquake",
	"ability_slingshot_ultimate_desc": "All nearby enemies are knocked in the air and stunned for as long as Slingshot channels.",
	"ability_smelt": "Smelt",
	"ability_smelt_desc": "Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns.",
	"ability_smoke_bomb": "烟雾弹",
	"ability_smoke_bomb/modifier_buff": "Stabilizer",
	"ability_smoke_bomb_desc": "淡出视线,变为\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E疾跑速度\u003C/span\u003E。攻击会移除隐身效果,但使用物品不会。近距离的敌人可看穿隐身效果。",
	"ability_smoke_bomb_quip": "淡出视线",
	"ability_smoke_bomb_t1_desc": "\u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown",
	"ability_smoke_bomb_t2_desc": "启用\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E技能充能",
	"ability_smoke_bomb_t3_desc": "驱散非终极技能减益\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E+40%子弹吸取生命\u003C/span\u003E,持续5秒",
	"ability_speed_drone": "Speed Drone",
	"ability_speed_drone_desc": "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\u003Cbr\u003EReplaces any other drone.",
	"ability_stacking_damage": "锁定",
	"ability_stacking_damage/modifier_passive_haze_stacking_damage": "被锁定",
	"ability_stacking_damage/modifier_passive_haze_stacking_damage/slow": "被减速",
	"ability_stacking_damage_desc": "射击目标\u003Cspan class=\"highlight\"\u003E会使自身对该目标的子弹伤害持续增加\u003C/span\u003E。每次击中获得一层\u003Cspan class=\"highlight\"\u003E叠加\u003C/span\u003E,击中头部则获得两层。",
	"ability_stacking_damage_quip": "对目标造成的子弹伤害持续增加",
	"ability_stacking_damage_t1_desc": "每\u003Cspan class=\"highlight\"\u003E20\u003C/span\u003E层叠加效果对目标造成\u003Cspan class=\"highlight\"\u003E40\u003C/span\u003E元灵伤害和\u003Cspan class=\"highlight\"\u003E15%\u003C/span\u003E减速,持续2秒",
	"ability_stacking_damage_t2_desc": "\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E叠加层数上限\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5秒\u003C/span\u003E持续时间",
	"ability_swan_acrobat": "闪转腾挪",
	"ability_swan_acrobat/stack": "闪转腾挪",
	"ability_swan_acrobat_desc": "每次\u003Cspan class=\"highlight\"\u003E冲刺\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E二段跳\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E蹬墙跳\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E后获得一层可叠加增益。\u003Cbr\u003E\u003Cbr\u003E获得新叠加层会刷新持续时间。",
	"ability_swan_leap": "凌空越步",
	"ability_swan_leap/leapmodifier": "凌空越步",
	"ability_swan_leap_desc": "跳向指定方向。如果没有指定方向则会垂直向上跳。",
	"ability_target_practice": "Target Practice",
	"ability_target_practice_desc": "On activate, your next gun hit selects an enemy Hero as a target.  Shoot them \u003Cspan class=\"highlight\"\u003E{s:ShotsToProc} times\u003C/span\u003E to deal a burst of spirit damage.  Every Headshot will increase the burst",
	"ability_target_practice_quip": "Focus shots on a target to gain an advantage",
	"ability_target_practice_t3_desc": "Your bullets reduce your target's \u003Cspan class=\"highlight\"\u003EBullet Resist by {s:BulletArmorReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
	"ability_teammate_armor_buff": "Protective Shell",
	"ability_teammate_armor_buff/modifier_consumed_armor_buff": "Protective Shell",
	"ability_teammate_armor_buff_desc": "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself.",
	"ability_teammate_armor_buff_t1_desc": "Add move speed bonus effect \u003Cspan class=\"highlight\"\u003E+{s:SpeedBonus}m/s\u003C/span\u003E",
	"ability_teammate_armor_buff_t2_desc": "Adds health regen effect \u003Cspan class=\"highlight\"\u003E+{s:HealthRegenBonus}\u003C/span\u003E",
	"ability_teammate_armor_buff_t3_desc": "Bullet Shield \u003Cspan class=\"highlight\"\u003E+{s:BulletShieldHealth}\u003C/span\u003E and Spirit Shield \u003Cspan class=\"highlight\"\u003E+{s:TechShieldHealth}\u003C/span\u003E",
	"ability_tempest_faraday_cage": "Faraday Cage",
	"ability_tempest_faraday_cage_desc": "Target an enemy hero to trap them in a faraday cage, blocking movement and bullets.",
	"ability_tempest_ion_dagger": "Ion Dagger",
	"ability_tempest_ion_dagger_desc": "Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration.",
	"ability_tempest_tesla_coil": "Tesla Coil",
	"ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert": "Tesla Coil Nearby",
	"ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp": "Tesla Coil Nearby",
	"ability_tempest_tesla_coil_desc": "Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage.",
	"ability_tempest_weathermaker": "Weathermaker",
	"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming": "100% Chance of Lightning",
	"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy": "Revealed",
	"ability_tempest_weathermaker_desc": "A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage.",
	"ability_throw_sand": "沙暴",
	"ability_throw_sand_desc": "喷出沙子,\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E前方敌人并造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E。",
	"ability_throw_sand_quip": "缴械前方的敌人",
	"ability_throw_sand_t1_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E距离",
	"ability_throw_sand_t2_desc": "让目标减速\u003Cspan class=\"highlight\"\u003E-25%并减少-25%冲刺距离\u003C/span\u003E",
	"ability_throw_sand_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间",
	"ability_trapper_fear": "诡异丝线",
	"ability_trapper_fear/trapper_fear_modifier": "惊恐万状",
	"ability_trapper_fear_desc": "施加元灵伤害会累积\u003Cspan class=\"highlight\"\u003E移动减速效果\u003C/span\u003E。到达上限后,累积的效果将让目标\u003Cspan class=\"highlight\"\u003E定身\u003C/span\u003E,并施加高额的\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E此技能对每个目标分别计算冷却时间。",
	"ability_trapper_poisonjar": "缓速毒瓶",
	"ability_trapper_poisonjar_desc": "扔出一个罐子,留下一个\u003Cspan class=\"highlight\"\u003E不断扩大的毒池\u003C/span\u003E。陷入毒池的敌人会\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003C/Panel\u003E\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E和\u003CPanel class=\"AbilityPropertyIcon prop_silence\"\u003E\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。",
	"ability_trapper_poisonjar_quip": "扔出一个毒罐子",
	"ability_trapper_poisonjar_t3_desc": "陷入毒池的敌人元灵抗性\u003Cspan class=\"highlight\"\u003E-25\u003C/span\u003E%",
	"ability_trapper_spidershield": "虫障",
	"ability_trapper_spidershield_desc": "为目标友军施加一个战斗屏障,定期对敌人造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E并施加\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003Cspan class=\"highlight\"\u003E减速效果\u003C/span\u003E。",
	"ability_trapper_spidershield_quip": "施加一道会造成伤害的屏障",
	"ability_trapper_spiderwave": "灵异爬虫",
	"ability_trapper_spiderwave/trapper_stealspirit_buff": "蜘蛛大军",
	"ability_trapper_spiderwave/trapper_stealspirit_debuff": "蜘蛛大军",
	"ability_trapper_spiderwave_desc": "施放一波幽灵蜘蛛,蜘蛛会\u003Cspan class=\"highlight\"\u003E追逐敌人\u003C/span\u003E并爆炸,造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E被击中的敌人\u003Cspan class=\"highlight\"\u003E会中毒\u003C/span\u003E,并暂时失去\u003CPanel class=\"AbilityPropertyIcon StatDesc_TechPower\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E元灵力量\u003C/span\u003E和\u003CPanel class=\"AbilityPropertyIcon prop_tech_armor_up\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E元灵抗性\u003C/span\u003E。此效果可多次叠加。",
	"ability_trapper_spiderwave_quip": "施放一波幽灵蜘蛛",
	"ability_trapper_spiderwave_t2_desc": "额外\u003Cspan class=\"highlight\"\u003E-3元灵\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E-3%元灵抗性\u003C/span\u003E",
	"ability_trapper_spiderwave_t3_desc": "召唤\u003Cspan class=\"highlight\"\u003E+5只蜘蛛\u003C/span\u003E",
	"ability_trapper_webwall": "盘丝设困",
	"ability_trapper_webwall/modifier_webwall_debuff": "撞上丝网",
	"ability_trapper_webwall_desc": "在两个表面之间创造一串丝网。触碰到丝网的敌人将会\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003E在一定时间内持续受到伤害\u003C/span\u003E,并会\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E和\u003CPanel class=\"AbilityPropertyIcon prop_revealed\"\u003E \u003Cspan class=\"highlight\"\u003E现形\u003C/span\u003E。",
	"ability_trapper_webwall_quip": "编织一张危险的丝网",
	"ability_trapper_webwall_t3_desc": "+\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E秒减益持续时间\u003Cbr\u003E\u003Cbr\u003E丝网还能\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E敌人,持续\u003Cspan class=\"highlight\"\u003E2.5\u003C/span\u003E秒",
	"ability_uber_drone": "Uber Charge",
	"ability_uber_drone_desc": "After a charge-up time, Heavy turns \u003Cspan class=\"highlight\"\u003Einvulnerable\u003C/span\u003E",
	"ability_uber_drone_t1_desc": "While Ubered, \u003Cspan class=\"highlight\"\u003Einfinite clip\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eno windup\u003C/span\u003E",
	"ability_uber_drone_t2_desc": "Uber Duration \u003Cspan class=\"highlight\"\u003E+{s:UberDuration}s\u003C/span\u003E",
	"ability_uber_drone_t3_desc": "Gain \u003Cspan class=\"highlight\"\u003E+{s:RageOnUber} stacks of Heavy Rage\u003C/span\u003E",
	"ability_ult_combo": "连招",
	"ability_ult_combo_desc": "将目标按在原地,施法期间\u003Cspan class=\"highlight\"\u003E使其眩晕并造成伤害\u003C/span\u003E。如果目标在连招过程中或连招结束3秒内被击倒,自身会永久获得最大生命值。",
	"ability_ult_combo_quip": "按住敌方英雄迅猛出击",
	"ability_ult_combo_t1_desc": "\u003Cspan class=\"highlight\"\u003E+100%生命吸取\u003C/span\u003E",
	"ability_ult_combo_t2_desc": "\u003Cspan class=\"highlight\"\u003E-35秒冷却时间\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+50%子弹抗性\u003C/span\u003E",
	"ability_ult_combo_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.7秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E每秒伤害并且元灵增强系数提升",
	"ability_unicorn_dazzlingorb": "耀光奇迹",
	"ability_unicorn_dazzlingorb_desc": "发射一颗威力巨大的光球,击中时造成{g:citadel_inline_attribute:'SpiritDamage'}伤害,施加 {g:citadel_inline_attribute:'Slow'},并减少\u003Cspan class=\"highlight\"\u003E冲刺距离\u003C/span\u003E。光球随后会弹跳到范围内的敌人身上。如果没有找到目标,光球会在空中停留一段时间继续寻找目标。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E挑选目标时优先选择敌方英雄。\u003C/span\u003E",
	"ability_unicorn_dazzlingorb_t1_desc": "-20%移动速度和-15%冲刺距离",
	"ability_unicorn_dazzlingorb_t3_desc": "+8最大弹跳数和-35秒冷却时间",
	"ability_unicorn_luminousstrike": "明辉匕首",
	"ability_unicorn_luminousstrike/luminous_strike_buff": "明辉匕首",
	"ability_unicorn_luminousstrike/luminous_strike_dot_enemy": "明光打击灼烧",
	"ability_unicorn_luminousstrike_desc": "从上天召唤纯净的光束。短暂持续时间后,光束会完全成形,引发爆炸,对范围内所有目标造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E每次击中一个敌方英雄,赛凌都会获得一个可叠加的增益效果,提升她的元灵伤害。",
	"ability_unicorn_luminousstrike_t2_desc": "-22秒冷却时间\u003Cbr\u003E+80冲击伤害",
	"ability_unicorn_prismaticguard": "炫目戏法",
	"ability_unicorn_prismaticguard/modifier_unicorn_prismatic_guard_buff": "炫目戏法",
	"ability_unicorn_prismaticguard_desc": "用一枚保护性棱晶把自身包围。如果屏障被摧毁,将会沉默附近敌人并造成一部分屏障生命的伤害。",
	"ability_unicorn_prismaticguard_on_explode_desc": "爆炸时",
	"ability_unicorn_prismaticguard_t2_desc": "+80屏障并提升屏障元灵增强系数",
	"ability_unicorn_prismaticguard_t3_desc": "+1.5秒沉默时间和-18冷却时间\u003Cbr\u003E允许耀光奇迹弹跳",
	"ability_unicorn_radiantblast": "吞噬光芒",
	"ability_unicorn_radiantblast/unicorn_radiantblast_debuff": "吞噬光芒",
	"ability_unicorn_radiantblast_desc": "用耀眼的光芒轰击面前锥形范围内的敌人。被击中的敌人受到Celeste攻击时会受到{g:citadel_inline_attribute:'SpiritDamage'},并且向她提供\u003Cspan class=\"highlight\"\u003E元灵生命吸取\u003C/span\u003E。",
	"ability_unicorn_radiantblast_on_bullet_hit_desc": "子弹击中时",
	"ability_unicorn_radiantblast_t2_desc": "-10秒冷却时间\u003Cbr\u003E+3米施法距离",
	"ability_unicorn_radiantblast_t3_desc": "+25伤害并提升元灵增强系数",
	"ability_upgrade_description": "You have unlocked a tier {s:upgradeTier} ability upgrade. Choose an upgrade from the list below.",
	"ability_upgrade_description_open_shop": "Tier {s:upgradeTier} upgrades",
	"ability_upgrade_extra_info": "Ability upgrades are unlocked whenever you purchase two upgrades in any mod tier (Weapon, Armor, Tech or Utility).",
	"ability_vampirebat_batblink": "绯红蝠影",
	"ability_vampirebat_batblink_desc": "短暂化为蝠群,\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E并飞向目标地点。\u003Cbr\u003E\u003Cbr\u003E可在短时间内\u003Cspan class=\"highlight\"\u003E重新施放\u003C/span\u003E。",
	"ability_vampirebat_batblink_t1_desc": "施放时:\u003Cbr\u003E获得持续8秒的\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E射速并装填\u003Cspan class=\"highlight\"\u003E8\u003C/span\u003E发子弹",
	"ability_vampirebat_batblink_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E次再次施放",
	"ability_vampirebat_batswarm": "夜晚霸主",
	"ability_vampirebat_batswarm/debuff": "夜晚霸主",
	"ability_vampirebat_batswarm_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E释放一大群会寻找目标的蝙蝠,每只都会造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Silence'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E对英雄触发爱的轻啮会永久增加释放的\u003Cspan class=\"highlight\"\u003E蝙蝠数量\u003C/span\u003E。",
	"ability_vampirebat_batswarm_t3_desc": "击中时:\u003Cbr\u003E造成\u003Cspan class=\"highlight\"\u003E+0.5%\u003C/span\u003E当前生命值的伤害",
	"ability_vampirebat_doubledagger": "双刃飞袭",
	"ability_vampirebat_doubledagger_desc": "连续投掷两把飞刀,造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果两把飞刀命中同一目标,则会造成 {g:citadel_inline_attribute:'BonusSpiritDamage'}。",
	"ability_vampirebat_doubledagger_header": "双重命中时:",
	"ability_vampirebat_doubledagger_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E伤害和额外伤害",
	"ability_vampirebat_doubledagger_t3_desc": "双重命中时:\u003Cbr\u003E元灵抗性降低\u003Cspan class=\"highlight\"\u003E{s:TechArmorDamageReduction}%\u003C/span\u003E,持续{s:DebuffDuration}秒",
	"ability_vampirebat_lovebites": "爱的轻啮",
	"ability_vampirebat_lovebites/lovebites_proc": "爱的轻啮",
	"ability_vampirebat_lovebites_desc": "子弹会造成额外{g:citadel_inline_attribute:'SpiritDamage'}。技能造成伤害时会积累形成猛烈的\u003Cspan class=\"highlight\"\u003E啮痕\u003C/span\u003E,造成{g:citadel_inline_attribute:'BonusSpiritDamage'}.。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E爱的轻啮对每个目标拥有单独的冷却时间。\u003C/span\u003E",
	"ability_vampirebat_lovebites_flatdamage": "爱的轻啮(击中时)",
	"ability_vampirebat_lovebites_t1_desc": "触发时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E减速,持续3秒",
	"ability_vampirebat_lovebites_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3\u003C/span\u003E每颗子弹元灵伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+45\u003C/span\u003E额外伤害",
	"ability_vampirebat_lovebites_t3_desc": "\u003Cspan class=\"highlight\"\u003E-5\u003C/span\u003E冷却时间\u003Cbr\u003E触发时:\u003Cspan class=\"highlight\"\u003E+25%\u003C/span\u003E射速,持续5秒",
	"ability_vampirebat_steallife": "挥伞",
	"ability_vampirebat_steallife_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E利用手中的雨伞进行挥击,造成{g:citadel_inline_attribute:'SpiritDamage'},伤害会随着目标缺失的生命值而增加。如果挥伞击败了目标,会获得一次{g:citadel_inline_attribute:'Heal'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E按住{g:citadel_binding:'ADS'}可以使自己短暂漂浮。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E挥伞会直接击倒生命值低于60点生命。\u003C/span\u003E",
	"ability_vampirebat_steallife_t2_desc": "\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E每次击倒治疗\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8秒\u003C/span\u003E冷却时间",
	"ability_vampirebat_steallife_t3_desc": "\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E缺失生命值伤害并提升每次击倒治疗的元灵增强系数",
	"ability_viper_debuffdagger": "突刺匕首",
	"ability_viper_debuffdagger/debuff": "突刺匕首",
	"ability_viper_debuffdagger_desc": "掷出一把匕首,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E后续每次对同个目标掷出匕首会叠加造成{g:citadel_inline_attribute:'SpiritDamage'}和{g:citadel_inline_attribute:'Slow'}。",
	"ability_viper_debuffdagger_quip": "投掷出具有减速效果的匕首",
	"ability_viper_debuffdagger_t2_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%\u003C/span\u003E子弹抗性\u003Cbr\u003E每次叠加\u003Cspan class=\"highlight\"\u003E-6%\u003C/span\u003E子弹抗性",
	"ability_viper_debuffdagger_t3_desc": "+\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E最高叠加层数\u003Cbr\u003E击中时:返还\u003Cspan class=\"highlight\"\u003E55%\u003C/span\u003E充能冷却",
	"ability_viper_hookdagger": "连攻飞刃",
	"ability_viper_hookdagger_desc": "投掷一把利刃,造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。利刃随后返回,再次造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E,并施加\u003Cspan class=\"highlight\"\u003E减速效果\u003C/span\u003E。",
	"ability_viper_hookdagger_quip": "掷出一把会飞回来的利刃",
	"ability_viper_hookdagger_t3_desc": "额外投掷\u003Cspan class=\"highlight\"\u003E两把利刃\u003C/span\u003E",
	"ability_viper_petrifybola": "石化飞索",
	"ability_viper_petrifybola/petrifybola_petrify": "已石化",
	"ability_viper_petrifybola_desc": "扔出爆炸飞索。飞索爆炸时,会令区域内所有敌人\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E并\u003Cspan class=\"highlight_spirit\"\u003E对其造成伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E直接命中会造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E\u003Cspan class=\"highlight_spirit\"\u003E额外伤害\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E石化\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E石化\u003C/span\u003E单位会阻挡所有伤害,但无法采取任何行动。",
	"ability_viper_petrifybola_quip": "扔出具有石化作用的飞索",
	"ability_viper_petrifybola_t3_desc": "+\u003Cspan class=\"highlight\"\u003E1秒\u003C/span\u003E石化持续时间\u003Cbr\u003E\u003Cbr\u003E区域内所有敌人都会被石化\u003C/span\u003E",
	"ability_viper_snakedash": "蛇影疾行",
	"ability_viper_snakedash_desc": "滑行距离增加,可以滑上斜坡,且在滑行时可以更快地转向。\u003C/span\u003E",
	"ability_viper_snakedash_quip": "增加滑行时的灵活度",
	"ability_viper_snakedash_t3_desc": "滑行时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E获得180\u003C/span\u003E屏障,持续\u003Cspan class=\"highlight\"\u003E5秒\u003C/span\u003E",
	"ability_viper_ult": "石化",
	"ability_viper_ult/viper_ult_petrify": "已石化",
	"ability_viper_ult_desc": "在地面创建一个被扰动的区域。经过一段时间后,圆柱形区域内的所有单位将被\u003Cspan id=\"TestID\"/\u003E\u003C/span\u003E\u003Cspan class=\"highlight\"\u003E石化\u003C/span\u003E。敌人同时受到\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。石化单位会阻挡所有伤害,但无法采取任何行动。",
	"ability_viper_ult_quip": "不论敌友,统统石化",
	"ability_viper_venom": "危险蛇毒",
	"ability_viper_venom/viper_venom_modifier_subclass": "危险蛇毒",
	"ability_viper_venom_desc": "向目标注入危险的蛇毒。经过一段时间后蛇毒会触发,造成\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。目标缺失的生命值会使受到的伤害增加。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E危险蛇毒会无视石化的伤害阻挡。\u003C/span\u003E",
	"ability_viper_venom_quip": "给敌人注射危险蛇毒",
	"ability_viper_venom_t2_desc": "\u003Cspan class=\"highlight\"\u003E-40%\u003C/span\u003E治疗降低\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间",
	"ability_viper_venom_t3_desc": "子弹还会积累\u003Cspan class=\"highlight\"\u003E危险蛇毒\u003C/span\u003E",
	"ability_warden_crowd_control": "炼金瓶",
	"ability_warden_crowd_control_desc": "投掷一个瓶子,击中后会对敌人造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并降低其\u003Cspan class=\"highlight\"\u003E武器伤害和移动速度\u003C/span\u003E。",
	"ability_warden_crowd_control_quip": "对附近的敌人造成伤害和负面效果",
	"ability_warden_crowd_control_t1_desc": "击中的敌人\u003Cbr\u003E会失去\u003Cspan class=\"highlight\"\u003E1耐力\u003C/span\u003E",
	"ability_warden_crowd_control_t2_desc": "\u003Cspan class=\"highlight\"\u003E+40伤害\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-20%武器伤害\u003C/span\u003E",
	"ability_warden_crowd_control_t3_desc": "\u003Cspan class=\"highlight\"\u003E-7秒\u003C/span\u003E冷却时间并\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E施加\u003Cspan class=\"highlight\"\u003E-30%\u003C/span\u003E射速",
	"ability_warden_high_alert": "意志力",
	"ability_warden_high_alert_desc": "获得一个\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度加成\u003C/span\u003E。",
	"ability_warden_high_alert_quip": "获得屏障和移动速度",
	"ability_warden_high_alert_t2_desc": "-22秒冷却时间\u003Cbr\u003E+2秒持续时间",
	"ability_warden_high_alert_t3_desc": "\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减益抗性\u003Cbr\u003E提升屏障增强系数",
	"ability_warden_lock_down": "束缚之言",
	"ability_warden_lock_down_desc": "干扰一名敌方英雄。如果对方未在\u003Cspan class=\"highlight\"\u003E逃脱时间\u003C/span\u003E内从初始位置离开,则会受到\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并被\u003Cspan class=\"highlight\"\u003E定身\u003C/span\u003E。",
	"ability_warden_lock_down_quip": "干扰目标,若其未逃脱,则会被定身",
	"ability_warden_lock_down_t1_desc": "Warden在\u003Cspan class=\"highlight\"\u003E5秒\u003C/span\u003E内对定身英雄造成的子弹伤害\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E",
	"ability_warden_lock_down_t2_desc": "+0.75秒持续时间",
	"ability_warden_lock_down_t3_desc": "-18秒冷却时间\u003Cbr\u003E沉默敌人,直到他们逃跑或被定身",
	"ability_warden_riot_protocol": "屹立不倒",
	"ability_warden_riot_protocol_desc": "充能2秒后,\u003Cspan class=\"highlight\"\u003E发出脉冲,对敌人造成伤害,并基于造成的伤害治疗自身\u003C/span\u003E。\u003Cbr\u003E施放“屹立不倒”期间,\u003Cspan class=\"highlight\"\u003E子弹抗性和元灵抗性\u003C/span\u003E会极大提高。",
	"ability_warden_riot_protocol_quip": "发出脉冲,从敌人身上吸取生命",
	"ability_warden_riot_protocol_t2_desc": "+40.5每秒伤害\u003Cbr\u003E-30秒冷却时间",
	"ability_warden_riot_protocol_t3_desc": "+3秒持续时间\u003Cbr\u003E持续施法期间势不可挡且+30%抗性",
	"ability_werewolf_cripplingslash": "长尾猛击",
	"ability_werewolf_cripplingslash/debuff": "长尾猛击",
	"ability_werewolf_cripplingslash/disarm": "长尾猛击",
	"ability_werewolf_cripplingslash_desc": "击碎周围的敌人,造成 {g:citadel_inline_attribute:'SpiritDamage'}。他们会受到\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E和短暂的 {g:citadel_inline_attribute:'Slow'}。",
	"ability_werewolf_cripplingslash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E减益持续时间",
	"ability_werewolf_frenzy": "直击要害",
	"ability_werewolf_frenzy_desc": "对前方所有敌人造成{g:citadel_inline_attribute:'MeleeDamage'},根据造成伤害的一定百分比获得{g:citadel_inline_attribute:'Heal'}。敌人的生命值越低,伤害越高。",
	"ability_werewolf_kickflip": "狼爪飞踢",
	"ability_werewolf_kickflip/disarm": "狼爪飞踢",
	"ability_werewolf_kickflip_desc_1": "向前冲刺,踢飞第一个击中的敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}同时把自己推开,并且\u003Cspan class=\"highlight\"\u003E标记\u003C/span\u003E他们。",
	"ability_werewolf_kickflip_desc_2": "射击\u003Cspan class=\"highlight\"\u003E标记\u003C/span\u003E的目标会造成{g:citadel_inline_attribute:'SpiritDamage'}并移除标记。",
	"ability_werewolf_kickflip_t2_desc": "击中英雄时:\u003Cbr\u003E恢复\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E耐力",
	"ability_werewolf_kickflip_t3_desc": "\u003Cspan class=\"highlight\"\u003E+80\u003C/span\u003E额外伤害\u003Cbr\u003E被踢敌人造成\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E伤害,持续5秒",
	"ability_werewolf_leap": "粉碎跃击",
	"ability_werewolf_leap/buff": "粉碎跃击",
	"ability_werewolf_leap/debuff": "粉碎跃击",
	"ability_werewolf_leap_desc": "跃向空中,然后落地,对附近的敌人造成{g:citadel_inline_attribute:'MeleeDamage'}伤害并施加 {g:citadel_inline_attribute:'Slow'},同时把他们推开。",
	"ability_werewolf_leap_t1_desc": "落地时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}米/秒\u003C/span\u003E移动速度,持续{s:LandingBonusesDuration}秒",
	"ability_werewolf_leap_t3_desc": "施加\u003Cspan class=\"highlight\"\u003E{s:StunDuration}秒\u003C/span\u003E眩晕",
	"ability_werewolf_maulingleap": "撕咬跃击",
	"ability_werewolf_maulingleap_desc": "向前跳跃,撕咬第一个击中的敌人,造成{g:citadel_inline_attribute:'MeleeDamage'}。他们的{g:citadel_inline_attribute:'BulletResist'}会降低并持续受到{g:citadel_inline_attribute:'SpiritDamage'}。",
	"ability_werewolf_netshot": "缠结兽索",
	"ability_werewolf_netshot/debuff": "缠结兽索",
	"ability_werewolf_netshot_desc": "扔出一个捕兽索,造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'}并阻止位移类技能或耐力。",
	"ability_werewolf_netshot_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.75秒\u003C/span\u003E减益持续时间。\u003Cbr\u003E兽索弹跳至\u003Cspan class=\"highlight\"\u003E2\u003C/span\u003E个额外目标",
	"ability_werewolf_onthehunt": "狩猎中途",
	"ability_werewolf_onthehunt_desc": "获得{g:citadel_inline_attribute:'BonusFireRate'}和{g:citadel_inline_attribute:'BonusMoveSpeed'},附近友方英雄获得半额效果。在此期间击倒敌人会重新施放狩猎中途。",
	"ability_werewolf_passive_desc": "\u003Cspan class=\"diminish\"\u003E人形态:\u003C/span\u003E追踪最后一个击中的英雄。击倒追踪的敌人会获得额外魂魄。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E狼人形态:\u003C/span\u003E追踪附近的所有低生命值英雄。击倒追踪的英雄会减少自身的冷却时间。",
	"ability_werewolf_primary_weapon_rifle": "武器伤害",
	"ability_werewolf_primary_weapon_rifle_crit": "武器伤害 - 强击",
	"ability_werewolf_transformation": "狼人咒缚",
	"ability_werewolf_transformation/ready": "咒缚在呼唤……",
	"ability_werewolf_transformation/werewolf": "狼人咒缚",
	"ability_werewolf_transformation/werewolf/stackingbuff": "狼人咒缚",
	"ability_werewolf_transformation_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E造成伤害时会产生狂热,生命值越低,效果越强。狂热效果最强时自动施放狼人咒缚。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E立刻变身,获得更高的{g:citadel_inline_attribute:'MaxHealth'},攻击敌方英雄获得可叠加的{g:citadel_inline_attribute:'FireRate'},并且\u003Cspan class=\"highlight\"\u003E技能和武器全部替换\u003C/span\u003E为凶猛版本。",
	"ability_werewolf_transformation_ready_hint": "释放!",
	"ability_werewolf_transformation_t1_desc": "\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E子弹和元灵抗性",
	"ability_werewolf_transformation_t2_desc": "\u003Cspan class=\"highlight\"\u003E+4米/秒\u003C/span\u003E移动速度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E200\u003C/span\u003E额外生命值",
	"ability_werewolf_transformation_t3_desc": "击倒英雄时:\u003Cbr\u003E刷新技能,持续时间和变身治疗",
	"ability_werewolf_transformation_trigger": "终止咒缚",
	"ability_werewolf_transformation_trigger_desc": "恢复人形。",
	"ability_werewolf_unloadgun": "火力凶猛",
	"ability_werewolf_unloadgun/buff": "火力凶猛",
	"ability_werewolf_unloadgun_desc": "立刻装填枪械。有限次数的射击获得{g:citadel_inline_attribute:'BonusFireRate'},并且根据目标的生命值造成额外{g:citadel_inline_attribute:'WeaponDamage'},但精准度会降低。",
	"ability_werewolf_unloadgun_t3_desc": "如果全部命中,造成\u003Cspan class=\"highlight\"\u003E+7%\u003C/span\u003E当前生命值的伤害",
	"ability_wrecker_salvage": "灰飞烟灭",
	"ability_wrecker_salvage/modifier_wrecker_salvage": "被束缚",
	"ability_wrecker_salvage_desc": "牵住一个敌人,在这期间对其造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E自己。目标必须在视线范围内且不超过最大距离才能继续被牵住。成功击败目标会恢复一点\u003Cspan class=\"highlight\"\u003E生物爆破\u003C/span\u003E充能。",
	"ability_wrecker_salvage_quip": "让一名敌方步兵或中立单位灰飞烟灭",
	"ability_wrecker_salvage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E额外目标",
	"ability_wrecker_teleport": "灵体漫步",
	"ability_wrecker_teleport_desc": "发射一个\u003Cspan class=\"highlight\"\u003E由你控制的飞影复制体\u003C/span\u003E,将本体\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E到它落地的地方。传送结束后的爆炸会\u003Cspan class=\"highlight\"\u003E减缓敌人速度并造成伤害\u003C/span\u003E,具体多少取决于飞行的时间长短。",
	"ability_wrecker_teleport_quip": "发射自己飞行的幻象,将真身传送到幻象着陆的地方",
	"ability_wrecker_ultimate": "磁力流",
	"ability_wrecker_ultimate_desc": "ability_wrecker_ultimate_desc\"\t\t\"\u003Cspan class=\"highlight\"\u003E抓住\u003C/span\u003E破坏王注视的任何敌人,将他们置于\u003Cspan class=\"highlight\"\u003E静止状态\u003C/span\u003E并举在头顶。完成后,所有被捕获的敌人将被\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E受到伤害\u003C/span\u003E。任何被抓住的非玩家角色都会被\u003Cspan class=\"highlight\"\u003E回收\u003C/span\u003E。",
	"ability_wrecker_ultimate_t3_desc": "使用期间,破坏王为\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E",
	"ability_wrecking_ball": "破坏球",
	"ability_wrecking_ball_desc": "制造一个可以投掷的巨大废料球,\u003Cspan class=\"highlight\"\u003E伤害并眩晕\u003C/span\u003E第一个击中的目标。制造废料球需要时间,并且在携带时你的移动速度会变慢。",
	"ability_wrecking_ball_quip": "投掷一团废料,眩晕敌人",
	"active_bullet_shield": "子弹护盾",
	"afterburn_spirit_stolen_buff": "Spirit Taken",
	"afterburn_spirit_stolen_debuff": "Spirit Stolen",
	"akimbo_bulletshield": "子弹护盾",
	"akimbo_bulletshield/modifier_duration": "{s:hero_name}'s Bullet Shield",
	"akimbo_bulletshield_desc": "Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.  \u003Cbr\u003EPrevents",
	"akimbo_chargedshot": "Overload",
	"akimbo_chargedshot_desc": "{s:hero_name} charges gun and deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to nearby enemies in front.",
	"akimbo_chargedshot_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}m/s\u003C/span\u003E move speed while charging.",
	"akimbo_chargedshot_t3_desc": "Reduces enemy bullet armor by \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReduction}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReductionDuration}s\u003C/span\u003E",
	"akimbo_rocketman": "Rocket Man",
	"akimbo_rocketman_desc": "{s:hero_name} transforms into a grenade that stuns enemies.",
	"akimbo_stealammo": "Steal Clip",
	"akimbo_stealammo/modifier_bonus_tech_power": "Spirit Bonus",
	"akimbo_stealammo/modifier_reload_speed": "Slow Reload",
	"akimbo_stealammo_desc": "Force targets to reload. {s:hero_name} gains \u003Cspan class=\"highlight\"\u003E{s:StealTechPower}% Spirit Power\u003C/span\u003E per target.",
	"ammo_permanent_pickup_label": "+3% 最大弹药量",
	"ammo_permanent_pickup_label_lv2": "+5% 最大弹药量",
	"ammo_permanent_pickup_label_lv3": "+7% 最大弹药量",
	"apocalypse_armageddon": "Armageddon",
	"apocalypse_armageddon_desc": "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal.",
	"apocalypse_discharge_soul": "Discharge Soul",
	"apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby": "Tombstone Nearby",
	"apocalypse_discharge_soul_desc": "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers.",
	"apocalypse_four_horsemen": "Four Horsemen",
	"apocalypse_four_horsemen_desc": "Summon four hologram horsemen who stampede in a straight line, damaging enemies they pass through and leaving a trail that slows and damages enemies.",
	"apocalypse_gigantic_sword": "Gigantic Sword",
	"apocalypse_gigantic_sword_desc": "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range.",
	"assassin_modifier": "+武器伤害",
	"base_stat_regen": "英雄基础恢复",
	"berserker_stack": "狂战士",
	"breakable_pickup_missing_loc": "拾取物不存在",
	"cadence_ability_anthem": "Anthem",
	"cadence_ability_anthem_desc": "Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends.",
	"cadence_ability_anthem_quip": "Lead the charge, inspiring allies in earshot and giving them weapon buffs",
	"cadence_ability_crescendo": "Crescendo",
	"cadence_ability_crescendo_desc": "Encase nearby enemies in glass in an increasing range over a short duration. Cadence then breaks the glass with her powerful voice, breaking any shields on the them, damaging them, and giving them massive bullet vulnerability for a duraiton after.",
	"cadence_ability_crescendo_quip": "Encase enemies in glass then shatter it",
	"cadence_ability_grandfinale": "Grand Finale",
	"cadence_ability_grandfinale_desc": "Build high ground undernearth Cadence. Allies fighting from the high ground get a fire rate bonus and explosive bullets.",
	"cadence_ability_grandfinale_quip": "Build a stage, then fight from it with weapon buffs.",
	"cadence_ability_lullaby": "Lullaby",
	"cadence_ability_lullaby_desc": "Lull your foes to sleep! Any enemy that comes in range of Cadence sleeps until woken by damage, Cadence goes out of range, or the song ends. Cadence has bonus regeneration while singing.",
	"cadence_ability_lullaby_quip": "Lull any foe you come within earshot of to sleep.",
	"cadence_ability_silencecontraptions": "Silence Contraptions",
	"cadence_ability_silencecontraptions_desc": "Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets.",
	"cadence_ability_silencecontraptions_quip": "Start a melee brawl. No guns allowed.",
	"capture_point_escort/capturing_escort": "占领中",
	"casting_powerup_pickup": "技能施放",
	"ccitadel_settings_alt_cast_hold_time_tooltip": "设置按住技能按钮触发特殊施法的持续时间。",
	"cd_permanent_pickup_label": "+0.5% 冷却时间减少",
	"cd_permanent_pickup_label_lv2": "+0.75% 冷却时间减少",
	"cd_permanent_pickup_label_lv3": "+1% 冷却时间减少",
	"change_team_powerup_pickup": "更换队伍",
	"chat_wheel_options": "轮盘选项",
	"chrono_time_trap_debuff": "Time Bomb",
	"citadel_ClearHeroHotkeyBindings": "重置 {s:selected_hero_name}",
	"citadel_Hotkeys_Tooltip_PerUnitHotkeys": "启用/禁用英雄特定的按键绑定。",
	"citadel_ability_ballista_ammo_pack": "Belt Feed",
	"citadel_ability_ballista_ammo_pack_desc": "Equips an ammo backpack, allowing rapid fire of heavy ballistic shells. Slows the user somewhat.\u003Cbr\u003E\u003Cbr\u003EThis can be cancelled by toggling off. Remaining shells will be lost.",
	"citadel_ability_ballista_ammo_pack_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ClipSize}\u003C/span\u003E shells",
	"citadel_ability_ballista_bullet_storm": "Bullet Storm",
	"citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff": "Bullet Storm",
	"citadel_ability_ballista_bullet_storm_desc": "Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows.",
	"citadel_ability_ballista_fusion_bomb": "Fusion Bomb",
	"citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target": "Take cover!",
	"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant": "Planting bomb...",
	"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow": "减速",
	"citadel_ability_ballista_fusion_bomb_desc": "Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}.",
	"citadel_ability_ballista_mine_field": "Mine Field",
	"citadel_ability_ballista_mine_field_desc": "Places a clister of proximity mines around the target area. Mines deal damage and slow their victims",
	"citadel_ability_ballista_mine_field_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:NumMines}\u003C/span\u003E mines",
	"citadel_ability_ballista_shell_shotgun": "Flak Cannon",
	"citadel_ability_ballista_shell_shotgun_desc": "Ballista wields a massive flak cannon, dealing damage and knocking back enemies in front of her.\u003Cbr\u003E\u003Cbr\u003EDeals weapon damage",
	"citadel_ability_ballista_shell_shotgun_t3_desc": "Hitting \u003Cspan class=\"highlight\"\u003E{s:TargetsToAddCharge}+\u003C/span\u003E targets refunds charge",
	"citadel_ability_basicdamagereflect": "Reflect Basic Damage",
	"citadel_ability_bebop_laser_beam": "超级光束",
	"citadel_ability_bebop_laser_beam_desc": "施放一股强大的能量洪流,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Slow'}效果。",
	"citadel_ability_bebop_laser_beam_quip": "施放破坏力巨大的光束",
	"citadel_ability_bebop_laser_beam_t3_desc": "超级光束会治疗Bebop,数值为对英雄造成伤害的\u003Cspan class=\"highlight\"\u003E65%\u003C/span\u003E,以及对非英雄造成伤害的20%",
	"citadel_ability_bull_charge": "冲锋陷阵",
	"citadel_ability_bull_charge_desc": "向前冲锋,与英雄相撞后会{g:citadel_inline_attribute:'Pulling'}他们。撞到墙壁会对拖拽的英雄造成{g:citadel_inline_attribute:'Stun'}。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E如果与英雄相撞,冲锋速度会增加。\u003C/span\u003E",
	"citadel_ability_bull_charge_on_hero_collide_header": "与英雄相撞时:",
	"citadel_ability_bull_charge_on_wall_header": "撞墙时:",
	"citadel_ability_bull_charge_quip": "冲入战斗,拖拽敌人",
	"citadel_ability_bull_charge_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E",
	"citadel_ability_bull_charge_t2_desc": "撞到墙壁时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.8秒\u003C/span\u003E眩晕",
	"citadel_ability_bull_charge_t3_desc": "\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间\u003Cbr\u003E与英雄相撞时:\u003Cspan class=\"highlight\"\u003E+1.5\u003C/span\u003E武器伤害,持续\u003Cspan class=\"highlight\"\u003E6\u003C/span\u003E秒",
	"citadel_ability_bull_heal": "生命汲取",
	"citadel_ability_bull_heal/modifier_bull_heal_aura": "生命汲取",
	"citadel_ability_bull_heal_desc": "吸取附近敌人的生命值,造成{g:citadel_inline_attribute:'SpiritDPS'},并为自己{g:citadel_inline_attribute:'Healing'},治疗量为一定比例的伤害量。",
	"citadel_ability_bull_heal_quip": "吸取附近敌人的生命值",
	"citadel_ability_bull_heal_t3_desc": "\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+18\u003C/span\u003E每秒伤害,元灵增强系数提升\u003C/span\u003E",
	"citadel_ability_bull_leap": "撼天动地",
	"citadel_ability_bull_leap_desc": "跳跃至高空然后撞击地面,造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'Stun'}。",
	"citadel_ability_bull_leap_quip": "从上方猛击敌人,使其眩晕",
	"citadel_ability_bull_leap_t3_desc": "施法时\u003Cbr\u003E变为\u003Cspan class=\"highlight\"\u003E势不可挡\u003C/span\u003E,持续6秒\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6米\u003C/span\u003E冲击半径",
	"citadel_ability_bullet_damage_amp_wall": "Bullet Damage Amp Wall",
	"citadel_ability_card_toss": "卡牌戏法",
	"citadel_ability_card_toss_desc": "造成武器伤害会召唤随机花色的卡牌。每张卡牌都可以掷出,造成伤害并根据花色施加不同效果。掷出的卡牌会飞向准星下的敌人或目标点。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E副施法可以掷出第一张卡牌\u003C/span\u003E",
	"citadel_ability_card_toss_quip": "投掷魔法卡牌",
	"citadel_ability_card_toss_t2_desc": "+40伤害\u003Cbr\u003E提升元灵增强系数",
	"citadel_ability_card_toss_t3_desc": "所有花色都得到增强\u003Cbr\u003E更高几率出现\u003Cspan class=\"highlight\"\u003E小丑\u003C/span\u003E",
	"citadel_ability_chain_lightning": "Chain Lightning",
	"citadel_ability_chain_lightning_t1": "Chain Radius",
	"citadel_ability_chain_lightning_t2": "Chain Damage",
	"citadel_ability_chain_lightning_t3": "360 Cone",
	"citadel_ability_chain_lightning_t3_desc": "Chain lightning can hit any enemies around the target.",
	"citadel_ability_charged_tackle": "Charged Tackle",
	"citadel_ability_charged_tackle/modifier_charge_pull_enemy": "Charged Tackle",
	"citadel_ability_charged_tackle_cancel_channel": "Stop Charging",
	"citadel_ability_charged_tackle_desc": "Build up power then enter a charge, \u003Cspan class=\"highlight\"\u003Edragging and damaging enemies\u003C/span\u003E in your path. Can be canceled early.",
	"citadel_ability_charged_tackle_quip": "Charge into combat",
	"citadel_ability_charged_tackle_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E Damage and \u003Cspan class=\"highlight\"\u003E+{s:ChargeDistance}m\u003C/span\u003E Charge Distance.",
	"citadel_ability_charged_tackle_t2_desc": "Gain a \u003Cspan class=\"highlight\"\u003E{s:TechShield}HP Spirit Shield\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:TechShieldDuration}s\u003C/span\u003E when Charged Tackle ends.",
	"citadel_ability_charged_tackle_t3_desc": "\u003Cspan class=\"highlight\"\u003ERemove Prepare Time\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown",
	"citadel_ability_chrono_kinetic_carbine": "动力卡宾枪",
	"citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine": "动力卡宾枪",
	"citadel_ability_chrono_kinetic_carbine_charged": "充能完毕!",
	"citadel_ability_chrono_kinetic_carbine_desc": "充能后射出威力巨大的时间能量,对击中的敌人造成{g:citadel_inline_attribute:'SpiritDamage'},并施加\u003Cspan class=\"highlight\"\u003E时间停止\u003C/span\u003E。所造成的伤害随{g:citadel_inline_attribute:'WeaponDamage'}增加。移动速度会在充能时提高。\u003Cbr\u003E\u003Cbr\u003E在空中充能时,{g:citadel_binding:'ADS'}会使行动中的时间流逝变慢。",
	"citadel_ability_chrono_kinetic_carbine_expiring": "即将失效",
	"citadel_ability_chrono_kinetic_carbine_quip": "为武器充能,造成高伤害和时间停止",
	"citadel_ability_chrono_kinetic_carbine_t3_desc": "+2秒保持充能持续时间\u003Cbr\u003E+55%最大伤害增长率",
	"citadel_ability_chrono_pulse_grenade": "脉冲手雷",
	"citadel_ability_chrono_pulse_grenade_AMP": "脉冲手雷伤害提升",
	"citadel_ability_chrono_pulse_grenade_desc": "投掷一枚手雷,落地后开始产生脉冲。每次脉冲会扩大半径,并施加{g:citadel_inline_attribute:'SpiritDamage'},\u003Cspan class=\"highlight\"\u003E时间减速和可叠加的\u003C/span\u003E{g:citadel_inline_attribute:'DamageAmp'},让Paradox对受害者造成的伤害加深。",
	"citadel_ability_chrono_pulse_grenade_quip": "投掷一枚会产生脉冲的手雷,造成伤害和时间减速",
	"citadel_ability_chrono_pulse_grenade_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E伤害\u003Cbr\u003E提升元灵增强系数",
	"citadel_ability_chrono_pulse_grenade_t3_desc": "\u003Cspan class=\"highlight\"\u003E+4%\u003C/span\u003E伤害加深\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1.6秒\u003C/span\u003E持续时间",
	"citadel_ability_chrono_swap": "悖论置换",
	"citadel_ability_chrono_swap_desc": "发射一个投射物,\u003Cspan class=\"highlight\"\u003E将自身与目标敌方英雄的位置互换。",
	"citadel_ability_chrono_swap_quip": "与一名敌方英雄互换位置",
	"citadel_ability_chrono_swap_t1_desc": "持续8秒的\u003Cspan class=\"highlight\"\u003E200屏障\u003C/span\u003E\u003Cbr\u003E屏障数值会根据元灵提升",
	"citadel_ability_chrono_swap_t2_desc": "\u003Cspan class=\"highlight\"\u003E-35秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+13米\u003C/span\u003E施法距离",
	"citadel_ability_chrono_swap_t3_desc": "与击中目标\u003Cspan class=\"highlight\"\u003E7米\u003C/span\u003E内所有敌人交换\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E最大生命值伤害",
	"citadel_ability_chrono_time_wall": "时间之墙",
	"citadel_ability_chrono_time_wall_desc": "创建一面可以扭曲时间的墙,使所有接触到的\u003Cspan class=\"highlight\"\u003E敌人投射物和子弹\u003C/span\u003E的\u003Cspan class=\"highlight\"\u003E时间停止\u003C/span\u003E,并且提升友军子弹的\u003Cspan class=\"highlight\"\u003E速度和伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E触碰墙壁的敌人将会被短暂\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。",
	"citadel_ability_chrono_time_wall_quip": "创建一面能够极大减慢投射物速度的墙",
	"citadel_ability_chrono_time_wall_t1_desc": "\u003Cspan class=\"highlight\"\u003E+3.5秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E宽度\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1米\u003C/span\u003E高度",
	"citadel_ability_chrono_time_wall_t2_desc": "\u003Cspan class=\"highlight\"\u003E2.3秒\u003C/span\u003E沉默时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+35%\u003C/span\u003E武器伤害",
	"citadel_ability_chrono_time_wall_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2\u003C/span\u003E技能充能",
	"citadel_ability_converge": "Converge",
	"citadel_ability_converge_desc": "Throw a grenade that quckly pulls enemies toward its center.",
	"citadel_ability_dash": "冲刺",
	"citadel_ability_defensive_fortress": "Defensive Fortress",
	"citadel_ability_defensive_fortress_desc": "Summon a large defensive shield that blocks enemy bullets but lets you and your teammate shoot through it.",
	"citadel_ability_drone_boss_laser_beam": "头目激光",
	"citadel_ability_drone_detecting_enemies": "Drone Infrared Camera",
	"citadel_ability_drone_detecting_enemies_desc": "Outlines all enemy players (including hidden enemies) infront of where the drone is currently looking at.",
	"citadel_ability_drone_detecting_enemies_t3": "Drone Infrared Camera",
	"citadel_ability_drone_detecting_enemies_t3_desc": "Enable Drone infrared Camera",
	"citadel_ability_drone_teleport": "Drone Teleport",
	"citadel_ability_drone_teleport_desc": "Instant Cast: teleports Hijack below the drone after the cast delay.",
	"citadel_ability_duo_arc_cannon": "Arc Cannon",
	"citadel_ability_duo_arc_cannon_desc": "Duo's drone sweeps its laser \u003Cspan class=\"highlight\"\u003E{s:SweepCount} times\u003C/span\u003E from the sky, dealing damage to anyone caught in its path.",
	"citadel_ability_duo_arc_cannon_t1_desc": "Burns ground, dealing \u003Cspan class=\"highlight\"\u003E{s:BurnDPS} dps\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:BurnDuration}s\u003C/span\u003E",
	"citadel_ability_duo_arc_cannon_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SweepCount}\u003C/span\u003E sweeps\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{s:SweepInterval}s\u003C/span\u003E between laser sweeps",
	"citadel_ability_duo_energy_link": "Energy Link",
	"citadel_ability_duo_energy_link_desc": "A short range tether which heals your drone. Breaks if you walk out of range.\u003Cbr\u003E\u003Cbr\u003EIf targeting an enemy, deals damage instead.",
	"citadel_ability_duo_energy_link_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ExternalBonusHealthRegen}\u003C/span\u003E Regen\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+{s:DPS}\u003C/span\u003E DPS",
	"citadel_ability_duo_energy_link_t3_desc": "Applies damage and healing effects within {s:ZapDistance}m of target",
	"citadel_ability_duo_fusion_scalpel": "Fusion Scalpel",
	"citadel_ability_duo_fusion_scalpel_desc": "Forms a link between you and your drone, dealing damage to enemies which touch it",
	"citadel_ability_duo_fusion_scalpel_t2_desc": "Slows enemies by \u003Cspan class=\"highlight\"\u003E{s:SlowPercent}%\u003C/span\u003E for {s:DebuffDuration}s",
	"citadel_ability_duo_fusion_scalpel_t3_desc": "Link with up to \u003Cspan class=\"highlight\"\u003E{s:MaxAllyLinks}\u003C/span\u003E nearby allies",
	"citadel_ability_duo_grenade": "Grenade",
	"citadel_ability_duo_grenade_desc": "Throw a grenade that explodes after {s:ArmingDuration}s",
	"citadel_ability_duo_grenade_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:AbilityCharges}\u003C/span\u003E charges and Charge Delay \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldownBetweenCharge}s\u003C/span\u003E",
	"citadel_ability_duo_order": "Order",
	"citadel_ability_duo_order_attack": "Attack",
	"citadel_ability_duo_order_attack_desc": "Orders your drone to attack a specific target. It will chase the target as needed to shoot the target",
	"citadel_ability_duo_order_cancel": "Cancel",
	"citadel_ability_duo_order_follow": "Follow",
	"citadel_ability_duo_order_follow_desc": "Orders your drone to follow you. It will automatically attack anyone who shoots you, or anyone you shoot.",
	"citadel_ability_duo_order_sentry": "Sentry",
	"citadel_ability_duo_order_sentry_desc": "Orders your drone to guard an area. It will automatically attack any nearby threats",
	"citadel_ability_duo_summon_drone": "Summon",
	"citadel_ability_duo_summon_drone_desc": "Summons your drone.",
	"citadel_ability_duo_summon_drone_t1_desc": "Drone also gets player items",
	"citadel_ability_duo_summon_drone_t2_desc": "Fire a barrage of rockets while in sentry mode",
	"citadel_ability_duo_summon_drone_t3_desc": "Immobilize targets in place in attack mode",
	"citadel_ability_fissure_wall": "幻影屏障",
	"citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent": "墙体伤害减益",
	"citadel_ability_fissure_wall_cancel": "Cancel Fissure Wall",
	"citadel_ability_fissure_wall_desc": "创建一面对穿过的敌人\u003Cspan class=\"highlight\"\u003E施加减速\u003C/span\u003E的墙。拆除墙体时会把\u003Cspan class=\"highlight\"\u003E地形分隔\u003C/span\u003E成两半,并对附近敌人造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E。\u003Cbr\u003E施放后,按{g:citadel_binding:'Attack'}或{g:citadel_binding:'Ability3'}可以提前拆除墙体。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E近战攻击可以摧毁墙体。\u003C/span\u003E",
	"citadel_ability_fissure_wall_quip": "召唤出一堵墙来阻挡敌人",
	"citadel_ability_fissure_wall_t1_desc": "McGinnis对击中的敌人施加的伤害提升\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E,持续7秒",
	"citadel_ability_fissure_wall_t2_desc": "\u003Cspan class=\"highlight\"\u003E-20秒冷却时间\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2秒持续时间\u003C/span\u003E",
	"citadel_ability_fissure_wall_t3_desc": "在墙附近部署\u003Cspan class=\"highlight\"\u003E2台迷你炮塔\u003C/span\u003E,持续8秒\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%减速\u003C/span\u003E",
	"citadel_ability_fissure_wall_trigger": "Trigger Fissure Wall",
	"citadel_ability_flying_strike": "飞跃斩击",
	"citadel_ability_flying_strike/slow": "飞跃斩击减速效果",
	"citadel_ability_flying_strike/weapon_buff": "+Weapon Damage",
	"citadel_ability_flying_strike_desc": "掷出抓钩,\u003Cspan class=\\\"highlight\\\"\u003E将自已拉向敌人,落地时造成轻{g:citadel_inline_attribute:'MeleeDamage'}并使目标减速\u003C/span\u003E。",
	"citadel_ability_flying_strike_quip": "飞向瞄准的敌人",
	"citadel_ability_flying_strike_t2_desc": "获得\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E元灵力量,持续\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E",
	"citadel_ability_flying_strike_t3_desc": "可以将自己拉向友军\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+15米\u003C/span\u003E施法距离\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E2次额外充能\u003C/span\u003E",
	"citadel_ability_gigawatt_lightning_strike": "雷霆风暴闪电袭击",
	"citadel_ability_grapplehook": "Grapple Hook",
	"citadel_ability_grapplehook_desc": "Launches out a hook, and pull {s:hero_name} towards the wall it hits.",
	"citadel_ability_healing_slash": "绯色狂刃",
	"citadel_ability_healing_slash/debuff": "绯色狂刃",
	"citadel_ability_healing_slash_desc": "攻击面前的敌人,\u003Cspan class=\"highlight\"\u003E对其造成伤害并降低其射速\u003C/span\u003E。击中敌方英雄可获得\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E。",
	"citadel_ability_healing_slash_quip": "伤害附近的敌人,击中敌人可以治疗自己",
	"citadel_ability_healing_slash_t1_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E近战伤害,持续4秒",
	"citadel_ability_healing_slash_t2_desc": "击中英雄时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6%\u003C/span\u003E最大生命值治疗",
	"citadel_ability_healing_slash_t3_desc": "\u003Cspan class=\"highlight\"\u003E-10秒\u003C/span\u003E冷却时间并提升增强系数",
	"citadel_ability_hijack_mind_control": "Hack Enemy Units",
	"citadel_ability_hijack_mind_control_desc": "Changes the team of enemy NPC's in an area and gives them extra health and bonus weapon damage. {s:hero_name} and nearby allies gain half the gold bounty for each hacked unit.",
	"citadel_ability_hijack_mind_control_t1_desc": "Hacked units deal an extra \u003Cspan class=\"highlight\"\u003E{s:UnitBonusDamagePercent}\u003C/span\u003E% damage",
	"citadel_ability_hijack_mind_control_t3_2_desc": "Hacked units deal an extra \u003Cspan class=\"highlight\"\u003E{s:UnitBonusDamagePercent}\u003C/span\u003E% damage",
	"citadel_ability_hijack_stacking_weapon_jammer": "Weapon Jammer",
	"citadel_ability_hijack_stacking_weapon_jammer_desc": "Your bullets charge up a \u003Cspan class=\"highlight\"\u003EWeapon Jammer\u003C/span\u003E on enemy heroes that will give them a \u003Cspan class=\"highlight\"\u003Epercent chance to misfire\u003C/span\u003E (bullet does not fire and they damage themselves).",
	"citadel_ability_hook": "抓钩臂",
	"citadel_ability_hook_desc": "发射一只机械手,{g:citadel_inline_attribute:'Pulls'}命中的第一个角色并将其拉至身前。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E抓钩臂可对友军使用。\u003C/br\u003E",
	"citadel_ability_hook_quip": "把目标拉到身边",
	"citadel_ability_hook_t1_desc": "比波普对钩中的敌人造成\u003Cspan class=\"highlight\"\u003E+20%武器伤害\u003C/span\u003E,持续6秒",
	"citadel_ability_hornet_chain": "钉桩",
	"citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection": "束缚于地面",
	"citadel_ability_hornet_chain_desc": "投出一根木桩\u003Cspan class=\"highlight\"\u003E将敌人束缚在\u003C/span\u003E木桩落地地点。敌人的移动将限制在束缚距离之内。",
	"citadel_ability_hornet_chain_quip": "将敌人束缚于地面",
	"citadel_ability_hornet_chain_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.75秒\u003C/span\u003E束缚时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E捕获半径",
	"citadel_ability_hornet_crit_stacking_buff": "Headhunter",
	"citadel_ability_hornet_crit_stacking_buff_desc": "Landing a headshot temporarily increases your weapon damage, stacking up to {s:MaxStacks} times.",
	"citadel_ability_hornet_crit_vulernability": "Vindicta's Mark",
	"citadel_ability_hornet_crit_vulernability_desc": "Your shots have a chance to leave targets vulnerable, causing all bullets to crit them.  Headshots are guaranteed to apply this effect.",
	"citadel_ability_hornet_explosive_headshots": "Explosive Headshots",
	"citadel_ability_hornet_explosive_headshots_desc": "Headshots you deal explode, dealing a percent of the damage to nearby enemies.",
	"citadel_ability_hornet_leap": "飞行",
	"citadel_ability_hornet_leap_desc": "跃入空中并\u003Cspan class=\"highlight\"\u003E飞行\u003C/span\u003E。飞行中武器会造成\u003Cspan class=\"highlight\"\u003E额外元灵伤害\u003C/span\u003E,并且物品的\u003Cspan class=\"highlight\"\u003E距离\u003C/span\u003E提升。",
	"citadel_ability_hornet_leap_quip": "腾空飞行并强化武器",
	"citadel_ability_hornet_leap_t1_desc": "飞行时\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E基础弹药",
	"citadel_ability_hornet_leap_t3_desc": "击倒英雄将\u003Cspan class=\"highlight\"\u003E刷新\u003C/span\u003E持续时间。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10\u003C/span\u003E元灵伤害,提升元灵增强系数",
	"citadel_ability_hornet_mark": "Vindicta's Mark",
	"citadel_ability_hornet_mark_desc": "Vindicta mark's an enemy. They are visible on the minimap for the duration, and Vindicta can detect them through walls.",
	"citadel_ability_hornet_mark_t2_desc": "When a marked enemy is killed, Vindicta immediately gains \u003Cspan class=\"highlight\"\u003E{s:ChargeForKill} Charge for Assassinate\u003C/span\u003E",
	"citadel_ability_hornet_nest": "Vindicta Nest",
	"citadel_ability_hornet_nest_desc": "Deploys a nest which will deploy Vindicta drones that fly slowly forward, attacking all enemies.",
	"citadel_ability_hornet_snipe": "狙击",
	"citadel_ability_hornet_snipe_desc": "使用附瞄具步枪从远距离发射一发强力的射击。开镜后需1秒才能充能完毕,在这之前只能造成部分伤害。对\u003Cspan class=\"highlight\"\u003E剩余生命值低于50%\u003C/span\u003E的目标造成\u003Cspan class=\"highlight\"\u003E额外伤害\u003C/span\u003E。使用“狙击”对目标造成最后一击将\u003Cspan class=\"highlight\"\u003E获得额外武器伤害\u003C/span\u003E。",
	"citadel_ability_hornet_snipe_quip": "狙击受伤目标,造成大量伤害",
	"citadel_ability_hornet_sting": "渡鸦仆使",
	"citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff": "渡鸦仆使",
	"citadel_ability_hornet_sting_desc": "渡鸦仆使造成\u003Cspan class=\"highlight\"\u003E冲击伤害\u003C/span\u003E,降低目标子弹抗性,并基于\u003Cspan class=\"highlight\"\u003E目标当前生命值\u003C/span\u003E对其造成\u003Cspan class=\"highlight\"\u003E生命流失\u003C/span\u003E伤害。",
	"citadel_ability_hornet_sting_quip": "使目标持续流失生命",
	"citadel_ability_hornet_sting_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E治疗降低",
	"citadel_ability_hornet_sting_t2_desc": "\u003Cspan class=\"highlight\"\u003E+0.5%\u003C/span\u003E生命流失伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间",
	"citadel_ability_hornet_sting_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%子弹抗性\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-8%元灵抗性\u003C/span\u003E",
	"citadel_ability_infinity_slash": "暗影变身术",
	"citadel_ability_infinity_slash/timer": "暗魂形态",
	"citadel_ability_infinity_slash_buff_header": "Per Hero Hit",
	"citadel_ability_infinity_slash_desc": "和Yamato的暗魂融为一体。在最初的\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E变身后,\u003Cspan class=\"highlight\"\u003E技能会刷新并加快60%\u003C/span\u003E。获得\u003Cspan class=\"highlight\"\u003E负面状态免疫\u003C/span\u003E,并大幅提升\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E。\u003Cbr\u003E击倒一名英雄时会\u003Cspan class=\"highlight\"\u003E恢复生命值\u003C/span\u003E,同时\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E延长。",
	"citadel_ability_infinity_slash_quip": "变得无敌且更为强大",
	"citadel_ability_infinity_slash_t2_desc": "+4米移动速度\u003Cbr\u003E-25秒冷却时间",
	"citadel_ability_infinity_slash_t3_desc": "+3秒持续时间\u003Cbr\u003E+30%子弹抗性\u003Cbr\u003E+30%元灵抗性",
	"citadel_ability_interrupted": "被打断",
	"citadel_ability_jump": "跳跃",
	"citadel_ability_kali_disruptive_charge": "Pack Hunter",
	"citadel_ability_kali_disruptive_charge_desc": "Provides a \u003Cspan class=\"highlight\"\u003Elarge speed bonus\u003C/span\u003E to you and nearby allies. The speed bonus decays over time.",
	"citadel_ability_kali_disruptive_charge_quip": "You and nearby allies move much faster",
	"citadel_ability_kali_disruptive_charge_t2_desc": "\u003Cspan class=\"highlight\"\u003E{s:LifestealPercent}% Damage Lifesteal\u003C/span\u003E for the duration of Pack Hunter",
	"citadel_ability_kali_spinning_blade": "Occilioblade",
	"citadel_ability_kali_spinning_blade_desc": "Throw a spinning blade that \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereturns\u003C/span\u003E to you.",
	"citadel_ability_kali_spinning_blade_quip": "Launch a boomerang that flies back",
	"citadel_ability_kali_spinning_blade_t1_desc": "\u003Cspan class=\"highlight\"\u003E{s:SlowPercent}% slow\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:SlowDuration}s\u003C/span\u003E on enemies hit",
	"citadel_ability_kali_spinning_blade_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and Occilioblade gains \u003Cspan class=\"highlight\"\u003E+100% more damage\u003C/span\u003E from spirit",
	"citadel_ability_kali_spinning_blade_t3_desc": "\u003Cspan class=\"highlight\"\u003E{s:CooldownReductionOnHit}s Cooldown\u003C/span\u003E for each enemy hit by Occilioblade",
	"citadel_ability_lash": "鞭长可及",
	"citadel_ability_lash_desc": "\u003Cspan class=\"highlight\"\u003E通过在空中飞跃\u003C/span\u003E将自己拉向目标。使用鞭长可及还会重置你的\u003Cspan class=\"highlight\"\u003E空中跳跃和冲刺\u003C/span\u003E上限。",
	"citadel_ability_lash_down_strike": "震撼大地",
	"citadel_ability_lash_down_strike_desc": "猛踏脚下地面,对面前敌人\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E。如果是在空中时进行地面攻击,则会快速俯冲向地面。在25米后伤害增速放缓。",
	"citadel_ability_lash_down_strike_quip": "猛击地面,对敌人造成伤害",
	"citadel_ability_lash_down_strike_t2_desc": "击中的敌人会\u003Cspan class=\"highlight\"\u003E被击飞\u003C/span\u003E并减速\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E",
	"citadel_ability_lash_down_strike_t3_desc": "\u003Cspan class=\"highlight\"\u003E每米伤害\u003C/span\u003E+110% ,并提升增长率",
	"citadel_ability_lash_high_explosive": "High Explosive",
	"citadel_ability_lash_high_explosive_desc": "Lash starts charging his grenade; the longer the grenade is held before being thrown, the more damage it does. Press the button again to throw it a short distance in front of Lash, exploding on contact.",
	"citadel_ability_lash_quip": "用鞭子将自己拉向敌人",
	"citadel_ability_lash_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20米\u003C/span\u003E射程并获得\u003Cspan class=\"highlight\"\u003E+7\u003C/span\u003E武器伤害,持续10秒",
	"citadel_ability_lash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能\u003Cbr\u003E施放时:\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E耐力\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+60%\u003C/span\u003E空中控制",
	"citadel_ability_lash_throw_grenade": "Throw Explosive",
	"citadel_ability_lash_ultimate": "死亡猛击",
	"citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff": "死亡猛击",
	"citadel_ability_lash_ultimate_debuff": "移动减速",
	"citadel_ability_lash_ultimate_desc": "聚焦于敌人后将鞭子捆到他们身上。施法后,被捆住的敌人会被\u003Cspan class=\"highlight\"\u003E举起并眩晕\u003C/span\u003E,然后摔到地上。被摔的敌人和落地区域内的所有敌人都会\u003Cspan class=\"highlight\"\u003E受到伤害并减速\u003C/span\u003E。\u003Cbr\u003E按下{g:citadel_binding:'Attack'}可以把捆住的敌人提前扔出。不在视线范围内的敌人或在捆绑过程中超出范围的敌人不会被抓住。",
	"citadel_ability_lash_ultimate_quip": "举起敌人并将其猛砸到地上",
	"citadel_ability_lash_ultimate_t3_desc": "\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E半径内敌人1.2秒\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6米\u003C/span\u003E施法距离",
	"citadel_ability_lightning_ball": "球状闪电",
	"citadel_ability_lightning_ball/modifier_citadel_lightningball": "球状闪电减速",
	"citadel_ability_lightning_ball_desc": "发射沿直线移动的球状闪电。\u003Cspan class=\"highlight\"\u003E对其半径内的所有目标造成伤害\u003C/span\u003E。伤害敌人时会施加减速,并在撞击到环境时停止。",
	"citadel_ability_lightning_ball_quip": "发射一个具有伤害性的球状闪电",
	"citadel_ability_lightning_ball_t2_desc": "\u003Cspan class=\"highlight\"\u003E-35%\u003C/span\u003E击中目标移速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E时长",
	"citadel_ability_lightning_ball_t3_desc": "+58.5每秒伤害\u003Cbr\u003E+1.5米半径",
	"citadel_ability_lightning_dodge": "Lightning Roll",
	"citadel_ability_lightning_dodge_passive": "Lightning Roll",
	"citadel_ability_magewalk": "乱影迷踪",
	"citadel_ability_magewalkk_desc": "出现在目的地之前暂时\u003Cspan class=\"highlight\"\u003E无法成为目标\u003C/span\u003E。前\u003Cspan class=\"highlight\"\u003E{s:EmpoweredAttackCount}次攻击\u003C/span\u003E会造成额外\u003Cspan class=\"highlight_spirit\"\u003E元灵伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E[施放]\u003C/span\u003E在目标位置出现。\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E在原地出现。\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E敌人无法知晓执行的是哪种施放。\u003C/span\u003E",
	"citadel_ability_mechaguy_defense_field": "Reactive Armor",
	"citadel_ability_mechaguy_defense_field_desc": "Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken",
	"citadel_ability_mechaguy_defense_field_t2_desc": "+{s:RegenPercent}% health recovery",
	"citadel_ability_mechaguy_double_edge": "Double Edge",
	"citadel_ability_mechaguy_double_edge_desc": "Deals {s:Damage} damage to both you and your target",
	"citadel_ability_mechaguy_double_edge_t2_desc": "Deals {s:DamageHealthPercent}% of your health as additional damage",
	"citadel_ability_mechaguy_double_edge_t3_desc": "+{s:AbilityUnitTargetLimit} targets",
	"citadel_ability_mechaguy_echo": "Echo",
	"citadel_ability_mechaguy_echo_desc": "Afflicts a target with Echo. When the target takes damage, nearby enemies are slowed by \u003Cspan class=\"highlight\"\u003E{s:SlowPercent}%\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:SlowDuration}s\u003C/span\u003E",
	"citadel_ability_mechaguy_echo_t2_desc": "Damage increases Echo duration by \u003Cspan class=\"highlight\"\u003E{s:RefreshAmount}s\u003C/span\u003E",
	"citadel_ability_mechaguy_echo_t3_desc": "Echo spreads to nearby enemies",
	"citadel_ability_mechaguy_retaliate": "Retaliate",
	"citadel_ability_mechaguy_retaliate_desc": "Charges a projectile for {s:AbilityDuration}s. Deals {s:Damage} + {s:DamageMultiplier}x damage taken while charging",
	"citadel_ability_mechaguy_retaliate_t1_desc": "Projectile gains {s:Radius}m explosion radius",
	"citadel_ability_mechaguy_retaliate_t2_desc": "+{s:DamageMultiplier}x damage multiplier",
	"citadel_ability_mechaguy_retaliate_t3_desc": "Heals for {s:HealPercent}% damage taken",
	"citadel_ability_melee_apocalypse": "近战",
	"citadel_ability_melee_ballista": "近战",
	"citadel_ability_melee_bebop": "近战",
	"citadel_ability_melee_bull": "近战",
	"citadel_ability_melee_chrono": "近战",
	"citadel_ability_melee_clawdril": "近战",
	"citadel_ability_melee_coldmetal": "近战",
	"citadel_ability_melee_demoman": "近战",
	"citadel_ability_melee_engineer": "近战",
	"citadel_ability_melee_genericperson": "近战",
	"citadel_ability_melee_gigawatt": "近战",
	"citadel_ability_melee_hornet": "近战",
	"citadel_ability_melee_kali": "近战",
	"citadel_ability_melee_parry": "格挡",
	"citadel_ability_melee_parry/parry_cooldown_display": "格挡冷却",
	"citadel_ability_melee_phalanx": "近战",
	"citadel_ability_melee_revenant": "近战",
	"citadel_ability_melee_shiv": "近战",
	"citadel_ability_melee_spade": "近战",
	"citadel_ability_melee_sumo": "近战",
	"citadel_ability_melee_tengu": "近战",
	"citadel_ability_melee_tokamak": "近战",
	"citadel_ability_melee_warden": "近战",
	"citadel_ability_melee_wraith": "近战",
	"citadel_ability_mobile_resupply": "疗伤幽灵",
	"citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply": "正在施药",
	"citadel_ability_mobile_resupply_desc": "部署一个治疗之灵,为附近友军提供\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Healing'}\u003C/span\u003E。",
	"citadel_ability_mobile_resupply_quip": "部署一个治疗之灵",
	"citadel_ability_mobile_resupply_t1_desc": "治疗之灵提供\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E元灵抗性",
	"citadel_ability_mobile_resupply_t2_desc": "\u003Cspan class=\"highlight\"\u003E-20秒\u003C/span\u003E冷却时间\u003Cbr\u003E提供\u003Cspan class=\"highlight\"\u003E+100%\u003C/span\u003E耐力恢复",
	"citadel_ability_mobile_resupply_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2%\u003C/span\u003E每秒最大生命值恢复\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E治疗半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E持续时间",
	"citadel_ability_mortarsentry": "Mortar Sentry",
	"citadel_ability_mortarsentry_desc": "Deploy a Sentry infront of {s:hero_name} that periodically launches mortars at enemies in the \u003Cspan class=\"highlight\"\u003Etarget area\u003C/span\u003E.  Deals reduced damage to boss types",
	"citadel_ability_mortarsentry_t1_desc": "Sentry health \u003Cspan class=\"highlight\"\u003E+{s:Health}Hp \u003C/span\u003E and Sentry Lifetime \u003Cspan class=\"highlight\"\u003E+{s:TurretLifetime}s\u003C/span\u003E",
	"citadel_ability_mortarsentry_t2_desc": "Ability charges \u003Cspan class=\"highlight\"\u003E+{s:AbilityCharges}s\u003C/span\u003E and search radius \u003Cspan class=\"highlight\"\u003E+{s:SearchRadius}m\u003C/span\u003E",
	"citadel_ability_mortarsentry_t3_desc": "Bombs per volley \u003Cspan class=\"highlight\"\u003E+{s:GrenadesPerVolley}\u003C/span\u003E",
	"citadel_ability_nikuman": "回春极光",
	"citadel_ability_nikuman/modifier_nikuman": "回春极光",
	"citadel_ability_nikuman_desc": "在施法期间,对自身和附近的友军\u003Cspan class=\"highlight\\",
	"citadel_ability_nikuman_quip": "治疗自己和周围的友军",
	"citadel_ability_nikuman_t1_desc": "持续施法期间光环提供+4米移动速度",
	"citadel_ability_nikuman_t2_desc": "-20秒冷却时间\u003Cbr\u003E+1秒持续时间",
	"citadel_ability_nikuman_t3_desc": "\u003Cspan class=\"highlight\"\u003E全速移动并可使用所有技能\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E每秒额外治疗\u003Cspan class=\"highlight\"\u003E+2.5%最大生命值\u003C/span\u003E",
	"citadel_ability_passive_beefy": "顽胄韧甲",
	"citadel_ability_passive_beefy_desc": "获得额外的防御属性。受到伤害时会临时{g:citadel_inline_attribute:'Regen'}一定比例的伤害量。",
	"citadel_ability_passive_beefy_quip": "恢复部分受到的伤害",
	"citadel_ability_passive_beefy_t3_desc": "\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E减益抗性\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+8%\u003C/span\u003E伤害恢复",
	"citadel_ability_pestilence_contaminate": "Contaminate",
	"citadel_ability_pestilence_contaminate_desc": "Attacking targets with your weapon increases their Infection level and resets the duration.",
	"citadel_ability_pestilence_contaminate_t1": "每秒伤害",
	"citadel_ability_pestilence_contaminate_t2": "每秒伤害",
	"citadel_ability_pestilence_contaminate_t3": "每秒伤害",
	"citadel_ability_pestilence_drone": "Drones",
	"citadel_ability_pestilence_drone_desc": "{s:hero_name} creates a drone that attaches to enemies causing DOT.",
	"citadel_ability_pestilence_drone_t1": "Add Attach Time",
	"citadel_ability_pestilence_drone_t1_desc": "+{s:DroneAttachLifetime}s lifetime when attached to enemies",
	"citadel_ability_pestilence_drone_t2": "Add Drones",
	"citadel_ability_pestilence_drone_t2_desc": "+{s:DroneCount} additional drones",
	"citadel_ability_pestilence_drone_t3": "Drone DPS",
	"citadel_ability_pestilence_drone_t3_desc": "+{s:DPS} DPS",
	"citadel_ability_pestilence_infection": "Infection",
	"citadel_ability_pestilence_infection_desc": "Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection.",
	"citadel_ability_phalanx_reflect": "Reflect",
	"citadel_ability_phalanx_reflect_desc": "Phalanx activates his energy shield, causing any enemy projectile, bullet or grenade hitting it to be reflected back toward the attacker. Knocks back any charging enemies. Bullet hits extend the parry time, and stun the shooter.",
	"citadel_ability_phalanx_sword_strike": "Ground Strike",
	"citadel_ability_phalanx_sword_strike_desc": "Phalanx strikes the ground hard, causing a shockwave that runs forward all that damages enemies and causes them to stumble. Does not cancel enemy abilities.",
	"citadel_ability_player_ping": "消息",
	"citadel_ability_power_slash": "剑客无情",
	"citadel_ability_power_slash_desc": "经过1.4秒施法来提升伤害,然后发动\u003Cspan class=\"highlight\"\u003E全额威力的剑术攻击\u003C/span\u003E。\u003Cbr\u003E按{g:citadel_binding:'Ability1'}或{g:citadel_binding:'Attack'}可提前释放攻击,但造成的伤害会减少。",
	"citadel_ability_power_slash_quip": "为攻击充能,充满后对敌人造成高额伤害",
	"citadel_ability_power_slash_t1_desc": "\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E移动减速,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E",
	"citadel_ability_power_slash_t2_desc": "\u003Cspan class=\"highlight\"\u003E-4秒\u003C/span\u003E技能冷却",
	"citadel_ability_power_slash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+8米\u003C/span\u003E施法距离\u003Cbr\u003E+150伤害并提升元灵增强系数",
	"citadel_ability_projectmind": "心灵投射",
	"citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield": "屏障",
	"citadel_ability_projectmind_desc": "\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E至目标位置。",
	"citadel_ability_projectmind_quip": "传送至目标位置",
	"citadel_ability_projectmind_t2_desc": "持续5秒的\u003Cspan class=\"highlight\"\u003E300屏障\u003C/span\u003E。屏障数值会根据元灵力量增加。",
	"citadel_ability_psychic_daggers": "Royal Flush",
	"citadel_ability_psychic_daggers_desc": "Telekinetically throw cards that \u003Cspan class=\"highlight\"\u003Ehit random targets\u003C/span\u003E around you.",
	"citadel_ability_psychic_daggers_quip": "Damage random targets around you",
	"citadel_ability_psychic_daggers_t3_desc": "Each card \u003Cspan class=\"highlight\"\u003Ebounces once\u003C/span\u003E onto another enemy in range",
	"citadel_ability_psychic_lift": "念力",
	"citadel_ability_psychic_lift/lift": "念力",
	"citadel_ability_psychic_lift_desc": "把一名敌方英雄举到空中,然后\u003Cspan class=\"highlight\"\u003E向目标地点\u003C/span\u003E砸去。",
	"citadel_ability_psychic_lift_quip": "将敌人抬升至空中,打断敌人并使其沉默",
	"citadel_ability_psychic_lift_slam_desc": "\u003Cbr\u003E把目标砸向地面会造成{g:citadel_inline_attribute:'SpiritDamage'},施加{g:citadel_inline_attribute:'Slow'}并阻止\u003Cspan class=\"highlight\"\u003E基于耐力和移动的物品和技能\u003C/span\u003E。",
	"citadel_ability_psychic_lift_t3_desc": "+1.5秒减益持续时间\u003Cbr\u003E+6米投掷和施法距离",
	"citadel_ability_psychic_pulse": "Psychic Pulse",
	"citadel_ability_psychic_pulse_desc": "Sense enemies in front of you, revealing their position through walls to your team.  Card Trick can target enemies seen through walls",
	"citadel_ability_psychic_pulse_quip": "Reveal enemies through walls",
	"citadel_ability_quick_melee": "近战",
	"citadel_ability_reflect_shield": "Reflect Shield",
	"citadel_ability_reflect_shield_desc": "Phalanx deploys a energy shield, causing any enemy projectile, bullet, or grenade hitting it to be reflected back toward the attacker and stun them.",
	"citadel_ability_revenant_blast": "Shock Wave",
	"citadel_ability_revenant_blast_desc": "Unleash a blast of energy at your target",
	"citadel_ability_revenant_energy_strike": "Energy Strike",
	"citadel_ability_revenant_energy_strike_desc": "Strike the targeted area with a massive burst of energy.",
	"citadel_ability_revenant_infuse_weapon": "Infuse Weapon",
	"citadel_ability_revenant_infuse_weapon_desc": "Fire special rounds that make your target vulnerable to your energy-based abilities.  Drains energy while active.",
	"citadel_ability_revenant_infuse_weapon_trigger": "Disable",
	"citadel_ability_revenant_siphon_energy": "Siphon Energy",
	"citadel_ability_revenant_siphon_energy_desc": "Shock your target and steal their energy whenever you strike them with your gun.",
	"citadel_ability_rocket_barrage": "重炮轰击",
	"citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow": "重炮轰击减速",
	"citadel_ability_rocket_barrage_desc": "释放一群火箭弹,自动瞄准目标位置。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EMcGinnis移动速度降低,但仍可使用耐力。\u003C/span\u003E",
	"citadel_ability_rocket_barrage_quip": "用火箭弹轰炸一个区域",
	"citadel_ability_rocket_barrage_t1_desc": "施加\u003Cspan class=\"highlight\"\u003E30%移动和冲刺减速\u003C/span\u003E,持续1秒",
	"citadel_ability_rocket_barrage_t2_desc": "\u003Cspan class=\"highlight\"\u003E-55秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+6秒\u003C/span\u003E持续时间",
	"citadel_ability_rocket_barrage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+15\u003C/span\u003E每颗火箭伤害\u003Cbr\u003E提升元灵增强系数",
	"citadel_ability_running_decoy": "Decoy",
	"citadel_ability_running_decoy_desc": "{s:hero_name} creates a temporary decoy that will run towards the target location and shoot at any nearby enemies.",
	"citadel_ability_running_decoy_t1_desc": "Move speed \u003Cspan class=\"highlight\"\u003E+{s:MoveSpeedMod} m/s\u003C/span\u003E while decoy is active",
	"citadel_ability_running_decoy_t2_desc": "Astro is \u003Cspan class=\"highlight\"\u003Ehealed {s:HealOnCloneDamage}%\u003C/span\u003E of the damage taken by the decoy",
	"citadel_ability_self_vacuum": "奇点",
	"citadel_ability_self_vacuum_desc": "在掌中制造一个奇点,造成{g:citadel_inline_attribute:'SpiritDPS'},施加{g:citadel_inline_attribute:'Stun'},并\u003Cspan class=\"highlight\"\u003E拉近\u003C/span\u003E附近的敌人。",
	"citadel_ability_self_vacuum_quip": "拉近敌方队伍并使其眩晕",
	"citadel_ability_shield_toss": "Shield Toss",
	"citadel_ability_shield_toss_desc": "{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them.",
	"citadel_ability_shieldedsentry": "迷你炮塔",
	"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack": "Sentry Bullet Resist Debuff",
	"citadel_ability_shieldedsentry_desc": "部署一个会射击敌人的炮塔,造成{g:citadel_inline_attribute:'SpiritDPS'}。炮塔在有限的部署时长后会失效。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E炮塔对步兵和目标物造成的伤害较低。\u003C/span\u003E",
	"citadel_ability_shieldedsentry_quip": "部署一台自动炮塔",
	"citadel_ability_shieldedsentry_t1_desc": "\u003Cspan class=\"highlight\"\u003E+10\u003C/span\u003E炮塔每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E攻击距离",
	"citadel_ability_shieldedsentry_t3_desc": "\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E炮塔射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+12秒\u003C/span\u003E炮塔时长",
	"citadel_ability_shiv_dagger": "尖锋短刀",
	"citadel_ability_shiv_dagger_desc": "掷出一把锯齿刀,令敌人\u003Cspan class=\"highlight\"\u003E流失生命\u003C/span\u003E。每次额外击中都会\u003Cspan class=\"highlight\"\u003E叠加\u003C/span\u003E一层效果,并刷新流失生命持续时间,使每层流失生命值增加。",
	"citadel_ability_shiv_dagger_dot": "尖锋短刀流失生命伤害",
	"citadel_ability_shiv_dagger_max_rage_desc": "\u003Cbr\u003E终极解锁:\u003Cspan class=\"highlight\"\u003E怒气值满时\u003C/span\u003E短刀会弹到另一个敌人身上,并对流失生命的敌人施加减速效果。",
	"citadel_ability_shiv_dagger_quip": "对敌人施加叠加流失生命效果",
	"citadel_ability_shiv_dagger_t2_desc": "+2充能",
	"citadel_ability_shiv_dagger_t3_desc": "+12生命流失每秒伤害并提升元灵增强系数",
	"citadel_ability_shiv_dash": "一网打尽",
	"citadel_ability_shiv_dash_desc": "\u003Cspan class=\"highlight\"\u003E向前冲刺,对沿途的敌人造成伤害\u003C/span\u003E。击中的敌人其{g:citadel_inline_attribute:'SpiritResist'}会减少。这个减益效果可以叠加。",
	"citadel_ability_shiv_dash_quip": "向前冲刺,对沿途所有敌人造成伤害",
	"citadel_ability_shiv_dash_t2_desc": "\u003Cspan class=\"highlight\"\u003E-6%\u003C/span\u003E元灵抗性\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E冲刺距离",
	"citadel_ability_shiv_dash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E冲击伤害\u003Cbr\u003E每次击中英雄\u003Cspan class=\"highlight\"\u003E-2秒\u003C/span\u003E冷却时间",
	"citadel_ability_shiv_dash_t3_tooltip": "命中时",
	"citadel_ability_shiv_dash_ult_desc": "\u003Cbr\u003E终极解锁:\u003Cspan class=\"highlight\"\u003E怒气值满时\u003C/span\u003E,希弗的回声会在短暂延迟后沿着冲刺路径传播,再次对敌人造成伤害。",
	"citadel_ability_shiv_defer_damage": "缓伤之法",
	"citadel_ability_shiv_defer_damage_desc": "承受伤害时只有一部分会即时生效,剩余伤害会随时间慢慢施加。激活后可\u003Cspan class=\"highlight\"\u003E清除一部分推迟的伤害\u003C/span\u003E。",
	"citadel_ability_shiv_defer_damage_max_rage_desc": "\u003Cbr\u003E终极解锁:\u003Cspan class=\"highlight\"\u003E怒气值满时\u003C/span\u003E,推迟的伤害量会增加。",
	"citadel_ability_shiv_defer_damage_on_cast": "激活时",
	"citadel_ability_shiv_defer_damage_quip": "部分受到的伤害推迟生效",
	"citadel_ability_shiv_killing_blow": "乘胜追击",
	"citadel_ability_shiv_killing_blow/active_buff": "怒气冲天",
	"citadel_ability_shiv_killing_blow_active_desc": "\u003Cspan class=\"diminish\"\u003E主动:\u003C/span\u003E向前跳跃,对第一个敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}。如果对方生命值低于\u003Cspan class=\"highlight\"\u003E击败临界值\u003C/span\u003E,则\u003Cspan class=\"highlight\"\u003E将其击倒\u003C/span\u003E。",
	"citadel_ability_shiv_killing_blow_passive_desc": "\u003Cspan class=\"diminish\"\u003E被动:\u003C/span\u003E对敌人造成伤害会累积怒气值。怒气值满时,Shiv获得伤害增加,其他技能也会获得\u003Cspan class=\"highlight\"\u003E特殊效果\u003C/span\u003E。",
	"citadel_ability_shiv_killing_blow_quip": "来到一个低生命值英雄前,立即将其击倒",
	"citadel_ability_shiv_killing_blow_t1_desc": "怒气值满时获得\u003Cspan class=\"highlight\"\u003E+2米/秒\u003C/span\u003E移动速度",
	"citadel_ability_shiv_killing_blow_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10%\u003C/span\u003E满怒气值时额外伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-30秒\u003C/span\u003E冷却时间",
	"citadel_ability_shiv_killing_blow_t3_desc": "\u003Cspan class=\"highlight\"\u003E+5%\u003C/span\u003E敌人生命临界值\u003Cbr\u003E乘胜追击击倒敌人后可以在\u003Cspan class=\"highlight\"\u003E20秒\u003C/span\u003E内再次施放",
	"citadel_ability_shiv_killing_blow_ui_meter": "怒气值",
	"citadel_ability_shiv_killing_blow_while_full_rage": "怒气值满时",
	"citadel_ability_shoryuken": "Shoryuken",
	"citadel_ability_shoryuken_desc": "Lash performs a rising uppercut, knocking enemies in the air in front of him. Can be used while in the air.",
	"citadel_ability_shoryuken_t3_desc": "Hits \u003Cspan class=\"highlight\"\u003Emultiple targets\u003C/span\u003E around Lash.",
	"citadel_ability_silencecontraptions_t3_desc": "Melee also EMP's enemies",
	"citadel_ability_spade_draw": "Draw",
	"citadel_ability_spade_draw/modifier_citadel_spade_card": "Cards",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed": "被缴械",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root": "被定身",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown": "Reduced Cooldown",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen": "恢复",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm": "Hat Trick Disarms",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs": "Sleeve Toss Immobilizes",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot": "正在流失生命",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp": "Abilities Disabled",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker": "铜墙铁壁",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff": "Glitched",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed": "Increased Move Speed",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength": "Strength",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness": "Bullet Armor Reduced",
	"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon": "Increased Attack Speed",
	"citadel_ability_spade_draw_desc": "Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss",
	"citadel_ability_spade_draw_t2_desc": "+100% card bonus",
	"citadel_ability_spade_draw_t3_desc": "Draw two cards",
	"citadel_ability_spade_hat_trick": "Hat Trick",
	"citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker": "Damage Stacks",
	"citadel_ability_spade_hat_trick_desc": "Spade throws her hat, striking enemies along its path. Deals additional damage with \u003Cspan class=\"highlight\"\u003Esuccessive hits\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003ERestores all charges when cooldown completes.",
	"citadel_ability_spade_hat_trick_t1_desc": "Reduce total cooldown by 1s per unit hit",
	"citadel_ability_spade_hat_trick_t3_desc": "Hero kills refill all charges",
	"citadel_ability_spade_misdirection": "Shadow Box",
	"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection": "Misdirection",
	"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura": "Misdirection zone",
	"citadel_ability_spade_misdirection_desc": "Creates a barrier which deals damage when crossed.",
	"citadel_ability_spade_play": "Play",
	"citadel_ability_spade_play_desc": "Plays your current card, gaining bonuses depending on which card is drawn.\u003Cbr\u003E\u003Cbr\u003EBUG: Play your card to show upgrades in the shop",
	"citadel_ability_spade_puppeteer": "Puppeteer",
	"citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet": "Puppeted",
	"citadel_ability_spade_puppeteer_desc": "Spade turns the target into a puppet, forcing them to \u003Cspan class=\"highlight\"\u003Eshoot nearby allies\u003C/span\u003E. Control is reduced if no targets are in range.\u003Cbr\u003E\u003Cbr\u003EPuppets take reduced damage while being controlled.",
	"citadel_ability_spade_sleeve_toss": "Sleeve toss",
	"citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on": "Movement deals damage!",
	"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture": "Bleeding, don't move!",
	"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw": "Sleeve Toss",
	"citadel_ability_spade_sleeve_toss_desc": "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation.",
	"citadel_ability_spade_sleight_of_hand": "Sleight of Hand",
	"citadel_ability_spade_sleight_of_hand/modifier_slow_base": "被减速",
	"citadel_ability_spade_sleight_of_hand_desc": "Stab a nearby enemy. If done from \u003Cspan class=\"highlight\"\u003Ebehind\u003C/span\u003E, heavily slows the target.",
	"citadel_ability_spade_translocate": "Smoke and Mirrors",
	"citadel_ability_spade_translocate/modifier_citadel_spade_translocate": "Returning...",
	"citadel_ability_spade_translocate_desc": "Spade marks an enemy hero's position. After a short duration, they will be returned to that spot.",
	"citadel_ability_spade_translocate_t3_desc": "Disable armor after teleport",
	"citadel_ability_spade_vanishing_act": "Vanishing Act",
	"citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act": "Vanished",
	"citadel_ability_spade_vanishing_act_desc": "Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E.",
	"citadel_ability_spade_vanishing_act_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E bonus damage",
	"citadel_ability_sprint_roll": "疾跑",
	"citadel_ability_static_charge": "静态电荷",
	"citadel_ability_static_charge/modifier_citadel_staticcharge": "静态电荷",
	"citadel_ability_static_charge_desc": "对目标敌方英雄施加电能。短暂时间后,静态电荷会\u003Cspan class=\"highlight\"\u003E眩晕并伤害\u003C/span\u003E半径内的敌人。",
	"citadel_ability_static_charge_quip": "对敌方英雄施加延迟触发的范围型眩晕",
	"citadel_ability_static_charge_t2_desc": "\u003Cspan class=\"highlight\"\u003E+7米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E施法距离",
	"citadel_ability_static_charge_t3_desc": "\u003Cspan class=\"highlight\"\u003E+0.9秒\u003C/span\u003E眩晕时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+160米\u003C/span\u003E伤害",
	"citadel_ability_static_charge_v2": "静态电荷",
	"citadel_ability_static_charge_v2_desc": "用闪电打击前方,对击中的单位或区域施加电荷。在短时间后,静态电荷会对范围内的敌人造成\u003Cspan class=\"highlight\"\u003E眩晕和伤害\u003C/span\u003E。",
	"citadel_ability_static_charge_v2_quip": "施加延迟触发的范围型眩晕",
	"citadel_ability_sticky_bomb": "粘性炸弹",
	"citadel_ability_sticky_bomb_desc": "附着一枚会在一定延迟后爆炸的炸弹,爆炸对附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。\u003Cbr\u003E\u003Cbr\u003E如果炸弹击中或击败一名英雄,粘性炸弹都将获得\u003Cspan class=\"highlight\"\u003E永久伤害加成\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E叠加数值在60次击中和7次击倒后减少一半。",
	"citadel_ability_sticky_bomb_quip": "在目标身上放置炸弹",
	"citadel_ability_sticky_bomb_t3_desc": "施放时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+5米\u003C/span\u003E移动速度和\u003Cspan class=\"highlight\"\u003E+20%\u003C/span\u003E射速,持续\u003Cspan class=\"highlight\"\u003E5秒\u003C/span\u003E",
	"citadel_ability_stomp": "动能脉冲",
	"citadel_ability_stomp_desc": "释放一道沿地面传播的能量脉冲,造成{g:citadel_inline_attribute:'SpiritDamage'},并施加{g:citadel_inline_attribute:'KnockUp'}。",
	"citadel_ability_stomp_quip": "在地面上发出一道脉冲,将敌人击至半空",
	"citadel_ability_stomp_t1_desc": "\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E充能",
	"citadel_ability_stomp_t2_desc": "击中时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-15%\u003C/span\u003E子弹抗性和\u003Cspan class=\"highlight\"\u003E-30%\u003C/span\u003E移动速度\u003Cspan class=\"highlight\"\u003E,持续4秒\u003C/span\u003E",
	"citadel_ability_stomp_t3_desc": "\u003Cspan class=\"highlight\"\u003E+135\u003C/span\u003E伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+20米\u003C/span\u003E施法距离",
	"citadel_ability_storm_cloud": "雷霆风暴",
	"citadel_ability_storm_cloud_desc": "在你周围形成一个不断扩展的雷霆风暴,对其半径内的\u003Cspan class=\"highlight\"\u003E所有敌人造成伤害\u003C/span\u003E。敌人在视线范围外时不会受到伤害。",
	"citadel_ability_storm_cloud_lightning_strike": "闪电袭击",
	"citadel_ability_storm_cloud_lightning_strike_desc": "施法时,按下{g:citadel_binding:'Attack'}标记要用强大闪电击中的目标区域,闪电会在0.25秒延迟后\u003Cspan class=\"highlight\"\u003E击退敌人\u003C/span\u003E。每次施放可使用一次。",
	"citadel_ability_storm_cloud_quip": "电击大片区域内的所有敌人",
	"citadel_ability_storm_cloud_t1_desc": "施放期间获得\u003Cspan class=\"highlight\"\u003E+55%子弹抗性\u003C/span\u003E",
	"citadel_ability_storm_cloud_t2_desc": "\u003Cspan class=\"highlight\"\u003E+7秒\u003C/span\u003E施法时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+10米\u003C/span\u003E半径",
	"citadel_ability_storm_cloud_t3_desc": "\u003Cspan class=\"highlight\"\u003E+65秒\u003C/span\u003E每秒伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米\u003C/span\u003E飞行速度",
	"citadel_ability_surveillance_drone": "Deploy Combat Drone",
	"citadel_ability_surveillance_drone_camera": "Drone Camera",
	"citadel_ability_surveillance_drone_camera_desc": "Switches Camera from Player to Drone",
	"citadel_ability_surveillance_drone_crash": "Drone Crash",
	"citadel_ability_surveillance_drone_crash_desc": "Crashes Drone into ground dealing AOE damage",
	"citadel_ability_surveillance_drone_desc": "Deploys a fragile Combat Drone which has unique abilities.",
	"citadel_ability_surveillance_drone_player_camera": "Player Camera",
	"citadel_ability_surveillance_drone_player_camera_desc": "Switches Camera from Drone to Player",
	"citadel_ability_surveillance_drone_t2_desc": "+\u003Cspan class=\"highlight\"\u003E{s:CrashImpactRadius}\u003C/span\u003E crash impact radius, +\u003Cspan class=\"highlight\"\u003E{s:DroneCrashDamage}\u003C/span\u003E drone crash damage",
	"citadel_ability_tangotether": "葛根连结",
	"citadel_ability_tangotether_desc": "与附近的一名友军连结,获得加成效果,\u003Cspan class=\"highlight\"\u003E复制治疗\u003C/span\u003E,并且射击时无视移动速度惩罚。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E没有连结时获得50%加成。\u003Cbr\u003E需要在视线范围内才能连结。\u003C/span\u003E",
	"citadel_ability_tangotether_lock": "锁定目标",
	"citadel_ability_tangotether_quip": "强化自己和附近的一名友军",
	"citadel_ability_tangotether_t2_desc": "\u003Cspan class=\"highlight\"\u003E+8%\u003C/span\u003E射速\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+8%\u003C/span\u003E子弹吸取生命",
	"citadel_ability_tangotether_t3_desc": "技能始终为生效状态",
	"citadel_ability_teleport": "传送动作",
	"citadel_ability_tengu_airlift": "空投",
	"citadel_ability_tengu_airlift_desc": "\u003Cspan class=\"highlight\"\u003E抓住一名友军\u003C/span\u003E并与其\u003Cspan class=\"highlight\"\u003E一起飞翔\u003C/span\u003E。投下友军会引发爆炸,造成{g:citadel_inline_attribute:'SpiritDamage'}。你和友军在飞行结束后获得伤害输出提升。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E对友军使用时冷却时间减少25%。\u003Cbr\u003E承受伤害会使本技能暂时无法使用。\u003Cbr\u003E在空中时,友军无法攻击,造成-20%伤害。\u003C/span\u003E",
	"citadel_ability_tengu_airlift_quip": "死亡从天而降!飞行并向敌人投放友军",
	"citadel_ability_tengu_airlift_t1_desc": "飞行结束时:\u003Cbr\u003E对Ivy和友军施加\u003Cspan class=\"highlight\"\u003E300\u003C/span\u003E,会根据元灵力量增强",
	"citadel_ability_tengu_airlift_t2_desc": "对击中的敌人施加\u003Cspan class=\"highlight\"\u003E+40%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E",
	"citadel_ability_tengu_airlift_t3_desc": "\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E击中的敌人,持续\u003Cspan class=\"highlight\"\u003E3秒\u003C/span\u003E\u003Cbr\u003E提升伤害和屏障增强系数",
	"citadel_ability_tengu_stone_form": "石像形态",
	"citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form": "石像形态",
	"citadel_ability_tengu_stone_form_desc": "将自己变为\u003Cspan class=\"highlight\"\u003E坚石\u003C/span\u003E砸向地面,对附近的敌人造成\u003Cspan class=\"highlight\"\u003E眩晕和伤害\u003C/span\u003E。为自己带来相当于最大生命值一定比例的治疗。",
	"citadel_ability_tengu_stone_form_quip": "变身坚石,对附近的敌人造成眩晕",
	"citadel_ability_tengu_stone_form_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1秒\u003C/span\u003E眩晕时间并提升元灵增强系数",
	"citadel_ability_tengu_urn": "纠缠荆棘",
	"citadel_ability_tengu_urn_desc": "召唤一片使人透不过气的荆棘,对作用半径内的敌人\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。",
	"citadel_ability_tengu_urn_quip": "对作用区域中的敌人造成伤害并减速",
	"citadel_ability_tengu_urn_t2_desc": "\u003Cspan class=\"highlight\"\u003E+2米\u003C/span\u003E半径\u003Cbr\u003E提升元灵增强系数",
	"citadel_ability_tengu_urn_t3_desc": "敌人被荆棘困住2秒后会被\u003Cspan class=\"highlight\"\u003E定身\u003C/span\u003E,持续\u003Cspan class=\"highlight\"\u003E+1.6秒\u003C/span\u003E",
	"citadel_ability_tier2boss_laser_beam": "激光",
	"citadel_ability_tier2boss_rocket_barrage": "火箭弹幕",
	"citadel_ability_tier2boss_stomp": "践踏",
	"citadel_ability_tier3boss_aoe_wave": "守护神",
	"citadel_ability_tier3boss_drop_bombs": "守护神",
	"citadel_ability_tier3boss_laser_beam": "守护神激光",
	"citadel_ability_tier3boss_rocket_barrage": "守护神",
	"citadel_ability_time_bomb": "Time Bomb",
	"citadel_ability_time_bomb_desc": "{s:hero_name} throws a bomb that explodes if enemies are in its radius after its arm time. The explosion causes a quick \u003Cspan class=\"highlight\"\u003Etime freeze\u003C/span\u003E and deals \u003Cspan class=\"highlight\"\u003E{s:SingleTargetMult}x more damage\u003C/span\u003E if it only hits a single target.",
	"citadel_ability_time_bomb_quip": "Proximity explosion",
	"citadel_ability_time_bomb_t2_desc": "Enemies hit by Time Bomb will have their \u003Cspan class=\"highlight\"\u003Ebullet resist reduced by {s:BulletArmorReduction}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:BulletArmorReductionDuration}s\u003C/span\u003E",
	"citadel_ability_time_bomb_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and Time Bomb gains \u003Cspan class=\"highlight\"\u003E+50% more damage\u003C/span\u003E from Spirit Power",
	"citadel_ability_upgrade_tab_desc": "{g:citadel_binding:'Scoreboard'}+[{g:citadel_binding:'Ability1'}/{g:citadel_binding:'Ability2'}/{g:citadel_binding:'Ability3'}/{g:citadel_binding:'Ability4'}]将升级你的技能。这些是额外绑定。",
	"citadel_ability_uppercut": "爆炸勾拳",
	"citadel_ability_uppercut_desc": "对附近敌人造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'KnockBack'}。\u003Cbr\u003E\u003Cbr\u003E当敌人落地时,对其他附近敌人造成{g:citadel_inline_attribute:'SpiritDamage'}并施加{g:citadel_inline_attribute:'ReducedFireRate'}效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E爆炸勾拳也可对友军使用。\u003C/span\u003E",
	"citadel_ability_uppercut_quip": "将别人从身边打飞",
	"citadel_ability_uppercut_t2_desc": "击中英雄时:\u003Cbr\u003E获得\u003Cspan class=\"highlight\"\u003E2倍武器射程和+30%武器伤害\u003C/span\u003E,持续9秒",
	"citadel_ability_uppercut_t3_desc": "击中英雄时:\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E抓钩臂的冷却时间设为0\u003C/span\u003E并恢复\u003Cspan class=\"highlight\"\u003E+17%\u003C/span\u003E的已损失生命值",
	"citadel_ability_viscous_ball_boost": "Slam Ball",
	"citadel_ability_void_sphere": "量子闪现",
	"citadel_ability_void_sphere_desc": "短暂进入\u003Cspan class=\"highlight\"\u003E不可成为目标\u003C/span\u003E的状态,并传送至目标位置。使用时恢复耐力。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E:带上附近的友军。",
	"citadel_ability_void_sphere_quip": "瞬间消失并重新出现",
	"citadel_ability_void_sphere_t3_desc": "非大招减益降低\u003Cspan class=\"highlight\"\u003E50%\u003C/span\u003E\u003Cbr\u003E恢复\u003Cspan class=\"highlight\"\u003E1\u003C/span\u003E点充能",
	"citadel_ability_wing_blast": "Wing Blast",
	"citadel_ability_wing_blast_desc": "Create a blast of air that pushes enemies away and damages them.",
	"citadel_ability_wraith_rapidfire": "全自动",
	"citadel_ability_wraith_rapidfire/modifier_rapidfire": "Rapid Fire",
	"citadel_ability_wraith_rapidfire_desc": "暂时提升\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E并造成额外{g:citadel_inline_attribute:'SpiritDamage'}。",
	"citadel_ability_wraith_rapidfire_quip": "提升自身射速",
	"citadel_ability_wraith_rapidfire_t2_desc": "\u003Cspan class=\"highlight\"\u003E+10%射速\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3秒持续时间\u003C/span\u003E",
	"citadel_ability_wraith_rapidfire_t3_desc": "\u003Cspan class=\"highlight\"\u003E无限弹药\u003C/span\u003E\u003Cbr\u003E每颗子弹的元灵伤害增强系数提升",
	"citadel_ability_wrecker_bouldergrenade": "破坏球",
	"citadel_ability_wrecker_bouldergrenade_desc": "制作一个巨大的废料球,对击中的第一名敌人\u003Cspan class=\"highlight\"\u003E造成伤害并使其眩晕\u003C/span\u003E。附近的敌人会受到较低的伤害。",
	"citadel_ability_wrecker_garbage_suck": "过载冲击",
	"citadel_ability_wrecker_garbage_suck_desc": "创建一个区域,在施法后对附近敌人施加\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果并\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E。伤害随施法时间的总时长而提升。",
	"citadel_ability_wrecker_garbage_suck_quip": "使附近敌人减速,并对其造成伤害",
	"citadel_ability_zealot_energy_warp": "Energy Warp",
	"citadel_ability_zealot_energy_warp_desc": "Teleports Zealot forward to a distant target. When the teleport is complete, a large burst of energy is released damaging and silencing enemies. Any tethered friendly will also be teleported along with Zealot.",
	"citadel_ability_zealot_energy_warp_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SilenceDuration}\u003C/span\u003E EMP Duration",
	"citadel_ability_zealot_energy_warp_t3_desc": "\u003Cspan class=\"highlight\"\u003ERefresh\u003C/span\u003E Energy Warp \u003Cspan class=\"highlight\"\u003Ecooldown\u003C/span\u003E upon killing any of the enemies EMPed by Energy Warp.",
	"citadel_ability_zealot_inner_fire": "Inner Fire",
	"citadel_ability_zealot_inner_fire_desc": "Passive. Zealot gains health, and grows in physical power while using his other abilities.",
	"citadel_ability_zealot_inner_fire_t1_desc": "Move Speed \u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeedWhileTethered}\u003C/span\u003E while tethered",
	"citadel_ability_zealot_inner_fire_t2_desc": "Damage Resist \u003Cspan class=\"highlight\"\u003E+{s:DamageReductionWhileSpirits}%\u003C/span\u003E while using Summon Spirits",
	"citadel_ability_zealot_inner_fire_t3_desc": "Health Regen \u003Cspan class=\"highlight\"\u003E+{s:BonusHealthRegenWhileEnergyWarp}\u003C/span\u003E while using Energy Warp",
	"citadel_ability_zealot_spirit_echo": "Spirit Echo",
	"citadel_ability_zealot_spirit_echo_desc": "Shoots a echo spirit at a targeted enemy, slowing and dealing damage. Bounces to nearby enemy units, hitting each unit once.",
	"citadel_ability_zealot_spirit_echo_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SpiritShotSlowDuration}\u003C/span\u003E second Slow Duration",
	"citadel_ability_zealot_spirit_echo_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:MaxBounces}\u003C/span\u003E Max Bounces",
	"citadel_ability_zealot_spirit_echo_t3_desc": "Echo slow now reduces Fire Rate \u003Cspan class=\"highlight\"\u003E{s:FireRateReduction}\u003C/span\u003E",
	"citadel_ability_zealot_summon_spirits": "Energy Spirits",
	"citadel_ability_zealot_summon_spirits_desc": "Creates energy orbs that rotate around Zealot, striking and damaging anything in their path. Orbs can be shot forward, damaging enemies. Orb damage grows while active up to double after 5 seconds.",
	"citadel_ability_zealot_summon_spirits_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SpiritBulletArmor} Bullet Armor\u003C/span\u003E while there is a spirit active.",
	"citadel_ability_zealot_summon_spirits_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:SpiritLifeSteal}% Life Steal\u003C/span\u003E on Energy Spirit damage.",
	"citadel_ability_zealot_tether": "Tether",
	"citadel_ability_zealot_tether_desc": "Creates a beam of energy to a friend, with each hero sharing \u003Cspan class=\"highlight\"\u003E{s:TetheredShareStatsPct}%\u003C/span\u003E of their \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Efire rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Espirit\u003C/span\u003E bonuses. Breaks if out of range for more than {s:TetherDisconnectTime} seconds. Upgrade bonuses apply to both Zealot and his tethered target.",
	"citadel_ability_zealot_weapon_drain_pulse": "Weapon Drain Pulse",
	"citadel_ability_zealot_weapon_drain_pulse_desc": "Drains the Courage of nearby enemy heroes and NPCs, reducing their gun damage. A portion of the stolen damage is transferred to Zealot's gun.",
	"citadel_ability_zip_line": "滑索",
	"citadel_all_chat_label_prefix": "[所有人]",
	"citadel_ap_max_level": "max Lvl",
	"citadel_bot_message": "{s:lane_color} - {s:assignment}",
	"citadel_bot_message_verbose": "{s:persona} - {s:lane_color}[{d:lane_number}] - {s:assignment}",
	"citadel_bot_name": "机器人",
	"citadel_bot_name_prefix": "[机器人]",
	"citadel_bot_name_unknown": "未知",
	"citadel_bot_objective_attack_lane": "攻击分路",
	"citadel_bot_objective_attack_t1": "攻击 1 级",
	"citadel_bot_objective_attack_t2": "攻击 2 级",
	"citadel_bot_objective_defend_base": "防守基地",
	"citadel_bot_objective_defend_lane": "防守分路",
	"citadel_bot_objective_defend_zipline": "防守 1 级",
	"citadel_bot_objective_none": "无",
	"citadel_bot_objective_push_zipline": "推进滑索",
	"citadel_build_tag_complexity_1": "适合新玩家",
	"citadel_build_tag_complexity_2": "适合中级玩家",
	"citadel_build_tag_complexity_3": "适合高级玩家",
	"citadel_build_tag_crowd_control": "人群控制",
	"citadel_build_tag_damage": "伤害",
	"citadel_build_tag_debuff": "减益",
	"citadel_build_tag_headshots": "头弹",
	"citadel_build_tag_healing": "治疗",
	"citadel_build_tag_label": "{s:tag_name}",
	"citadel_build_tag_melee": "近战",
	"citadel_build_tag_mobility": "机动",
	"citadel_build_tag_spirit": "元灵",
	"citadel_build_tag_utility": "杂效",
	"citadel_build_tag_vitality": "活力",
	"citadel_build_tag_weapon": "武器",
	"citadel_camera_hero_fov": "镜头视野",
	"citadel_camera_hero_fov_new": "传统的视野设置已被滑块取代,从而可以更灵活地自定义视野范围。",
	"citadel_camera_hero_fov_tooltip": "调整视野范围。角度越大,视野越宽;角度越小,视野越窄。",
	"citadel_camera_pitch_inverted": "反转鼠标",
	"citadel_camera_pitch_inverted_search": "反转Y轴 fanzhuan",
	"citadel_camera_pitch_inverted_tooltip": "反转时,向前移动鼠标会向下看,向后移动会向上看。",
	"citadel_camera_zoom_is_toggle": "缩放锁定",
	"citadel_camera_zoom_is_toggle_tooltip": "保持放大状态,直到再次按下缩放按钮取消放大。",
	"citadel_chat_all": "[所有人]",
	"citadel_chat_allies": "[友方]",
	"citadel_chat_item_draft_reaction_legendary": "传说!",
	"citadel_chat_item_draft_reaction_rare": "稀有!",
	"citadel_chat_placeholder": "对(所有人):",
	"citadel_chat_placeholder_party": "对(队伍):",
	"citadel_chat_placeholder_spec_team": "对(观众):",
	"citadel_chat_placeholder_team": "对(友军):",
	"citadel_chat_spectators": "[仅限观众]",
	"citadel_chatmessage": "{s:target}{s:message}",
	"citadel_chatmessage_old": "{s:target}{s:persona}:{s:message}",
	"citadel_chatwheel_can_heal": "我可以治疗你,{s:param_1}",
	"citadel_chatwheel_going_shop": "去商店",
	"citadel_chatwheel_have_heal": "有治疗",
	"citadel_chatwheel_heal_please": "请治疗",
	"citadel_chatwheel_help_with_idol_label": "帮忙护送灵瓮",
	"citadel_chatwheel_help_with_idol_message": "帮我护送灵瓮",
	"citadel_chatwheel_label_Attack_Hero": "攻击{s:hero_name}",
	"citadel_chatwheel_label_BRB": "马上回来",
	"citadel_chatwheel_label_Care": "小心",
	"citadel_chatwheel_label_Defend": "防守分路…",
	"citadel_chatwheel_label_GetBack": "撤退",
	"citadel_chatwheel_label_Go": "上啊",
	"citadel_chatwheel_label_GoingIn": "上了",
	"citadel_chatwheel_label_GoodGame": "比赛很精彩",
	"citadel_chatwheel_label_GoodJob": "干得漂亮",
	"citadel_chatwheel_label_GoodJobGameOver": "干得漂亮",
	"citadel_chatwheel_label_HeadedToBase": "往基地走了",
	"citadel_chatwheel_label_Headed_Blue": "{s:hero_name}往蓝路走了",
	"citadel_chatwheel_label_Headed_Green": "{s:hero_name}往绿路走了",
	"citadel_chatwheel_label_Headed_Purple": "{s:hero_name}往绿路走了",
	"citadel_chatwheel_label_Headed_Yellow": "{s:hero_name}往黄路走了",
	"citadel_chatwheel_label_Help": "帮助",
	"citadel_chatwheel_label_HoldUp": "等等/等一下",
	"citadel_chatwheel_label_ImBack": "我回来了",
	"citadel_chatwheel_label_No": "不!",
	"citadel_chatwheel_label_OMW": "来了",
	"citadel_chatwheel_label_PregameEnemy": "Taunt {s:hero_name}",
	"citadel_chatwheel_label_PregameTeammate": "Praise {s:hero_name}",
	"citadel_chatwheel_label_Push": "推进分路",
	"citadel_chatwheel_label_Rejuv_Drop": "复生石掉落了",
	"citadel_chatwheel_label_StayTogether": "一起行动",
	"citadel_chatwheel_label_Stun": "眩晕",
	"citadel_chatwheel_label_Stun_Hero": "Stun {s:hero_name}",
	"citadel_chatwheel_label_WellPlayed": "打得\u003Cbr\u003E很漂亮",
	"citadel_chatwheel_label_Yes": "好的!",
	"citadel_chatwheel_label_cancel": "取消",
	"citadel_chatwheel_label_clear_troopers": "我来清理步兵",
	"citadel_chatwheel_label_danger_area": "有危险",
	"citadel_chatwheel_label_flank": "我来包抄",
	"citadel_chatwheel_label_follow_me": "跟着我",
	"citadel_chatwheel_label_headed_this_way": "往这边来了",
	"citadel_chatwheel_label_leaving_area": "离开区域",
	"citadel_chatwheel_label_lets_go_here": "到这去",
	"citadel_chatwheel_label_lets_hide": "我们在这躲躲",
	"citadel_chatwheel_label_meet_here": "在这碰头吧",
	"citadel_chatwheel_label_missing": "敌人消失",
	"citadel_chatwheel_label_missing_blue": "蓝路敌人消失",
	"citadel_chatwheel_label_missing_green": "绿路敌人消失",
	"citadel_chatwheel_label_missing_hero": "敌人消失",
	"citadel_chatwheel_label_missing_purple": "绿路敌人消失",
	"citadel_chatwheel_label_missing_yellow": "黄路敌人消失",
	"citadel_chatwheel_label_need_cover": "掩护我",
	"citadel_chatwheel_label_nevermind": "算了吧",
	"citadel_chatwheel_label_no_teamfight": "没准备好团战",
	"citadel_chatwheel_label_placeholder": "",
	"citadel_chatwheel_label_press_advantage": "乘胜追击",
	"citadel_chatwheel_label_respond": "Respond 'On My Way'",
	"citadel_chatwheel_label_retreat": "撤退",
	"citadel_chatwheel_label_see_enemy": "这有敌人",
	"citadel_chatwheel_label_thanks": "谢了",
	"citadel_chatwheel_label_thanksGameOver": "谢了",
	"citadel_chatwheel_message_BRB": "我马上回来!",
	"citadel_chatwheel_message_Care": "小心!",
	"citadel_chatwheel_message_Defend": "防守分路!",
	"citadel_chatwheel_message_Defend_Blue": "防守蓝路",
	"citadel_chatwheel_message_Defend_Green": "防守绿路",
	"citadel_chatwheel_message_Defend_Purple": "防守绿路",
	"citadel_chatwheel_message_Defend_Yellow": "防守黄路",
	"citadel_chatwheel_message_GetBack": "撤退!",
	"citadel_chatwheel_message_Go": "上啊!",
	"citadel_chatwheel_message_GoingIn": "我要上了!",
	"citadel_chatwheel_message_GoodGame": "比赛很精彩!",
	"citadel_chatwheel_message_GoodJob": "干得漂亮!",
	"citadel_chatwheel_message_GoodJobGameOver": "干得漂亮!",
	"citadel_chatwheel_message_HeadedToBase": "往基地走了!",
	"citadel_chatwheel_message_HeadedToBlue": "往蓝路走了",
	"citadel_chatwheel_message_HeadedToGreen": "往绿路走了",
	"citadel_chatwheel_message_HeadedToPurple": "往绿路走了",
	"citadel_chatwheel_message_HeadedToYellow": "往黄路走了",
	"citadel_chatwheel_message_Help": "需要帮助!",
	"citadel_chatwheel_message_Help_blue": "蓝路需要帮助!",
	"citadel_chatwheel_message_Help_green": "绿路上需要帮助!",
	"citadel_chatwheel_message_Help_purple": "紫路需要帮助!",
	"citadel_chatwheel_message_Help_yellow": "黄路需要帮助!",
	"citadel_chatwheel_message_HoldUp": "等待{s:param_1}",
	"citadel_chatwheel_message_ImBack": "我回来了",
	"citadel_chatwheel_message_Missing": "敌人消失!",
	"citadel_chatwheel_message_No": "不!",
	"citadel_chatwheel_message_OMW": "来了!",
	"citadel_chatwheel_message_PregameEnemy": "Taunt {s:hero_name}",
	"citadel_chatwheel_message_PregameTeammate": "Praise {s:hero_name}",
	"citadel_chatwheel_message_Push": "推进!",
	"citadel_chatwheel_message_Rejuv_Drop": "复生石掉落了",
	"citadel_chatwheel_message_Request_Follow": "跟我来!",
	"citadel_chatwheel_message_StayTogether": "一起行动",
	"citadel_chatwheel_message_Stun": "眩晕!",
	"citadel_chatwheel_message_WellPlayed": "打得很漂亮!",
	"citadel_chatwheel_message_Yes": "没问题!",
	"citadel_chatwheel_message_clear_troopers": "我来对付步兵",
	"citadel_chatwheel_message_danger_area": "这里很危险…",
	"citadel_chatwheel_message_flank": "我来包抄他们",
	"citadel_chatwheel_message_gank": "准备抓人",
	"citadel_chatwheel_message_headed_to_lane": "往分路走了…",
	"citadel_chatwheel_message_leaving_area": "我要离开这个区域了!",
	"citadel_chatwheel_message_lets_hide": "我们在这躲躲",
	"citadel_chatwheel_message_meet_here": "我们在这碰头吧",
	"citadel_chatwheel_message_missing_blue": "蓝路敌人消失!",
	"citadel_chatwheel_message_missing_green": "绿路敌人消失!",
	"citadel_chatwheel_message_missing_hero": "{s:param_1}不见了",
	"citadel_chatwheel_message_missing_purple": "绿路敌人消失!",
	"citadel_chatwheel_message_missing_yellow": "黄路敌人消失!",
	"citadel_chatwheel_message_need_cover": "掩护我!",
	"citadel_chatwheel_message_nevermind": "算了吧",
	"citadel_chatwheel_message_no_teamfight": "我还没准备好团战",
	"citadel_chatwheel_message_press_advantage": "我们要乘胜追击!",
	"citadel_chatwheel_message_thanks": "谢了!",
	"citadel_chatwheel_message_thanksGameOver": "谢了!",
	"citadel_chatwheel_need_heal": "需要治疗",
	"citadel_chatwheel_need_plan": "有什么计划?",
	"citadel_chatwheel_push_blue": "推进蓝路",
	"citadel_chatwheel_push_green": "推进绿路",
	"citadel_chatwheel_push_purple": "推进紫路",
	"citadel_chatwheel_push_yellow": "推进黄路",
	"citadel_chatwheel_responding_to": "回复给:",
	"citadel_chatwheel_sorry": "抱歉",
	"citadel_chatwheel_youre_welcome": "不客气",
	"citadel_clientversion": "#{d:client_version_number}",
	"citadel_confirm_reset_audio": "确定要重置所有默认音频设置吗?",
	"citadel_confirm_reset_communication": "确定要重置所有默认交流设置吗?",
	"citadel_confirm_reset_controller": "确定要重默认按钮符号设置吗?",
	"citadel_confirm_reset_game": "你确定要重置所有默认设置吗?",
	"citadel_confirm_reset_keybindings": "你确定要将所有按键绑定(包括英雄特定的按键绑定)重置为默认设置吗?",
	"citadel_confirm_reset_keybindings_for_default": "你确定要重置默认按键绑定吗?\u003Cbr\u003E这不会重置任何英雄专属按键绑定。",
	"citadel_confirm_reset_keybindings_for_either": "重置选中的所有自定义键位。\u003Cbr\u003E\u003Cbr\u003E如果选择了英雄,该英雄的键位将恢复你当前默认设置中映射的按键。\u003Cbr\u003E\u003Cbr\u003E如果选择了默认按键设置,则默认按键绑定将重置为其预定义值。",
	"citadel_confirm_reset_keybindings_for_hero": "你确定要重置这个英雄的所有自定义按键绑定吗?",
	"citadel_confirm_reset_language": "确定要恢复默认设置吗?\u003Cbr\u003E这不会更改主要的游戏内文字语言。",
	"citadel_confirm_reset_video": "确定要将显示设置为原生分辨率并恢复默认视频设置吗?",
	"citadel_duo_drone_extra_abilities": "Combat Drone Abilities",
	"citadel_east_team_name": "琥珀",
	"citadel_enable_ping_indicator": "界面信号指示器",
	"citadel_game_audio_muted": "游戏已静音",
	"citadel_game_audio_press_unmute": "按下{g:citadel_binding:'ToggleMute'}取消静音",
	"citadel_gun_damage": "武器伤害",
	"citadel_gun_damage_alt": "武器副发射伤害",
	"citadel_hijack_drone_extra_abilities": "Combat Drone Abilities",
	"citadel_hint_activate_wall": "按下{g:citadel_binding:'Attack'}提前创建墙壁。",
	"citadel_hint_buy_items": "返回基地或商店购买\u003Cspan class=\"hintTextEmphasis\"\u003E道具\u003C/span\u003E。",
	"citadel_hint_flamedash_boost": "按下{g:citadel_binding:'Roll'}加速。需要耐力。",
	"citadel_hint_flying_strike_early_activate": "按下{g:citadel_binding:'Attack'}提前飞向目标。",
	"citadel_hint_guided_arrow_boost": "按住{g:citadel_binding:'Attack'}提升箭速。",
	"citadel_hint_hero_testing_shop": "按下{g:citadel_binding:'OpenHeroSheet'}打开商店,设置测试选项。",
	"citadel_hint_ladder": "按下{g:citadel_binding:'Mantle'}+{g:citadel_binding:'MoveForward'}跳上梯子。",
	"citadel_hint_learn_ability": "按住技能{g:citadel_binding:'Ability1'}、{g:citadel_binding:'Ability2'}、{g:citadel_binding:'Ability3'}或{g:citadel_binding:'Ability4'}学习该技能。",
	"citadel_hint_learn_initial_ability": "按住{g:citadel_binding:'Scoreboard'}选择要解锁的技能。",
	"citadel_hint_mantle": "按住{g:citadel_binding:'Mantle'}攀爬登上平台。",
	"citadel_hint_melee": "按下{g:citadel_binding:'AbilityMelee'}使用近战攻击。",
	"citadel_hint_slide": "跑下斜坡时按住{g:citadel_binding:'Crouch'}滑行。",
	"citadel_hint_upgrade_ability": "按住{g:citadel_binding:'Scoreboard'}升级技能。",
	"citadel_hint_zipline": "按住{g:citadel_binding:'Zipline'}跳上滑索。",
	"citadel_hint_zoom": "按住{g:citadel_binding:'ADS'}用武器放大。",
	"citadel_hotkeys_tooltip_chatvoiceparty": "用麦克风与队伍中的所有成员交流。如果设置为使用开放式麦克风,则在主界面中也能使用。",
	"citadel_hotkeys_tooltip_chatvoiceteam": "用麦克风与所有队伍成员交流。",
	"citadel_hotkeys_tooltip_togglemute": "将游戏音频静音或取消静音。",
	"citadel_keybind_ability1": "技能 1",
	"citadel_keybind_ability2": "技能 2",
	"citadel_keybind_ability3": "技能 3",
	"citadel_keybind_ability4": "技能 4",
	"citadel_keybind_ads": "缩放/副射击",
	"citadel_keybind_ads_search": "瞄准镜瞄准",
	"citadel_keybind_alt": "ALT",
	"citadel_keybind_alt_cast": "副施放",
	"citadel_keybind_alt_modifier": "Alt 修饰键",
	"citadel_keybind_attack": "开火",
	"citadel_keybind_backwards": "向后移动",
	"citadel_keybind_cancel_ability": "取消技能",
	"citadel_keybind_chat_all": "聊天(所有人)",
	"citadel_keybind_chat_team": "聊天(队友)",
	"citadel_keybind_chatwheel_option1": "快速信号 1",
	"citadel_keybind_chatwheel_option2": "快速信号 2",
	"citadel_keybind_chatwheel_option3": "快速信号 3",
	"citadel_keybind_chatwheel_option4": "快速信号 4",
	"citadel_keybind_chatwheel_option5": "快速信号 5",
	"citadel_keybind_command": "CMD",
	"citadel_keybind_cosmetic1": "装饰品 1",
	"citadel_keybind_cosmetic1_search": "雪球海报",
	"citadel_keybind_crouch": "下蹲/滑行",
	"citadel_keybind_crouch_toggle": "切换下蹲/切换滑行",
	"citadel_keybind_ctrl": "CTRL",
	"citadel_keybind_cursorcontext": "菜单",
	"citadel_keybind_cursormiddle": "鼠标中键",
	"citadel_keybind_cursorselect": "选择",
	"citadel_keybind_decrease_replay_speed": "减速观看回放",
	"citadel_keybind_dev_console": "开发者控制台",
	"citadel_keybind_down": "飞降",
	"citadel_keybind_extra_info": "额外信息",
	"citadel_keybind_forward": "向前移动",
	"citadel_keybind_held_item": "近战格挡/投掷所持物品",
	"citadel_keybind_hideout_accept_request": "接受请求",
	"citadel_keybind_hideout_cancel_matchmaking": "取消匹配",
	"citadel_keybind_hideout_news": "显示近期新闻",
	"citadel_keybind_hideout_reject_request": "拒绝请求",
	"citadel_keybind_hideout_survey_option_1": "调查选项 1",
	"citadel_keybind_hideout_survey_option_2": "调查选项 2",
	"citadel_keybind_hideout_survey_option_3": "调查选项 3",
	"citadel_keybind_hideout_survey_option_4": "调查选项 4",
	"citadel_keybind_hideout_survey_option_5": "调查选项 5",
	"citadel_keybind_hideout_survey_skip": "跳过调查",
	"citadel_keybind_hideout_use": "与大本营物体互动",
	"citadel_keybind_increase_replay_speed": "加速观看回放",
	"citadel_keybind_item1": "物品 1",
	"citadel_keybind_item2": "物品 2",
	"citadel_keybind_item3": "物品 3",
	"citadel_keybind_item4": "物品 4",
	"citadel_keybind_left": "向左移动(平移)",
	"citadel_keybind_mantle": "跳跃/攀爬",
	"citadel_keybind_melee": "近战",
	"citadel_keybind_menuback": "返回",
	"citadel_keybind_menudown": "下",
	"citadel_keybind_menuleft": "左",
	"citadel_keybind_menuright": "右",
	"citadel_keybind_menuup": "上",
	"citadel_keybind_minimap_view_amber_team": "琥珀小地图视图",
	"citadel_keybind_minimap_view_sapphire_team": "宝蓝小地图视图",
	"citadel_keybind_minimap_view_spectator_team": "双方小地图视图",
	"citadel_keybind_minimap_view_targets_team": "目标的小地图视图",
	"citadel_keybind_mouse_wheel": "聊天轮盘",
	"citadel_keybind_open_hero_sheet": "打开商店",
	"citadel_keybind_open_main_menu": "主菜单",
	"citadel_keybind_pause": "暂停",
	"citadel_keybind_ping": "信号/聊天轮盘",
	"citadel_keybind_popup_cancel": "取消",
	"citadel_keybind_popup_confirm": "确认",
	"citadel_keybind_popup_conflict_list:f": "{s:first_command} + 额外{d:numAdditional}个",
	"citadel_keybind_popup_conflict_name": "{s:first_command}",
	"citadel_keybind_popup_ignore_conflict": "仍然绑定",
	"citadel_keybind_popup_single_key_bind": "仅支持单键。不支持组合键。",
	"citadel_keybind_popup_subtitle": "{s:command}",
	"citadel_keybind_popup_title": "绑定快捷键",
	"citadel_keybind_postgame_graphs": "图表",
	"citadel_keybind_postgame_scoreboard": "计分板",
	"citadel_keybind_purchase_quickbuy": "进行快速购买",
	"citadel_keybind_push_to_talk": "语音聊天(队伍)",
	"citadel_keybind_push_to_talk_party": "语音聊天(组队)",
	"citadel_keybind_push_to_talk_party_search": "按下说话 kaihei 开黑",
	"citadel_keybind_push_to_talk_search": "按下说话",
	"citadel_keybind_quick_response": "快速回复",
	"citadel_keybind_reload": "装填弹药",
	"citadel_keybind_replay_change_Team": "更改观战队伍",
	"citadel_keybind_replay_death": "击倒回放",
	"citadel_keybind_replay_fly_down": "回放飞降",
	"citadel_keybind_replay_fly_up": "回放飞升",
	"citadel_keybind_replay_next_target": "回放下一个目标",
	"citadel_keybind_replay_prev_target": "回放上一个目标",
	"citadel_keybind_reset_camera": "重置视角",
	"citadel_keybind_right": "向右移动(平移)",
	"citadel_keybind_roll": "冲刺",
	"citadel_keybind_scoreboard": "计分板",
	"citadel_keybind_scoreboard_sheet": "界面详情视图",
	"citadel_keybind_settings_postgame_scoreboard": "赛后记分板",
	"citadel_keybind_shift": "SHIFT",
	"citadel_keybind_spec_change_Team": "切换队伍",
	"citadel_keybind_spec_chase": "以追逐视角观战",
	"citadel_keybind_spec_in_eye": "以第一人称视角观战",
	"citadel_keybind_spec_next_target": "观战下个目标",
	"citadel_keybind_spec_prev_target": "观战上个目标",
	"citadel_keybind_spectator_fly_down": "飞降",
	"citadel_keybind_spectator_fly_up": "飞升",
	"citadel_keybind_tab": "TAB",
	"citadel_keybind_teleport_to_objective": "传送",
	"citadel_keybind_toggle_free_cursor": "切换自由光标",
	"citadel_keybind_toggle_mute": "切换静音",
	"citadel_keybind_toggle_replay_camera": "更改回放视角模式",
	"citadel_keybind_toggle_replay_pause": "暂停回放",
	"citadel_keybind_toggle_spec_camera": "相机模式",
	"citadel_keybind_up": "飞升",
	"citadel_keybind_upgrade_ability1": "升级技能 1",
	"citadel_keybind_upgrade_ability2": "升级技能 2",
	"citadel_keybind_upgrade_ability3": "升级技能 3",
	"citadel_keybind_upgrade_ability4": "升级技能 4",
	"citadel_keybind_upgrade_ability_1": "升级技能 1",
	"citadel_keybind_upgrade_ability_2": "升级技能 2",
	"citadel_keybind_upgrade_ability_3": "升级技能 3",
	"citadel_keybind_upgrade_ability_4": "升级技能 4",
	"citadel_keybind_upgrade_ability_menu": "升级技能菜单",
	"citadel_keybind_windows": "WIN",
	"citadel_keybind_zipline": "滑索 / 绳索",
	"citadel_metadata_manager_error_decompress_failure": "比赛元数据文件解压失败",
	"citadel_metadata_manager_error_download_failure": "比赛%match_id%的比赛元数据文件下载失败",
	"citadel_metadata_manager_error_id_mismatch": "元数据文件的比赛编号与预期不符",
	"citadel_metadata_manager_error_invalid_version": "元数据文件是无效版本",
	"citadel_metadata_manager_error_parse_failure": "解析比赛元数据文件失败",
	"citadel_modifier_duo_arc_cannon": "Arc Cannon",
	"citadel_modifier_duo_drone_tracker": "Drone",
	"citadel_modifier_hideout_teleport": "正在离开大本营",
	"citadel_modifier_passive_hijack_stacking_weapon_jammer": "Gun Jammed",
	"citadel_modifier_passive_hijack_weapon_jammer_buildup": "Weapon Jammer",
	"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc": "Weapon Jammer Building",
	"citadel_modifier_tangotether_tether_receiver": "Covenant",
	"citadel_modifier_teleport": "正在传送",
	"citadel_mute_game_audio": "将游戏静音",
	"citadel_mute_player": "点击将玩家静音",
	"citadel_next_ap_abilities": "\u003CPanel class=\"goldIcon\"/\u003E \u003Cspan class=\"nextAPGoldLabel\"\u003E{i:gold_to_next_level}\u003C/span\u003E to next Lvl",
	"citadel_next_attack_delay_reason_disarmed": "被缴械",
	"citadel_next_attack_delay_reason_reload": "装填弹药",
	"citadel_next_attack_delay_reason_stunned": "被眩晕",
	"citadel_ping_wheel_disabled_while_dead": "被击败时禁用",
	"citadel_ping_wheel_message": "{s:message}",
	"citadel_purchasemessage": "{s:param_1}",
	"citadel_quick_response_cancel": "Cancel Last Ping Message",
	"citadel_quick_response_respond_onmyway": "Respond 'On my Way'",
	"citadel_quick_response_respond_onmyway_to_hero": "Respond 'On my Way' to {s:hero_name}",
	"citadel_quickbuy_auto_buy_enable": "自动快速购买",
	"citadel_quickbuy_auto_buy_enable_tooltip": "如启用,将持续检查你是否买得起快速购买队列中的下一个物品,当你在商店范围内时将自动购买。",
	"citadel_quickbuy_purchase_prompts_enable": "快速购买提示",
	"citadel_quickbuy_purchase_prompts_enable_tooltip": "如果启用,在你将物品加入队列时显示购买提示,而不是在购买时显示。",
	"citadel_replay_manager_error_chunk_failed": "回放尚未准备好下载",
	"citadel_replay_manager_error_write_failure": "回放写入本地磁盘失败",
	"citadel_reset_audio": "重置视频设置?",
	"citadel_reset_communication": "重置交流设置?",
	"citadel_reset_controller": "重置控制器设置?",
	"citadel_reset_game": "重置游戏设置?",
	"citadel_reset_keybind": "重置按键绑定?",
	"citadel_reset_language": "重置语言设置?",
	"citadel_reset_video": "重置视频设置?",
	"citadel_settings_2speakers": "2 声道扬声器",
	"citadel_settings_4speakers": "4 声道扬声器",
	"citadel_settings_5speakers": "5.1 声道扬声器",
	"citadel_settings_7speakers": "7.1 声道扬声器",
	"citadel_settings_abilitieskeybinds": "技能",
	"citadel_settings_abilitieskeybinds_reset_tooltip": "恢复默认技能按键。",
	"citadel_settings_ability_quickcast_tooltip": "切换以启用/禁用此特定技能/物品的快速施放功能",
	"citadel_settings_about": "关于",
	"citadel_settings_active_item_slot_popup": "购买主动物品时,显示一个弹出窗口,用于选择和管理栏位分配。",
	"citadel_settings_active_window_unpause": "结束暂停时聚焦游戏",
	"citadel_settings_active_window_unpause_tooltip": "启用此功能将在游戏即将结束暂停时将游戏窗口作为焦点。",
	"citadel_settings_advancedvideosettings": "高级设置",
	"citadel_settings_alt_cast_double_tap": "双击",
	"citadel_settings_alt_cast_double_tap_tooltip": "双击技能按钮即可副施放该技能。",
	"citadel_settings_alt_cast_double_tap_window": "双击施法窗口",
	"citadel_settings_alt_cast_double_tap_window_tooltip": "设置第二次点击会被识别为双击并触发副施法的持续时间。",
	"citadel_settings_alt_cast_hold_time": "副施法按住时间",
	"citadel_settings_alt_cast_key": "副施放键",
	"citadel_settings_alt_cast_key_tooltip": "选定一个技能,然后按下副施放键,或是按住副施放键,然后按下技能键,即可副施放该技能。",
	"citadel_settings_alt_cast_mode": "副施法模式",
	"citadel_settings_alt_cast_mode_section": "副施法",
	"citadel_settings_alt_cast_mode_tooltip": "设置输入方式,执行副施法,而不是常规施法。",
	"citadel_settings_alt_cast_press_and_hold": "按住不松",
	"citadel_settings_alt_cast_press_and_hold_tooltip": "按住技能按钮一小段时间即可副施放。",
	"citadel_settings_always_show_hud_stats": "始终显示界面统计数据",
	"citadel_settings_always_show_hud_stats_tooltip": "开启此功能即可使界面左侧的统计数据始终可见。",
	"citadel_settings_antialiasing": "抗锯齿",
	"citadel_settings_antialiasing_cmaa": "CMAA",
	"citadel_settings_antialiasing_desc": "禁用 FSR2 时使用的后期处理抗锯齿效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
	"citadel_settings_antialiasing_fxaa": "FXAA",
	"citadel_settings_antialiasing_none": "无",
	"citadel_settings_appearancevideo": "效果最好",
	"citadel_settings_apply": "应用设置",
	"citadel_settings_area_lights": "区域光",
	"citadel_settings_area_lights_desc": "允许正确渲染大型或形状不规则的光源,例如光束效果。低端系统的性能消耗可能会更高。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
	"citadel_settings_aspectratio": "宽高比",
	"citadel_settings_aspectratio1610": "16x10",
	"citadel_settings_aspectratio169": "16x9",
	"citadel_settings_aspectratio219": "21x9",
	"citadel_settings_audio": "音频",
	"citadel_settings_audio_options": "选项",
	"citadel_settings_audio_output": "输出",
	"citadel_settings_audio_output_confirm_reset": "你确定要将音频输出设置重置为默认设置吗?",
	"citadel_settings_audio_output_reset_tooltip": "恢复默认音频输出设置。",
	"citadel_settings_audio_search": "声音 shengyin",
	"citadel_settings_audiodefaults": "恢复默认设置",
	"citadel_settings_audiokeybinds": "音频",
	"citadel_settings_audiokeybinds_reset_tooltip": "恢复默认的音频按键。",
	"citadel_settings_basicvideosettings": "使用基础设置",
	"citadel_settings_borderless": "无边框窗口模式",
	"citadel_settings_camera": "视角",
	"citadel_settings_camera_confirm_reset": "你确定要将视角重置为默认设置吗?",
	"citadel_settings_camera_preset_1": "镜头 1",
	"citadel_settings_camera_preset_2": "镜头 2",
	"citadel_settings_camera_preset_3": "镜头 3",
	"citadel_settings_camera_preset_default": "默认",
	"citadel_settings_camera_presets": "镜头预设",
	"citadel_settings_camera_reset_tooltip": "恢复默认视角设置。",
	"citadel_settings_camera_volume_cutout": "摄像头抠图",
	"citadel_settings_camera_volume_cutout_desc": "当前未使用",
	"citadel_settings_cancel_ability_mode": "更改取消技能方式:",
	"citadel_settings_cancel_ability_mode_ability_key": "技能键",
	"citadel_settings_cancel_ability_mode_ability_key_tooltip": "再次按下技能键即可取消主动技能",
	"citadel_settings_cancel_ability_mode_cancel_key": "取消键",
	"citadel_settings_cancel_ability_mode_cancel_key_tooltip": "按下取消键即可取消主动技能",
	"citadel_settings_cancel_ability_mode_desc": "注意:在可能的情况下,技能可用取消键取消。",
	"citadel_settings_cancel_ability_mode_either": "取消键或技能键",
	"citadel_settings_cancel_ability_mode_either_tooltip": "按下取消键或再次按下技能键即可取消主动技能",
	"citadel_settings_cancel_with_ability_key": "使用技能键取消技能",
	"citadel_settings_cancel_with_ability_key_tooltip": "启用按下技能键或取消技能键来取消技能。",
	"citadel_settings_category_reset": "重置设置?",
	"citadel_settings_chat": "聊天",
	"citadel_settings_chat_allow_global": "频道中聊天信息在其他频道中显示",
	"citadel_settings_chat_filter": "允许的聊天",
	"citadel_settings_chat_filter_allow_all": "所有玩家",
	"citadel_settings_chat_filter_allow_friendly": "友好玩家(好友、队伍成员)",
	"citadel_settings_chat_filter_allow_none": "没有聊天进入",
	"citadel_settings_chat_filter_allow_teams": "友好玩家和队友",
	"citadel_settings_chat_filter_onlyfriends": "仅显示来自好友和队伍的聊天",
	"citadel_settings_chat_filter_settings_apply_to_spectating": "将已允许的聊天过滤设置应用至观战",
	"citadel_settings_chat_invert_ping": "反转信号",
	"citadel_settings_chat_join_regional": "启动时加入同城聊天频道",
	"citadel_settings_chat_mute_enemies": "屏蔽敌方玩家聊天",
	"citadel_settings_chat_mute_everyone": "屏蔽所有聊天",
	"citadel_settings_chat_openmic": "开放式麦克风",
	"citadel_settings_chat_openmic_party": "开放式麦克风(组队)",
	"citadel_settings_chat_openmic_party_desc": "随时将声音传输给组队的成员,而不是只有按住绑定到语音聊天(组队)的快捷键时才传输。",
	"citadel_settings_chat_openmic_team": "开放式麦克风(队友)",
	"citadel_settings_chat_openmic_team_desc": "随时将声音传输给队友,而不是只有按住绑定到语音聊天(队友)的快捷键时才传输。",
	"citadel_settings_chat_ptt": "按下发言",
	"citadel_settings_chat_wheel_all": "[所有人]",
	"citadel_settings_chat_whispers": "将蒸汽平台消息显示为悄悄话",
	"citadel_settings_chatwheel": "聊天轮盘",
	"citadel_settings_chatwheel_confirm_reset": "你确定要将聊天轮盘重置为默认设置吗?",
	"citadel_settings_chatwheel_reset_tooltip": "恢复默认聊天轮盘设置。",
	"citadel_settings_chatwheel_search": "信号轮盘 xinhao lunpan",
	"citadel_settings_clear_all": "全部清除",
	"citadel_settings_clear_keybind_tooltip": "清除按键绑定",
	"citadel_settings_combatkeybinds": "战斗",
	"citadel_settings_combatkeybinds_reset_tooltip": "恢复默认战斗按键。",
	"citadel_settings_communication": "交流",
	"citadel_settings_communication_allies": "队友",
	"citadel_settings_communication_allow_pings": "信号",
	"citadel_settings_communication_allow_text": "文本",
	"citadel_settings_communication_allow_voice": "语音",
	"citadel_settings_communication_allow_voice_search": "语音 yuyin",
	"citadel_settings_communication_opponents": "对手",
	"citadel_settings_communication_party": "组队成员",
	"citadel_settings_communication_permissions": "权限",
	"citadel_settings_communication_permissions_confirm_reset": "你确定要将交流权限重置为默认设置吗?",
	"citadel_settings_communication_permissions_desc": "选择默认情况下要接收的交流类型。也可以使用Esc菜单对玩家进行单独静音。禁用信号还将禁用这些玩家的聊天轮盘和地图绘图。",
	"citadel_settings_communication_permissions_new_setting": "交流权限",
	"citadel_settings_communication_permissions_reset_tooltip": "恢复默认交流权限。",
	"citadel_settings_communication_permissions_tooltip": "聊天和语音设置",
	"citadel_settings_communication_spectated": "观战玩家",
	"citadel_settings_communicationkeybinds": "交流",
	"citadel_settings_communicationkeybinds_reset_tooltip": "恢复默认的交流按键。",
	"citadel_settings_contextual_slot": "[情境槽位]",
	"citadel_settings_contextual_slot_invalid": "没有情境信号消息",
	"citadel_settings_contextual_slot_label": "情境信号消息轮盘槽位",
	"citadel_settings_controller": "控制器",
	"citadel_settings_coop_fullscreen": "全屏合作模式",
	"citadel_settings_crosshair": "准星",
	"citadel_settings_crosshair_color": "颜色",
	"citadel_settings_crosshair_color_b": "填充蓝色",
	"citadel_settings_crosshair_color_g": "填充绿色",
	"citadel_settings_crosshair_color_r": "填充红色",
	"citadel_settings_crosshair_color_search": "颜色 yanse",
	"citadel_settings_crosshair_confirm_reset": "你确定要将准星重置为默认设置吗?",
	"citadel_settings_crosshair_custom": "英雄主题准星",
	"citadel_settings_crosshair_custom_tooltip": "使用预设的英雄主题准星,而不是基础准星。",
	"citadel_settings_crosshair_customization": "高级准星自定义",
	"citadel_settings_crosshair_customization_desc": "现在可以自定义准星的线条和中心点的边框粗细、间隙和填充颜色,以及中心点的大小。",
	"citadel_settings_crosshair_defaults": "重置为默认",
	"citadel_settings_crosshair_disable_custom": "禁用自定义英雄准星",
	"citadel_settings_crosshair_dot_opacity": "准星点不透明度",
	"citadel_settings_crosshair_dot_outline_border": "准星点边框",
	"citadel_settings_crosshair_dot_outline_gap": "准星点边框间隙",
	"citadel_settings_crosshair_dot_outline_opacity": "准星点边框不透明度",
	"citadel_settings_crosshair_dot_size": "准星点大小",
	"citadel_settings_crosshair_outline_color_b": "边框蓝色",
	"citadel_settings_crosshair_outline_color_g": "边框绿色",
	"citadel_settings_crosshair_outline_color_r": "边框红色",
	"citadel_settings_crosshair_outline_color_search": "颜色 yanse",
	"citadel_settings_crosshair_pip_border": "线条边框",
	"citadel_settings_crosshair_pip_gap": "线条间隙",
	"citadel_settings_crosshair_pip_height": "线条高度",
	"citadel_settings_crosshair_pip_opacity": "线条不透明度",
	"citadel_settings_crosshair_pip_outline_border": "线条边框",
	"citadel_settings_crosshair_pip_outline_gap": "线条边框间隙",
	"citadel_settings_crosshair_pip_outline_opacity": "线条边框不透明度",
	"citadel_settings_crosshair_pip_width": "线条宽度",
	"citadel_settings_crosshair_reset_tooltip": "恢复默认准星设置。",
	"citadel_settings_crosshair_search": "准星线 zhunxing",
	"citadel_settings_crosshair_size": "准星线",
	"citadel_settings_crosshair_static_pip_gap": "准星运动",
	"citadel_settings_crosshair_static_pip_gap_tooltip": "启用准星的射击动画。",
	"citadel_settings_crosshair_visibility": "准星点",
	"citadel_settings_customresolution": "自定义分辨率",
	"citadel_settings_defaultaudio": "默认",
	"citadel_settings_defaultkeybinds": "默认",
	"citadel_settings_depth_of_field": "景深",
	"citadel_settings_depth_of_field_desc": "模拟不同的相机镜头焦距和光圈。当前状态下不会影响游戏性能。\u003Cbr\u003E\u003Cbr\u003E性能消耗:可忽略不计",
	"citadel_settings_dfao": "距离场阴影",
	"citadel_settings_dfao_desc": "利用距离场数据来粗略估计角色和动态物体的柔和接触阴影效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/不定",
	"citadel_settings_dfao_quality_high": "高",
	"citadel_settings_dfao_quality_low": "低",
	"citadel_settings_dfao_quality_med": "中",
	"citadel_settings_dfao_quality_off": "关闭",
	"citadel_settings_dfao_quality_ultra": "超高",
	"citadel_settings_dismiss": "关闭",
	"citadel_settings_displacement_mapping": "位移映射",
	"citadel_settings_displacement_mapping_desc": "画面空间位移效果可使世界几何图形的保真度更高。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/稳定",
	"citadel_settings_display": "显示",
	"citadel_settings_display_choice": "显示器 {d:displayNumber} - {s:displayName}",
	"citadel_settings_display_confirm_reset": "你确定要将显示重置为默认设置吗?",
	"citadel_settings_display_device": "显示",
	"citadel_settings_display_reset_tooltip": "恢复默认显示设置。",
	"citadel_settings_dlssscaling": "缩放模式",
	"citadel_settings_dlssscaling_DLAA": "1倍(DLAA)",
	"citadel_settings_dlssscaling_auto": "自动",
	"citadel_settings_dlssscaling_balanced": "1.7倍",
	"citadel_settings_dlssscaling_desc": "超分辨率技术通过减少渲染像素并利用人工智能来输出高分辨率帧,从而提升帧率。此功能需要 GeForce RTX显卡。\u003Cbr\u003E\u003Cbr\u003E缩放比例会降低原生分辨率,但渲染速度更快。",
	"citadel_settings_dlssscaling_performance": "2倍",
	"citadel_settings_dlssscaling_quality": "1.5倍",
	"citadel_settings_dlsstechnology": "DLSS 模型",
	"citadel_settings_dlsstechnology_cnn": "CNN",
	"citadel_settings_dlsstechnology_desc": "正在使用的DLSS模型\u003Cbr\u003E\u003Cbr\u003ECNN是当前默认模型,使用卷积神经网络\u003Cbr\u003E\u003Cbr\u003ETransformer是随DLSS4一起发布,尚在测试的模型。模型更新,图像更锐利、更准确——在更高的缩放比例下尤为如此,但对机能也要求更高。",
	"citadel_settings_dlsstechnology_transformer": "Transformer",
	"citadel_settings_effects_bloom": "效果泛光",
	"citadel_settings_effects_bloom_desc": "允许我们直接将效果绘制到泛光缓冲区中以增强视觉效果。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
	"citadel_settings_enable_console": "开发命令控制台",
	"citadel_settings_enable_console_tooltip": "如果你有像 -dev 或 -console 这样的启动选项来启用控制台,它们会覆盖此设置。",
	"citadel_settings_english_hero_names": "英文英雄名字",
	"citadel_settings_english_hero_names_desc": "无论语言设置是什么,英雄名称将以英文显示。本地化名称可能仍会在描述文本中显示。",
	"citadel_settings_english_mod_names": "英文物品名字",
	"citadel_settings_english_mod_names_desc": "无论语言设置是什么,物品名称将以英文显示。本地化名称可能仍会在描述文本中显示。",
	"citadel_settings_fastestvideo": "最快",
	"citadel_settings_fogquality": "雾效质量",
	"citadel_settings_fogquality_desc": "较低的设置会降低雾的体积分辨率,从而提高低端系统的性能。",
	"citadel_settings_fogquality_high": "高",
	"citadel_settings_fogquality_low": "低",
	"citadel_settings_fps_max": "游戏内最高每秒帧率",
	"citadel_settings_fps_max_tip": "更多的数值可以使用启动项选项“+fps_max”进行设定。\u003Cbr\u003E超出滑动条允许范围的数值将会使滑动条无效。",
	"citadel_settings_fps_max_ui": "主界面最高每秒帧率",
	"citadel_settings_fps_max_ui_tip": "更多的数值可以使用启动项选项“+fps_max_ui”进行设定。\u003Cbr\u003E超出滑动条允许范围的数值将会使滑动条无效。",
	"citadel_settings_fsr": "超级分辨率锐画技术(FSR)",
	"citadel_settings_fsr2": "FSR2",
	"citadel_settings_fsr2_desc": "尚在开发中:集成 AMD 超级分辨率锐画技术(FSR)动态抗锯齿/优化升级技术",
	"citadel_settings_fsr2_sharpness": "FSR 清晰度",
	"citadel_settings_fsr2_sharpness_desc": "调整应用锐化滤镜的强度,可以提高 FSR 放大屏幕图像的清晰度。",
	"citadel_settings_fsr2scaling": "缩放模式",
	"citadel_settings_fsr2scaling_balanced": "1.7倍",
	"citadel_settings_fsr2scaling_desc": "FSR 缩放通过减少渲染像素来提高帧率。更高的缩放比例会降低原生分辨率,但渲染速度更快。",
	"citadel_settings_fsr2scaling_native": "1倍",
	"citadel_settings_fsr2scaling_performance": "2倍",
	"citadel_settings_fsr2scaling_quality": "1.5倍",
	"citadel_settings_fsr_rcas_sharpness": "FSR 清晰度",
	"citadel_settings_fsr_rcas_sharpness_desc": "调整应用锐化滤镜的强度,可以提高 FSR 放大屏幕图像的清晰度。",
	"citadel_settings_fsr_tooltip": "游戏渲染画面质量低于 100% 时会进行高画质优化升级。\u003Cbr\u003E需要启用抗锯齿。",
	"citadel_settings_fullscreen": "全屏",
	"citadel_settings_fullscreen_focus_behavior": "尽量减少焦点损失",
	"citadel_settings_fullscreen_focus_behavior_desc": "如果另一个应用程序获得焦点,那么最小化游戏。\u003Cbr\u003E\u003Cbr\u003E此设置仅在全屏模式下游玩时适用。",
	"citadel_settings_fullscreenbrightness": "全屏亮度",
	"citadel_settings_fxaa": "抗锯齿",
	"citadel_settings_fxaa_desc": "减少因图像采样不足而产生的阶梯式瑕疵。抗锯齿功能尚在开发中。我们目前支持 FXAA。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
	"citadel_settings_game": "游戏",
	"citadel_settings_game_abilities_items_confirm_reset": "你确定要将所有技能和物品设置重置为默认设置吗?",
	"citadel_settings_game_abilities_items_reset_tooltip": "恢复默认技能和物品设置。",
	"citadel_settings_game_options": "选项",
	"citadel_settings_gamevoicevolume": "麦克风音量",
	"citadel_settings_gamevoicevolume_desc": "控制你麦克风的输入音量",
	"citadel_settings_gamevolume": "游戏音频",
	"citadel_settings_gamevolume_desc": "调整音效、音乐和对话的音量。",
	"citadel_settings_gamevolume_search": "音效 yinxiao",
	"citadel_settings_glyph_lock_mode": "按钮提示",
	"citadel_settings_glyph_lock_mode_gamepad": "手柄",
	"citadel_settings_glyph_lock_mode_kbm": "键盘和鼠标",
	"citadel_settings_glyph_lock_mode_off": "自动",
	"citadel_settings_glyph_lock_mode_search": "图标符号 tubiao fuhao",
	"citadel_settings_glyph_lock_mode_tooltip": "选择游戏是否应始终显示键鼠输入图标,或者在连接控制器时始终显示控制器按钮图标,还是根据最后的输入源自动更改输入提示图标。",
	"citadel_settings_glyph_universal_toggle": "通用控制器符号",
	"citadel_settings_glyph_universal_toggle_search": "按钮图标 anniu tubiao",
	"citadel_settings_glyph_universal_tooltip": "无论连接哪种控制器,都显示通用的控制器按钮图标。",
	"citadel_settings_gsync": "英伟达 G-Sync",
	"citadel_settings_gsync_disabled": "已禁用",
	"citadel_settings_gsync_enabled": "已启用",
	"citadel_settings_gsync_info": "英伟达G-Sync允许显示器动态更改其刷新率来尽可能匹配游戏的帧率,从而带来更流畅的视觉体验。它仅在某些显示器上可用,并且在游戏帧率低于显示器模式的最大刷新率时效果最佳。可在游戏外用英伟达控制面板启用。可能需要重启游戏才能使更改生效。",
	"citadel_settings_headphones": "耳机",
	"citadel_settings_hero_specific_hotkeys": "特定英雄",
	"citadel_settings_hero_specific_hotkeys_hero": "英雄",
	"citadel_settings_hideoutkeybinds": "大本营",
	"citadel_settings_hideoutkeybinds_reset_tooltip": "恢复默认的大本营按键。",
	"citadel_settings_hotkeys": "按键绑定",
	"citadel_settings_hotkeys_reset": "重置",
	"citadel_settings_ingamemenukeybinds": "游戏内菜单",
	"citadel_settings_ingamemenukeybinds_reset_tooltip": "恢复默认的游戏内菜单按键。",
	"citadel_settings_interface": "界面",
	"citadel_settings_interface_confirm_reset": "你确定要将界面设置重置为默认设置吗?",
	"citadel_settings_interface_reset_tooltip": "恢复默认界面设置。",
	"citadel_settings_invert_ping_desc": "启用反转信号行为。\u003Cbr\u003E\u003Cbr\u003E默认:\u003Cbr\u003E单信号 = 被动\u003Cbr\u003E双信号 = 主动\u003Cbr\u003E\u003Cbr\u003E反转:\u003Cbr\u003E单信号 = 主动\u003Cbr\u003E双信号 = 被动",
	"citadel_settings_itemkeybinds": "物品",
	"citadel_settings_itemkeybinds_reset_tooltip": "恢复默认的物品按键和物品施法模式。",
	"citadel_settings_keybind_category_confirm_reset": "确定要将此组中的所有按键绑定重置为默认设置吗?\u003Cbr\u003E\u003Cbr\u003E如果其他组中的按键绑定当前已绑定到此组的默认键上,则这些按键绑定可能会被取消。",
	"citadel_settings_keybind_category_reset": "重置按键绑定?",
	"citadel_settings_keybind_conjunction_or": "或",
	"citadel_settings_keybind_hero_name": "{s:hero_name}",
	"citadel_settings_keybind_primary": "主要",
	"citadel_settings_keybind_secondary": "次要(可选)",
	"citadel_settings_keybind_unbound": "[?]",
	"citadel_settings_keybind_unbound_warning_body:f": "{num_conflicts, plural, one{你已保存一个先前分配给其他命令的快捷键:\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"h4 CriticalText\"\u003E{s:existing_binding_primary}{s:existing_binding_secondary}\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E请务必重新绑定此命令。} other{你已保存多个先前关联了其他命令的快捷键:\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"h4 CriticalText\"\u003E{s:existing_binding_primary}{s:existing_binding_secondary}\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003E请务必重新绑定这些命令。}}",
	"citadel_settings_keybind_unbound_warning_title": "先前绑定已移除",
	"citadel_settings_keybinddefaults": "恢复所有按键绑定的默认设置。",
	"citadel_settings_language": "语言",
	"citadel_settings_language_change_body": "语言设置更改要等到下次重启《异锁》时才会生效。",
	"citadel_settings_language_change_title": "更改待处理",
	"citadel_settings_language_none": "无",
	"citadel_settings_language_options": "语言选项",
	"citadel_settings_language_search": "本地化 汉化 翻译 bendihua hanhua fanyi",
	"citadel_settings_light_sensitivity_mode": "减弱闪光效果",
	"citadel_settings_light_sensitivity_mode_desc": "此设置将减弱闪光和频闪效果,但不会将其完全消除。此设置旨在使游戏玩起来更舒适,但部分效果仍将存留。",
	"citadel_settings_light_sensitivity_mode_search": "光敏度 guangmindu",
	"citadel_settings_low_latency": "英伟达 Reflex",
	"citadel_settings_low_latency_amd": "AMD Anti-Lag 2.0",
	"citadel_settings_low_latency_tip": "英伟达 Reflex是一种低延迟技术,它通过同步CPU和GPU来减少输入延迟。",
	"citadel_settings_low_latency_tip_amd": "AMD Anti-Lag 2.0是一种低延迟技术,它通过同步CPU和GPU来减少输入延迟。",
	"citadel_settings_low_latency_tooltip_boost": "低延迟模式现已启用,并且优化了系统延迟。包括多项技术,可使 GPU 获得更多电力并轻微影响 FPS,从而尽可能地降低延迟。",
	"citadel_settings_low_latency_tooltip_off": "低延迟模式已禁用。",
	"citadel_settings_low_latency_tooltip_on": "低延迟模式现已启用,并且优化了系统延迟。",
	"citadel_settings_lowlatency_boost": "已启用 + 加速",
	"citadel_settings_lowlatency_off": "已禁用",
	"citadel_settings_lowlatency_on": "已启用",
	"citadel_settings_mastervolume": "主音量",
	"citadel_settings_mastervolume_desc": "调整游戏的整体音量。",
	"citadel_settings_mboit": "MBOIT",
	"citadel_settings_mboit_desc": "尚在开发中:此功能使渲染效果更一致,并最终以低于帧中其余部分的分辨率进行渲染。",
	"citadel_settings_misckeybinds": "杂项",
	"citadel_settings_misckeybinds_reset_tooltip": "恢复默认的杂项按键。",
	"citadel_settings_mm_preference_serious_desc": "你更喜欢与那些追求更高水平的协作、沟通和竞技性的玩家一起游戏。\u003Cbr\u003E\u003Cbr\u003E注:如果目前正在组队,更改此设置只会影响当前队伍的匹配。离开这个队伍后,此设置将恢复到之前的数值。",
	"citadel_settings_mm_preference_text": "极具竞技性",
	"citadel_settings_monitor_mic": "监听我的麦克风",
	"citadel_settings_monitor_mic_desc": "打开此功能可以在调整音频设置时监听你的麦克风。",
	"citadel_settings_motion_blur": "动态模糊",
	"citadel_settings_motion_blur_desc": "尚在开发中:仅限物体的动态模糊效果。",
	"citadel_settings_motion_blur_objects_only": "开启",
	"citadel_settings_motion_blur_off": "关闭",
	"citadel_settings_motion_blur_player_only": "仅限玩家",
	"citadel_settings_mousesensitivity": "鼠标灵敏度",
	"citadel_settings_mousesensitivity_y_scale": "鼠标灵敏度:Y轴缩放",
	"citadel_settings_mousesensitivity_y_scale_search": "Y轴缩放 suofang",
	"citadel_settings_mousezoomsensitivity": "缩放灵敏度比例",
	"citadel_settings_mousezoomsensitivity_tooltip": "调整放大时鼠标的灵敏度。",
	"citadel_settings_movementkeybinds": "移动能力",
	"citadel_settings_movementkeybinds_reset_tooltip": "恢复默认移动按键。",
	"citadel_settings_musicvolume": "菜单音乐",
	"citadel_settings_musicvolume_desc": "调整主菜单内音乐的音量。",
	"citadel_settings_network": "网络",
	"citadel_settings_new": "全新",
	"citadel_settings_no_audio_input_devices": "未检测到麦克风",
	"citadel_settings_no_results": "未找到设置。",
	"citadel_settings_openmicthreshold": "麦克风触发阈值",
	"citadel_settings_openmicthreshold_desc": "只有音频输入音量高于此级别时才传输语音。即使已启用语音聊天麦克风,此阈值仍然适用。",
	"citadel_settings_particlequality": "特效质量",
	"citadel_settings_particlequality_desc": "剔除效果中不必要的部分以获得更好的性能。当前未使用。",
	"citadel_settings_particlequality_high": "高",
	"citadel_settings_particlequality_low": "低",
	"citadel_settings_particlequality_med": "中",
	"citadel_settings_per_unit_hotkeys": "英雄特定按键",
	"citadel_settings_ping_wheel_context_slot5": "情境栏位 5",
	"citadel_settings_ping_wheel_contextual": "使用情境轮盘栏位",
	"citadel_settings_ping_wheel_contextual_desc": "情境信号槽位在游戏期间会根据当前相关信号变化",
	"citadel_settings_ping_wheel_slot1": "栏位 1",
	"citadel_settings_ping_wheel_slot2": "栏位 2",
	"citadel_settings_ping_wheel_slot3": "栏位 3",
	"citadel_settings_ping_wheel_slot4": "栏位 4",
	"citadel_settings_ping_wheel_slot5": "栏位 5",
	"citadel_settings_ping_wheel_slot6": "栏位 6",
	"citadel_settings_ping_wheel_slot7": "栏位 7",
	"citadel_settings_ping_wheel_slot8": "栏位 8",
	"citadel_settings_pingwheeldefaults": "聊天轮盘重置为默认",
	"citadel_settings_playsoundinbackground": "在后台播放声音",
	"citadel_settings_playsoundinbackground_desc": "选择是否在其他应用程序窗口处于焦点时也播放游戏音频。",
	"citadel_settings_post_bloom": "后期处理泛光",
	"citadel_settings_post_bloom_desc": "光线从图片的较亮部分漏出,以模拟摄像头镜头中的缺陷,为高亮度提供视觉提示。\u003Cbr\u003E\u003Cbr\u003E性能消耗:小/稳定",
	"citadel_settings_quick_cast_desc": "施法模式:",
	"citadel_settings_quick_cast_global": "施法模式",
	"citadel_settings_quick_cast_global_confirm": "这将覆盖任何现有的英雄专属快速施法设置以及默认快速施法设置。\u003Cbr\u003E\u003Cbr\u003E确定要全局更改快速施法模式吗?",
	"citadel_settings_quick_cast_global_desc": "设置所有英雄技能的施法模式。",
	"citadel_settings_quick_cast_global_warning": "确认更改",
	"citadel_settings_quick_cast_items_desc": "主动物品施放",
	"citadel_settings_quick_cast_set_success": "所有英雄技能的快速施放模式设置成功。",
	"citadel_settings_quick_cast_success": "成功",
	"citadel_settings_quickcast_confirm_cast": "确认施放",
	"citadel_settings_quickcast_confirm_cast_tooltip": "按下一个技能所对应的按键选择该技能,然后按下开火键施放该技能。",
	"citadel_settings_quickcast_default": "技能默认",
	"citadel_settings_quickcast_default_tooltip": "使用技能或物品的默认快速施放模式。",
	"citadel_settings_quickcast_disabled": "快速施放",
	"citadel_settings_quickcast_disabled_tooltip": "按下一个技能所对应的按键选择该技能,在释放该键时施放该技能。",
	"citadel_settings_quickcast_enabled": "立即施放",
	"citadel_settings_quickcast_enabled_tooltip": "按下一个技能所对应的按键时施放该技能。",
	"citadel_settings_quickcast_item_default": "物品默认",
	"citadel_settings_quickcast_select_option": "选择一项…",
	"citadel_settings_render_portals": "传送门渲染",
	"citadel_settings_render_system": "正在渲染",
	"citadel_settings_render_system_recommended": "推荐",
	"citadel_settings_render_system_tooltip": "图形 API",
	"citadel_settings_rendering": "性能",
	"citadel_settings_rendering_confirm_reset": "你确定要将渲染质量设置重置为默认设置吗?",
	"citadel_settings_rendering_reset_tooltip": "恢复默认渲染质量设置。",
	"citadel_settings_rendering_search": "渲染图像 xuanran tuxiang",
	"citadel_settings_renderquality": "渲染质量",
	"citadel_settings_renderquality_desc": "用于计算内部渲染分辨率的每个维度缩放比例。值越低,渲染速度越快。值越高,渲染效果越清晰,瑕疵越少。",
	"citadel_settings_replaykeybinds": "回放专用",
	"citadel_settings_replaykeybinds_reset_tooltip": "恢复默认的回放专用按键。",
	"citadel_settings_reset": "重置",
	"citadel_settings_reset_audio_tooltip": "恢复默认音频设置。",
	"citadel_settings_reset_communication_tooltip": "重置聊天轮盘并恢复默认交流选项。",
	"citadel_settings_reset_controller_tooltip": "恢复默认音频输出设置。",
	"citadel_settings_reset_game_tooltip": "恢复默认游戏设置。",
	"citadel_settings_reset_keybind": "重置",
	"citadel_settings_reset_keybind_tooltip": "恢复按键绑定默认设置",
	"citadel_settings_reset_language_tooltip": "恢复默认语言设置。",
	"citadel_settings_reset_video_tooltip": "将显示设置为原生分辨率并恢复默认视频设置。",
	"citadel_settings_resolution": "分辨率",
	"citadel_settings_resolution_display_mode": "窗口模式",
	"citadel_settings_resolution_size": "分辨率",
	"citadel_settings_rope_zipline_binding": "绳索按键绑定",
	"citadel_settings_rope_zipline_binding_desc": "现在,滑索的快捷键也适用于绳索。如果更改默认设置,滑索键将代替跳跃键用于攀爬或脱离绳索。现在支持使用鼠标滚轮绑定滑索/绳索,并且如果绑定的按键与跳跃键不同,则无需按住滚轮。",
	"citadel_settings_screen_space_shadows": "接触阴影",
	"citadel_settings_screen_space_shadows_desc": "当前未使用",
	"citadel_settings_search": "搜索",
	"citadel_settings_search_subsetting_prefix": ":",
	"citadel_settings_secondary_language_builds": "备用英雄出装语言",
	"citadel_settings_secondary_language_builds_desc": "除了显示以当前语言撰写的出装外,还会显示以主要语言撰写的公开出装。",
	"citadel_settings_shadow_quality": "阴影质量",
	"citadel_settings_shadow_quality_desc": "较低的设置会降低阴影渲染质量,从而可能提高低端系统的性能。",
	"citadel_settings_shadow_quality_high": "高",
	"citadel_settings_shadow_quality_low": "低",
	"citadel_settings_shadow_quality_med": "中",
	"citadel_settings_shadow_quality_ultra": "超高",
	"citadel_settings_shop": "商店",
	"citadel_settings_shop_confirm_reset": "确定要重置商店设置吗?",
	"citadel_settings_shop_reset_tooltip": "恢复默认商店设置。",
	"citadel_settings_show_active_slot_popup": "主动物品栏位弹出",
	"citadel_settings_show_telemtry_settings": "显示遥测界面设置",
	"citadel_settings_skill_rating": "技术评级",
	"citadel_settings_skill_rating_confirm_reset": "你确定要将技术评级设置重置为默认设置吗?",
	"citadel_settings_skill_rating_notification": "评级变化通知",
	"citadel_settings_skill_rating_notification_tip": "在我的技术评级变化时显示通知。",
	"citadel_settings_skill_rating_post_game": "赛后队伍评级",
	"citadel_settings_skill_rating_post_game_tip": "在每场比赛后显示队伍平均评级。",
	"citadel_settings_skill_rating_reset_tooltip": "恢复默认技术评级设置。",
	"citadel_settings_slider_percentage": "%",
	"citadel_settings_social": "社交",
	"citadel_settings_sounddevice": "输出设备",
	"citadel_settings_sounddevice_desc": "选择想要播放游戏音频的扬声器或耳机。",
	"citadel_settings_sounddevice_search": "扬声器 耳机 外放 音响 yangshengqi erji waifang yinxiang",
	"citadel_settings_speakerconfig": "扬声器配置",
	"citadel_settings_speakerconfig_desc": "选择要优化音频输出的设备类型(耳机或扬声器)。",
	"citadel_settings_spectatorkeybinds": "观战/回放",
	"citadel_settings_spectatorkeybinds_reset_tooltip": "恢复默认的观战/回放按键。",
	"citadel_settings_ssao": "屏幕空间环境光遮蔽",
	"citadel_settings_ssao_desc": "使用屏幕空间数据粗略估计软接触阴影。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/稳定",
	"citadel_settings_ssao_quality_high": "高",
	"citadel_settings_ssao_quality_low": "低",
	"citadel_settings_ssao_quality_med": "中",
	"citadel_settings_ssao_quality_off": "关闭",
	"citadel_settings_ssao_quality_ultra": "超高",
	"citadel_settings_steam_input": "控制器选项",
	"citadel_settings_steam_input_config:f": "{d:controller_count}台控制器",
	"citadel_settings_steam_input_no_controller": "未检测到控制器",
	"citadel_settings_steam_input_open_configurator": "打开平台设置",
	"citadel_settings_steam_text_filter": "蒸汽平台文本过滤设置",
	"citadel_settings_steam_text_filter_new": "打开平台设置",
	"citadel_settings_steam_text_filter_title": "文本过滤条件",
	"citadel_settings_steaminput": "控制器",
	"citadel_settings_streamer_mode": "主播模式",
	"citadel_settings_streamer_mode_search": "隐藏玩家昵称",
	"citadel_settings_streamer_mode_tooltip": "启用此功能即可在游戏中和主界面上隐藏玩家名称。不会在个人资料卡中隐藏玩家名称。",
	"citadel_settings_streamlined_mic": "优化麦克风",
	"citadel_settings_streamlined_mic_desc": "在游戏开始时打开录音设备,而不是在使用麦克风时打开。",
	"citadel_settings_telemtry_settings_info_desc": "点击即可启动遥测界面支持页面,获取关于遥测界面的更多信息。",
	"citadel_settings_text_filter_filtered": "启用文本过滤",
	"citadel_settings_texturequality": "纹理质量",
	"citadel_settings_texturequality_desc": "较低的设置会降低纹理分辨率,从而可能提高低端系统的性能。",
	"citadel_settings_texturequality_high": "高",
	"citadel_settings_texturequality_low": "低",
	"citadel_settings_texturequality_med": "中",
	"citadel_settings_ui_language": "游戏内文字",
	"citadel_settings_ui_language_tooltip": "设置主要的用户界面语言。",
	"citadel_settings_upscaling": "优化升级技术",
	"citadel_settings_upscaling_desc": "从低分辨率、渲染速度更快的内部帧生成高分辨率帧。\u003Cbr\u003E\u003Cbr\u003EFSR2 使用动态抗锯齿(TAA)。\u003Cbr\u003E\u003Cbr\u003E性能消耗:中等/稳定",
	"citadel_settings_upscaling_dlss": "英伟达DLSS",
	"citadel_settings_upscaling_fsr": "FSR",
	"citadel_settings_upscaling_fsr2": "FSR2(TAA)",
	"citadel_settings_upscaling_fsr3": "FSR3(TAA)",
	"citadel_settings_upscaling_none": "无",
	"citadel_settings_usenativeresolution": "使用原生分辨率",
	"citadel_settings_video": "视频",
	"citadel_settings_video_options": "选项",
	"citadel_settings_video_options_confirm_reset": "你确定要将视频选项重置为默认设置吗?",
	"citadel_settings_video_options_reset_tooltip": "恢复默认视频选项。",
	"citadel_settings_video_search": "图像 tuxiang",
	"citadel_settings_videodefaults": "恢复默认设置",
	"citadel_settings_videopreset": "渲染质量",
	"citadel_settings_videopreset_high": "高",
	"citadel_settings_videopreset_low": "低",
	"citadel_settings_videopreset_med": "中等",
	"citadel_settings_videopreset_ultra": "超高",
	"citadel_settings_violator_new": "全新",
	"citadel_settings_violator_updated": "已更新",
	"citadel_settings_voice": "语音",
	"citadel_settings_voice_always_sample_mic": "始终对麦克风进行采样",
	"citadel_settings_voice_confirm_reset": "你确定要将麦克风设置重置为默认设置吗?",
	"citadel_settings_voice_level": "语音级别",
	"citadel_settings_voice_level_desc": "此条显示麦克风当前检测到的音量级别。您可以使用它来测试麦克风,并根据需要设置麦克风触发阈值。",
	"citadel_settings_voice_level_search": "语音 yuyin",
	"citadel_settings_voice_reset_tooltip": "恢复语音聊天的默认输入设置。",
	"citadel_settings_voice_search": "语音 yuyin",
	"citadel_settings_voice_sounddevice": "输入设备",
	"citadel_settings_voice_sounddevice_desc": "选择用于语音聊天的麦克风。",
	"citadel_settings_voice_sounddevice_search": "麦克风 maikefeng",
	"citadel_settings_voice_steam_link": "用\u003Ca href=\"event:DOTAShowSteamVoiceSettings()\"\u003E蒸汽平台语音设置\u003C/a\u003E配置录音设备设置。",
	"citadel_settings_voicevolume": "语音聊天(他人)",
	"citadel_settings_voicevolume_desc": "调整其他玩家麦克风的音量。",
	"citadel_settings_voicevolume_search": "语音 yuyin",
	"citadel_settings_volume": "音量",
	"citadel_settings_volume_confirm_reset": "你确定要将音量设置重置为默认设置吗?",
	"citadel_settings_volume_reset_tooltip": "恢复默认音量设置。",
	"citadel_settings_vsync": "垂直同步",
	"citadel_settings_vsync_desc": "消除画面撕裂瑕疵,但会增加输入延迟。",
	"citadel_settings_will_reset_tooltip": "冲突的绑定将被清除:",
	"citadel_settings_window": "窗口",
	"citadel_spectator_voice_mode_0": "玩家语音开启",
	"citadel_spectator_voice_mode_1": "玩家语音关闭",
	"citadel_survey_fun_hero": "今天你选的这个英雄玩起来有趣吗?",
	"citadel_survey_least_fun_hero_to_play_against": "Which hero was the least fun to play against?",
	"citadel_survey_match_fun": "比赛有趣吗?",
	"citadel_switch_camera_teammate_1": "队友 1 视角",
	"citadel_switch_camera_teammate_2": "队友 2 视角",
	"citadel_switch_camera_teammate_3": "队友 3 视角",
	"citadel_switch_camera_teammate_4": "队友 4 视角",
	"citadel_switch_camera_teammate_5": "队友 5 视角",
	"citadel_trick_shot": "Shooting Star",
	"citadel_trick_shot_desc": "Toss a Shooting Star that will fire slowing bullets at nearby enemies.  Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down).  Weapon upgrades apply to Shooting Star.",
	"citadel_trigger_teleport_hideout": "正在传送到大本营",
	"citadel_trigger_teleport_sandbox": "正在传送到沙盒",
	"citadel_unmute_game_audio": "取消游戏静音",
	"citadel_unmute_player": "点击取消玩家静音",
	"citadel_value_then_value_now_ability_upgrades": "({s:ValueNow} → \u003Cspan class=\"greenUpgradedText\"\u003E{s:ValueThen}\u003C/span\u003E)",
	"citadel_weapon_combo_melee": "Melee Combo",
	"citadel_weapon_hero_akimbo_set": "Akimbo Gun",
	"citadel_weapon_hero_apocalypse_set": "Apocalypse Gun",
	"citadel_weapon_hero_astro_set": "谨遵医嘱",
	"citadel_weapon_hero_atlas_set": "水落石出",
	"citadel_weapon_hero_atlas_set_desc": "一次装填一发子弹。可以打断",
	"citadel_weapon_hero_ballista_set": "Ballista Gun",
	"citadel_weapon_hero_bebop_set": "谦卑之训",
	"citadel_weapon_hero_bebop_set_desc": "发射连续的激光束,没有子弹飞出",
	"citadel_weapon_hero_bookworm_set": "章节末尾",
	"citadel_weapon_hero_cadence_set": "Arioso Annihilator",
	"citadel_weapon_hero_cadence_set_desc": "Shoots bursts of 4 bullets that embed a crystal shard in the target. After 1 second, the shards shatter and deal the bullet damage again. Shatter damage is doubled if 5 or more shards are embedded.",
	"citadel_weapon_hero_chrono_set": "行业机密",
	"citadel_weapon_hero_clawdril_set": "Clawdril Gun",
	"citadel_weapon_hero_coldmetal_set": "Cold Metal Gun",
	"citadel_weapon_hero_demoman_set": "Demoman Gun",
	"citadel_weapon_hero_doorman_set": "微笑服务",
	"citadel_weapon_hero_drifter_alt": "割取者",
	"citadel_weapon_hero_drifter_set": "绯红之握",
	"citadel_weapon_hero_duo_set": "Duo Gun",
	"citadel_weapon_hero_dynamo_set": "冯内古枪",
	"citadel_weapon_hero_familiar_set": "漫漫长夜",
	"citadel_weapon_hero_fencer_set": "伊克斯亚的骄傲",
	"citadel_weapon_hero_forge_set": "使命达成",
	"citadel_weapon_hero_forge_set_desc": "随着枪达到全速运转状态,射速也跟着升高",
	"citadel_weapon_hero_frank_set": "来生警示",
	"citadel_weapon_hero_ghost_set": "爱郎献礼",
	"citadel_weapon_hero_gigawatt_set": "冰冷筹算",
	"citadel_weapon_hero_gunslinger_set": "Gunslinger Gun",
	"citadel_weapon_hero_haze_set": "责与赎",
	"citadel_weapon_hero_heavy_set": "Heavy Gun",
	"citadel_weapon_hero_hijack_set": "Hijack Gun",
	"citadel_weapon_hero_hornet_set": "孤芳雪恨",
	"citadel_weapon_hero_inferno_set": "焚心烈语",
	"citadel_weapon_hero_kali_set": "Kali Gun",
	"citadel_weapon_hero_kelvin_set": "远征终局",
	"citadel_weapon_hero_krill_set": "金黄丝雀",
	"citadel_weapon_hero_lash_set": "长索传奇",
	"citadel_weapon_hero_magician_set": "出神入化",
	"citadel_weapon_hero_mechaguy_set": "Mechaguy Gun",
	"citadel_weapon_hero_mirage_set": "一诺千金",
	"citadel_weapon_hero_nano_set": "至甜谎言",
	"citadel_weapon_hero_necro_set": "法术之师",
	"citadel_weapon_hero_opera_set": "Opera Gun",
	"citadel_weapon_hero_operative_set": "伞枪",
	"citadel_weapon_hero_orion_set": "哀晨降临",
	"citadel_weapon_hero_phalanx_set": "Phalanx Gun",
	"citadel_weapon_hero_priest_set": "51:20",
	"citadel_weapon_hero_punkgoat_set": "朋克摇滚羊",
	"citadel_weapon_hero_revenant_set": "Revenant Gun",
	"citadel_weapon_hero_rutger_set": "Rutger Gun",
	"citadel_weapon_hero_shiv_set": "落空王牌",
	"citadel_weapon_hero_slork_set": "怒海狂潮",
	"citadel_weapon_hero_slork_set_desc": "Spews a short range toxic cloud that deals double damage to non-hero targets. When aimed, shoots a long range dart that poisons enemies.",
	"citadel_weapon_hero_spade_set": "Spade Dice Launcher",
	"citadel_weapon_hero_synth_set": "不羁真我",
	"citadel_weapon_hero_targetdummy_set": "假枪",
	"citadel_weapon_hero_tempest_set": "Tempest Gun",
	"citadel_weapon_hero_tengu_set": "护佑之握",
	"citadel_weapon_hero_tokamak_set": "Curie-ous Times",
	"citadel_weapon_hero_trapper_set": "平民之仆",
	"citadel_weapon_hero_unicorn_set": "嘉年华生活",
	"citadel_weapon_hero_vampirebat_set": "新晋大亨",
	"citadel_weapon_hero_viper_set": "震魂响尾",
	"citadel_weapon_hero_viscous_set": "深海使节",
	"citadel_weapon_hero_warden_set": "自由之价",
	"citadel_weapon_hero_werewolf_set": "狼人野心",
	"citadel_weapon_hero_werewolf_wolf_set": "无缚之牙",
	"citadel_weapon_hero_wraith_set": "欲海捞金",
	"citadel_weapon_hero_wrecker_set": "屠夫之手",
	"citadel_weapon_hero_yakuza_set": "Yakuza Boss Gun",
	"citadel_weapon_hero_yamato_set": "思兄之泣",
	"citadel_weapon_hero_zealot_set": "Zealotry Gun",
	"citadel_weapon_priest_crossbow": "主的愤怒",
	"citadel_weapon_priest_crossbow_crit": "主的愤怒 - 强击",
	"citadel_weapon_priest_crossbow_pure": "主的愤怒 - 纯粹",
	"citadel_weapon_werewolf_claws": "狼人利爪",
	"citadel_west_team_name": "宝蓝",
	"clawdril_cyclone": "Cyclone",
	"clawdril_cyclone_desc": "Clawdril sticks the drill in the ground, lifts his body horizontally, and spins it up. Kicks everyone nearby in the face while creating a vortex that sucks enemies inwards and deflects bullets.",
	"clawdril_drill_and_pin": "Drill \u0026 Pin",
	"clawdril_drill_and_pin_desc": "Fire Clawdril's dril in a straight line, trapping any enemy hero it hits in a cage of crystals.",
	"clawdril_mining_expedition": "Mining Expedition",
	"clawdril_mining_expedition_desc": "Smash the ground to reveal nearby crystals which can be melee'd into temporary buffs by you or your teammates.",
	"clawdril_plasma_laser": "Plasma Laser",
	"clawdril_plasma_laser_desc": "Fire a short-range plasma laser that deals massive damage to units in its way.",
	"clip_size_pickup/clip_size": "3 个大型弹匣",
	"clip_size_pickup_label": "3 个大型弹匣",
	"coldmetal_charged_rocket": "Charged Rocket",
	"coldmetal_charged_rocket_desc": "Hold to charge then fire a rocket that travels faster the longer it's charged. Upon impact explodes into a burst of tactical heat-seeking missiles.",
	"coldmetal_cold_metal_killer": "Cold Metal Killer",
	"coldmetal_cold_metal_killer_desc": "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact.",
	"coldmetal_contract_to_kill": "Contract to Kill",
	"coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill": "Contract",
	"coldmetal_contract_to_kill_desc": "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving.",
	"coldmetal_impenetrable_cube": "Impenetrable Cube",
	"coldmetal_impenetrable_cube_desc": "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles.",
	"cooldown_reduction_pickup/cooldown_reduction": "减少冷却时间",
	"cooldown_reduction_pickup_label": "降低冷却时间",
	"cosmetic_item_snowball": "雪球",
	"cosmetic_item_snowball_desc": "向你的朋友和敌人投掷雪球。随着你在\u003Cspan class=\"highlight\"\u003E2025年假日挑战\u003C/span\u003E获得进度,距离和其他属性都会得到提升。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E向盟友投掷雪球不会造成伤害,并且会重置其冷却时间。\u003C/span\u003E",
	"cosmetic_item_voting_poster": "地点海报",
	"damage_reduction_postfix": "%",
	"disarm_immune": "Disarm Immune",
	"doorman_hotel_cost": "逗留代价",
	"doorman_hotel_debuff": "成为宾客",
	"doorman_hotel_duration_override_label": "退房时间",
	"doorman_hotel_duration_override_postfix": "秒",
	"doorman_hotel_duration_override_postvalue_label": "退房时间",
	"doorman_hotel_fail": "退房失败",
	"double_jump_pickup/double_jump": "二段跳和滑索速度",
	"drifter_blood_blast": "撕裂",
	"drifter_blood_blast_desc": "挥击前方锥形区域内的敌人,造成{g:citadel_inline_attribute:'SpiritDamage'}。如果敌人在\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E内,会造成额外{g:citadel_inline_attribute:'MeleeDamage'}。",
	"drifter_blood_blast_header_on_close_range": "近距离时",
	"drifter_blood_blast_t2_desc": "-7秒冷却时间",
	"drifter_blood_blast_t3_desc": "造成近战重击伤害\u003Cbr\u003E在近距离时沉默敌人2.3秒",
	"drifter_darkness": "永恒之夜",
	"drifter_darkness_desc": "把附近的所有敌方英雄笼罩在黑暗中,\u003Cspan class=\"highlight\"\u003E大幅限制他们看到其他单位的视野\u003C/span\u003E。受到作用的敌人会暂时现形,并且在持续时间内被视为\u003Cspan class=\"highlight\"\u003E落单\u003C/span\u003E状态。\u003Cbr\u003E\u003Cbr\u003E自身获得{g:citadel_inline_attribute:'BonusSprintSpeed'}。",
	"drifter_darkness_t3_desc": "+2.5秒持续时间\u003Cbr\u003E+1最大目标数",
	"drifter_infinity_slash": "暗影挥击",
	"drifter_last_breath": "深渊之拥",
	"drifter_last_breath_desc": "把自己包裹在一个水球中,水球可以吸收伤害,然后爆裂。水球因任何原因消散都会使距离内的敌人受到伤害。",
	"drifter_shadow_mark": "潜行印记",
	"drifter_shadow_mark_desc": "放出一个印记,会使第一个击中的目标流失生命,造成{g:citadel_inline_attribute:'SpiritDPS'}。\u003Cbr\u003E\u003Cbr\u003E敌人在流失生命时可以重新激活潜行印记,使自己立刻\u003Cspan class=\"highlight\"\u003E出现在他们身后\u003C/span\u003E。",
	"drifter_shadow_mark_t1_desc": "\u003Cspan class=\"highlight\"\u003E-8%子弹抗性",
	"drifter_shadow_mark_t2_desc": "\u003Cspan class=\"highlight\"\u003E-8秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E持续时间",
	"drifter_shadow_mark_t3_desc": "\u003Cspan class=\"highlight\"\u003E+2%生命流失\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-40%治疗降低\u003C/span\u003E",
	"drifter_shadow_mark_teleport": "伏击",
	"extra_gold_pickup/extra_gold_pickup": "下次击败英雄的额外赏金",
	"extra_stamina_pickup/extra_stamina": "额外耐力",
	"extra_stamina_pickup_label": "额外耐力",
	"fathom_breach": "纵身跃击",
	"fathom_breach_desc": "向前跳跃,对着陆点附近的所有敌人造成伤害并将其击飞到空中。",
	"fathom_breach_quip": "向前跳跃,冲向敌人",
	"fathom_lurkers_ambush": "潜影伏击",
	"fathom_lurkers_ambush/immobilize": "被定身",
	"fathom_lurkers_ambush/invis": "隐身",
	"fathom_lurkers_ambush/regen": "生命恢复",
	"fathom_lurkers_ambush_active_desc": "按住4\u003Cspan class=\"highlight\"\u003E蓄积\u003C/span\u003E一口粘腻的唾液,唾液能\u003Cspan class=\"highlight\"\u003E伤害敌人并令其减速\u003C/span\u003E。蓄积唾液的时间越长,所造成的伤害就越大,减速持续时间也越长。\u003Cbr\u003E如果并未附着在墙上,那么持续时间将减半。",
	"fathom_lurkers_ambush_passive_desc": "被动:在脱离战斗且未被敌人发现时,每秒\u003Cspan class=\"highlight\"\u003E治疗最大生命值的一部分\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E静止不动时,还会进入隐身状态\u003C/span\u003E,只要保持静止或蹲伏且不做任何动作即可。完全隐身时将变为\u003Cspan class=\"highlight\"\u003E无敌\u003C/span\u003E。",
	"fathom_lurkers_ambush_quip": "隐身并发射出令敌人定身的唾液。",
	"fathom_reefdweller_harpoon": "礁栖猎叉",
	"fathom_reefdweller_harpoon/detach_buff": "射速",
	"fathom_reefdweller_harpoon/regen": "礁栖猎叉恢复",
	"fathom_reefdweller_harpoon_desc": "抛出猎叉,附着在墙壁或天花板上,并\u003Cspan class=\"highlight\"\u003E将自身拉向目标\u003C/span\u003E。拉动过程中激活\u003Cspan class=\"highlight\"\u003E“潜影伏击”的隐身效果\u003C/span\u003E。悬挂在猎叉附着的表面时,\u003Cspan class=\"highlight\"\u003E获得额外充能\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E施放礁栖猎叉不会打破隐身状态。\u003C/span\u003E",
	"fathom_reefdweller_harpoon_passive_desc": "被动:离开战斗并在小地图上隐身时,每秒\u003Cspan class=\"highlight\"\u003E治疗最大生命值的一部分\u003C/span\u003E。",
	"fathom_reefdweller_harpoon_quip": "投掷猎叉,将自己拉向物体的表面。",
	"fathom_reefdweller_harpoon_t3_desc": "脱离后,获得30%射速加成,持续7秒或直到重新装填",
	"fathom_scalding_spray": "灼热飞浪",
	"fathom_scalding_spray_desc": "向面前的锥形区域喷射滚烫的热水。喷出的热水对敌方英雄造成伤害时,你会积累额外的武器伤害。",
	"fathom_scalding_spray_quip": "向面前的锥形区域喷射滚烫的热水。",
	"fire_rate_pickup/small_fire_rate": "射速提高",
	"fire_rate_pickup_label": "射速",
	"firerate_permanent_pickup_label": "+1.5% 射速",
	"firerate_permanent_pickup_label_lv2": "+2% 射速",
	"firerate_permanent_pickup_label_lv3": "+2.5% 射速",
	"frozen_shelter_modifier_buff": "冰冻庇护",
	"ghost_malice_stack_effect_header": "每层叠加效果:",
	"golden_idol_bonus_01": "+35% 额外魂魄",
	"golden_idol_bonus_02": "+1 技能点",
	"guardian_unit": "卫士",
	"guide_advanced_main_header": "特殊动作",
	"guide_advanced_parry_desc": "按下{g:citadel_binding:'HeldItem'}格挡敌人的近战攻击。\u003Cbr\u003E\u003Cbr\u003E敌人会眩晕,并受到更高的近战伤害。",
	"guide_advanced_parry_header": "格挡",
	"guide_back_to_dashboard": "返回主界面",
	"guide_basics_abilities_desc": "按下{g:citadel_binding:'Ability1'}、{g:citadel_binding:'Ability2'}、{g:citadel_binding:'Ability3'}、{g:citadel_binding:'Ability4'}使用英雄技能。",
	"guide_basics_abilities_header": "技能",
	"guide_basics_aim_desc": "按住{g:citadel_binding:'ADS'}武器攻击会放大。",
	"guide_basics_aim_header": "缩放",
	"guide_basics_main_header": "基本控制",
	"guide_basics_melee_desc": "按下{g:citadel_binding:'AbilityMelee'}发动快速攻击。按住{g:citadel_binding:'AbilityMelee'}发动强力的蓄力攻击。",
	"guide_basics_melee_header": "近战",
	"guide_basics_reload_desc": "按下{g:citadel_binding:'Reload'}给武器重新装填弹药。某些动作,比如近战,会使装填暂停。",
	"guide_basics_reload_header": "装填弹药",
	"guide_basics_shoot_desc": "按下{g:citadel_binding:'Attack'}射击。\u003Cbr\u003E\u003Cbr\u003E子弹伤害在目标距离较远时会降低。",
	"guide_basics_shoot_header": "射击",
	"guide_get_started_title": "游戏入门",
	"guide_movement_airdash_desc": "在空中时,使用{g:citadel_binding:'Roll'}进行空中冲刺。\u003Cbr\u003E\u003Cbr\u003E需要耐力。",
	"guide_movement_airdash_header": "空中冲刺",
	"guide_movement_crouch_desc": "按住{g:citadel_binding:'Crouch'}下蹲。",
	"guide_movement_crouch_header": "下蹲",
	"guide_movement_dodge_desc": "移动时按下{g:citadel_binding:'Roll'}冲刺。\u003Cbr\u003E\u003Cbr\u003E需要耐力。",
	"guide_movement_dodge_header": "冲刺",
	"guide_movement_dodge_jump_desc": "冲刺时结合时间恰到好处的跳跃能达成冲刺跳跃。\u003Cbr\u003E\u003Cbr\u003E需要耐力。",
	"guide_movement_dodge_jump_header": "冲刺跳跃",
	"guide_movement_double_jump_desc": "在空中时按下{g:citadel_binding:'Mantle'}进行二段跳。\u003Cbr\u003E\u003Cbr\u003E二段跳等特殊动作将消耗准线下方的耐力条。",
	"guide_movement_double_jump_header": "二段跳",
	"guide_movement_jump_desc": "按下{g:citadel_binding:'Mantle'}跳跃。",
	"guide_movement_jump_header": "跳跃",
	"guide_movement_mantle_desc": "靠近墙壁时按住{g:citadel_binding:'Mantle'}攀爬。",
	"guide_movement_mantle_header": "攀爬",
	"guide_movement_slide_desc": "在向斜坡下方移动或高速移动时按住{g:citadel_binding:'Crouch'}滑行。",
	"guide_movement_slide_header": "滑行",
	"guide_movement_zipline_desc": "按住{g:citadel_binding:'Zipline'}上滑索。\u003Cbr\u003E\u003Cbr\u003E按住{g:citadel_binding:'Mantle'}可跳下滑索。",
	"guide_movement_zipline_header": "滑索",
	"guide_neutrals_desc": "地图四处潜伏着许多中立生物。摧毁它们可获得魂魄。\u003Cbr\u003E\u003Cbr\u003E有时,强大的生物会地图中央出现……摧毁它会为己方带来巨大的力量。",
	"guide_neutrals_header": "中立生物",
	"guide_outro_main_header": "精彩时刻",
	"guide_overview_desc": "浏览各个部分,了解更多关于游戏的信息。",
	"guide_overview_header": "欢迎来到《异锁》",
	"guide_overview_main_header": "欢迎",
	"guide_the_map_core_alt_desc": "游戏目标是围攻敌方基地,摧毁敌方防御,暴露敌方队伍的守护神。摧毁守护神即可获胜。",
	"guide_the_map_core_alt_header": "基地",
	"guide_the_map_core_desc": "每个队伍基地后方都有一个圣坛,摧毁敌方圣坛即可获胜。",
	"guide_the_map_core_header": "核心",
	"guide_the_map_desc": "将鼠标悬停在地图各个区域上,进一步了解玩《异锁》时将看到的内容。",
	"guide_the_map_guardians_desc": "卫士是每条分路的第一道防线。他们的攻击力强大无比,所以最好让步兵向他们发起进攻。",
	"guide_the_map_guardians_header": "卫士",
	"guide_the_map_header": "概览",
	"guide_the_map_lanes_desc": "共有 3 条分路,每条都有一条滑索,玩家可搭乘滑索快速移动。",
	"guide_the_map_lanes_header": "分路",
	"guide_the_map_main_header": "概览",
	"guide_the_map_midboss_desc": "地图中区有一个强大的中立头目。击败该头目的队伍将在下次倒下后立即重生。",
	"guide_the_map_midboss_header": "圣坛头目",
	"guide_the_map_troopers_desc": "士兵会定期在基地生成,沿着分路一路奔跑,与遇到的任何敌人战斗。",
	"guide_the_map_troopers_header": "步兵",
	"guide_the_map_walkers_desc": "机甲藏在在分路深处,拥有多种防御动作。",
	"guide_the_map_walkers_header": "机甲",
	"guide_the_map_welcome_desc": "欢迎来到被诅咒的纽约。如果你的队伍想要突出重围,赢得胜利,就需要运用枪支和超自然力量来围攻敌人的基地。",
	"guide_the_map_welcome_header": "介绍",
	"guide_the_map_welcome_sub_header": "介绍",
	"guide_upgrades_buy_mods_desc": "物品可以修改许多属性,如弹药数量、近战伤害或生命恢复。提升元灵力量的物品会改善你的技能效果。\u003Cbr\u003E\u003Cbr\u003E每名英雄都有一个“建议物品”选项卡,内含为英雄精心挑选的推荐物品。",
	"guide_upgrades_buy_mods_header": "购买物品",
	"guide_upgrades_deny_desc": "敌方魂魄光球为橙色,如果它们飘走或者被敌方射击就会落入敌方囊中。\u003Cbr\u003E\u003Cbr\u003E可以先射击这些橙色光球来回收魂魄。",
	"guide_upgrades_deny_header": "回收魂魄",
	"guide_upgrades_going_home_desc": "你有可以消耗的魂魄时,可以返回基地治疗,购买可以提升属性并授予额外技能的强大物品。\u003Cbr\u003E\u003Cbr\u003E每个卫士旁也各有一个商店,在卫士被摧毁前均可使用。",
	"guide_upgrades_going_home_header": "商店",
	"guide_upgrades_killing_guardians_desc": "你收集魂魄时,也会获得技能点(AP)。\u003Cbr\u003E\u003Cbr\u003E按住{g:citadel_binding:'Scoreboard'}可将技能点用于升级技能。",
	"guide_upgrades_killing_guardians_header": "技能点",
	"guide_upgrades_last_hit_desc": "击倒步兵和玩家即可获得魂魄。也可以击倒地图各处的中立生物获得魂魄。\u003Cbr\u003E\u003Cbr\u003E魂魄由近处友军共享。",
	"guide_upgrades_last_hit_header": "魂魄",
	"guide_upgrades_main_header": "获取力量",
	"guide_upgrades_upgrade_abilities_desc": "消耗技能点来升级技能。\u003Cbr\u003E\u003Cbr\u003E共有 3 个升级等级。",
	"guide_upgrades_upgrade_abilities_header": "提升技能",
	"guide_upgrades_yellow_orbs_desc": "当敌人倒下时,额外的魂魄就会出现。\u003Cbr\u003E\u003Cbr\u003E你可以通过射击包含它们的蓝色光球或让它们飘走来稳获这些魂魄。",
	"guide_upgrades_yellow_orbs_header": "稳获魂魄",
	"gun_powerup_pickup": "枪械攻击",
	"gunslinger_demonMark": "炼狱烙印",
	"gunslinger_demonMark/demonmark": "炼狱烙印",
	"gunslinger_demonMark/demonmark/demonmark_buff": "烙印生效",
	"gunslinger_demonMark_desc": "被动给附近敌人打上\u003Cspan class=\"highlight\"\u003E烙印\u003C/span\u003E。向带有\u003Cspan class=\"highlight\"\u003E烙印\u003C/span\u003E的敌人射击会令烙印产生效果,给敌人造成\u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003E额外伤害\u003C/span\u003E并增加自己的\u003CPanel class=\"AbilityPropertyIcon prop_fire_rate\"\u003E \u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
	"gunslinger_rapid_fire": "Rapid Fire",
	"gunslinger_rapid_fire/modifier_citadel_rapid_fire": "速射",
	"gunslinger_rapid_fire_desc": "Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s.  Causes {s:hero_name} and the target to float if in the air.",
	"gunslinger_rocket_launcher": "Rocket Launcher",
	"gunslinger_rocket_launcher_desc": "Equip a rocket launcher that fires explosive rockets.  Rocket blasts can launch enemies and {s:hero_name} into the air.",
	"gunslinger_sleep_bomb": "Sleep Bomb",
	"gunslinger_sleep_bomb_desc": "Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches.",
	"gunslinger_tenacity": "Tenacity",
	"gunslinger_tenacity_desc": "Gain {s:BulletLifestealPercent}% bullet life steal, increased by up to {s:LowHealthHealingScalePercent}% based on {s:hero_name}'s missing health.",
	"headed_this_way": "往这边来了",
	"headed_to_blue": "{s:param_1}往蓝路走了",
	"headed_to_green": "{s:param_1}往绿路走了",
	"headed_to_purple": "{s:param_1}往绿路走了",
	"headed_to_yellow": "{s:param_1}往黄路走了",
	"health_regen_pickup/small_health_regen": "生命恢复提高",
	"health_regen_pickup_label": "治疗",
	"hero_akimbo": "阿金驳",
	"hero_akimbo:n": "阿金驳",
	"hero_akimbo_lore": "Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems.  This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right.  A gun only solved about 75% of his problems.  To solve ALL his problems, he would need at least 2 guns.",
	"hero_akimbo_playstyle": "Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible.",
	"hero_akimbo_search": "阿金驳",
	"hero_akimbo_search:n": "阿金驳",
	"hero_apocalypse": "Apocalypse",
	"hero_apocalypse:n": "Apocalypse",
	"hero_apocalypse_search": "Apocalypse",
	"hero_apocalypse_search:n": "Apocalypse",
	"hero_architect": "Architect",
	"hero_architect:n": "Architect",
	"hero_architect_search": "Architect",
	"hero_architect_search:n": "Architect",
	"hero_assassin": "Assassin",
	"hero_assassin:n": "Assassin",
	"hero_assassin_search": "Assassin",
	"hero_assassin_search:n": "Assassin",
	"hero_astro": "哈雷黛",
	"hero_astro:n": "哈雷黛",
	"hero_astro_lore": "有的人终其一生都梦想着能够搬去纽约。哈雷黛却不是这样的人。她满足地做着一名小镇警长,唯一一次动枪还是在县集市上表演射击。对于这样的职业生涯她乐在其中。接着谋杀案就发生了。\u003Cbr\u003E\u003Cbr\u003E作案手法可怖而残忍:受害者的胸腔被撕扯开,内脏好像被鸟啄过一样散乱一摊。哈雷黛追查到了凶手——一名四处游荡的民乐手,被媒体冠以“游吟杀手”的称号。但是当她与凶手对峙时,那人却砰然化作一团乌鸦飞走了。\u003Cbr\u003E\u003Cbr\u003E一晃6个月过去,虽然这座位于伊利诺伊州中部的小镇已不再被谋杀案所笼罩,但哈雷黛对案件的调查并没有停止。她相信游吟杀手正逃往纽约。等她抓到了凶手,她一定要亲手送那个坏人上路。",
	"hero_astro_playstyle": "哈雷黛凭借其一手好枪法,射击被自己弹到空中的东西。精确射击能使她给对方造成严重伤害。她的移动技巧能让她把指定敌人从队伍里剥离,或是临时起意改为撤退。",
	"hero_astro_role": "四处弹跳,使出高难度射击手法",
	"hero_astro_search": "haleidai 警长 jingzhang 牛仔 niuzai",
	"hero_astro_search:n": "haleidai 警长 jingzhang 牛仔 niuzai",
	"hero_atlas": "亚伯兰",
	"hero_atlas:n": "亚伯兰",
	"hero_atlas_lore": "办事则雷利风行、处世则沉着冷静、喝酒则开怀痛饮,亚伯兰侦探多年来一直是纽约刑侦界的的大人物。从艺术品盗窃到人口失踪再到涉及人命的仪式,亚伯兰可不是只把案子接下,他会尽数妥善处置。\u003Cbr\u003E\u003Cbr\u003E但他跟踪花心萝卜揭开隐秘情事的日子终于走到了尽头。一天他打开办公室大门,发现桌子上赫然放着宝书。\u003Cbr\u003E\u003Cbr\u003E一张字条上用黑玛瑙血写道“别让他们夺走宝书”,除此之外再无其他指示。亚伯兰还没搞清楚宝书是从哪来的,但鉴于他的居所已遭闯入、他的办公室三次被人翻遍、他的车爆炸起火,他有足够多的理由将整件事查个水落石出。",
	"hero_atlas_playstyle": "亚伯兰身形壮硕、稳如泰山,适合打头阵。他常常闯进敌人中央,看着他们四散奔逃。要是敌人在他身上浪费子弹,他后头的队友们就可以无所顾忌地大举进攻。",
	"hero_atlas_role": "冲向敌人,近场作战",
	"hero_atlas_search": "yabolan 蓝牛 lanniu 警探 jingtan 侦探 zhentan",
	"hero_atlas_search:n": "yabolan 蓝牛 lanniu 警探 jingtan 侦探 zhentan",
	"hero_ballista": "Ballista",
	"hero_ballista:n": "Ballista",
	"hero_ballista_playstyle": "You know what people hate?  Being knocked back by a shotgun.  You know what they hate even more?  Being knocked back into a mine field.  Do you know what they hate even more than that?  Being atomized by a fusion bomb.  Ballista turns the battlefield into an explosive Rube Goldberg device.",
	"hero_ballista_role": "Shields up to drop the bomb",
	"hero_ballista_search": "Ballista",
	"hero_ballista_search:n": "Ballista",
	"hero_bebop": "比波普",
	"hero_bebop:n": "比波普",
	"hero_bebop_lore": "比波普是由一个孀居的垃圾场看门女用双手做出来的,但他可不仅仅是个只会干粗活的破烂拼接人,他是她求之不得的宝贝儿子。白天,他俩会一起在废铁场干活儿,晚上则是共同聆听爵士乐。这种日复一日的生活,虽然算不上多舒心,但起码安稳。可是现在,给了比波普生命的人一病不起。要是雪莉小姐得知比波普为了给她买药在晚上都从事着哪些行当,她肯定不答应,但只要她不知道,就不会受到伤害。",
	"hero_bebop_playstyle": "比波普能以多种方式串联起他的技能,从而打乱敌人位置、拯救队友、在短时间内连连伤敌。当战斗形势不讲究精细技巧时,他巨大的激光炮仍能解决不少问题。",
	"hero_bebop_role": "钩住敌人,连续放招,一举制胜",
	"hero_bebop_search": "bibopu 机器人 jiqiren 屠夫 tufu 帕吉 paji 钩子 gouzi",
	"hero_bebop_search:n": "bibopu 机器人 jiqiren 屠夫 tufu 帕吉 paji 钩子 gouzi",
	"hero_bebop_sort": "比波普",
	"hero_bebop_sort:n": "比波普",
	"hero_boho": "波米",
	"hero_boho:n": "波米",
	"hero_boho_search": "波米",
	"hero_boho_search:n": "波米",
	"hero_bomber": "Bomber",
	"hero_bomber:n": "Bomber",
	"hero_bomber_search": "Bomber",
	"hero_bomber_search:n": "Bomber",
	"hero_bookworm": "佩吉",
	"hero_bookworm:n": "佩吉",
	"hero_bookworm_lore": "佩吉是一位珍本交易商的女儿,她在一个充满爱心,重视善良、魔法和讲故事的家庭中长大。不过,尽管佩吉很自然地接受了父母的价值观,但她的弟弟布莱斯却没有。\u003Cbr\u003E\u003Cbr\u003E作为叛逆的少年,布莱斯不仅对家人的和颜悦色感到不满;也忍受不了他们拒绝让他涉足他们认为太危险的魔法。佩吉想尽一切办法让他别去闯祸,但就像大多数青少年一样,他的大姐姐越想告诉他什么对他最好,他就越抗拒。\u003Cbr\u003E\u003Cbr\u003E佩吉不知道布莱斯做了什么被赶出家门……只是她从图书馆回家后发现弟弟不见了,而父母只是以泪洗面。\u003Cbr\u003E\u003Cbr\u003E几天变成了几周,又变成几个月再到几年。佩吉成长为才华横溢的藏书家,穿梭在五个行政区的图书馆以讲故事为生;虽然她的父母对布莱斯的事保持沉默,但佩吉对找到他的执念与日俱增。最终她会发现弟弟的遭遇……而凡人和神明都阻止不了她。",
	"hero_bookworm_search": "peiji 书虫 shuchong bookworm 奶妈 naima",
	"hero_bookworm_search:n": "peiji 书虫 shuchong bookworm 奶妈 naima",
	"hero_cadence": "Cadence",
	"hero_cadence:n": "Cadence",
	"hero_cadence_search": "Cadence",
	"hero_cadence_search:n": "Cadence",
	"hero_chrono": "悖论",
	"hero_chrono:n": "悖论",
	"hero_chrono_lore": "悖论,时间开了个小差造成的故障,也是臭名昭著的盗贼帮派的名字。这帮小偷会制定出精密复杂的作案手法,专门找最有权有势的人物和机构下手,并以此为傲。他们将无数的古董、机密、名人验亲结果搞到手后,会做什么呢?将它们放到快闪博物馆里展示一番,以此向全世界宣告没有谁能躲得过他们的魔爪。\u003Cbr\u003E\u003Cbr\u003E帮会的每个成员都隐藏在谜团之中,他们戴上面具,用组织的名字称呼自己。他们无处不在,但又无处可寻。只要他们想拿到某样东西,就没有什么能拦得住他们。",
	"hero_chrono_playstyle": "操控时间的本领让悖论在一对一的战斗中快人一步。她通过换位大法让敌人置于脉冲手雷的攻击、时间墙的阻隔,或是队友的包围之下,并凭此制霸沙场。",
	"hero_chrono_role": "扭曲时空",
	"hero_chrono_search": "beilun 一枪超人 yiqiangchaoren 灯泡女 dengpaonv vs",
	"hero_chrono_search:n": "beilun 一枪超人 yiqiangchaoren 灯泡女 dengpaonv vs",
	"hero_clawdril": "Clawdril",
	"hero_clawdril:n": "Clawdril",
	"hero_clawdril_search": "Clawdril",
	"hero_clawdril_search:n": "Clawdril",
	"hero_coldmetal": "Cold Metal",
	"hero_coldmetal:n": "Cold Metal",
	"hero_coldmetal_search": "Cold Metal",
	"hero_coldmetal_search:n": "Cold Metal",
	"hero_cowboy": "Cowboy",
	"hero_cowboy:n": "Cowboy",
	"hero_cowboy_search": "Cowboy",
	"hero_cowboy_search:n": "Cowboy",
	"hero_demoman": "Demolitions Expert",
	"hero_demoman:n": "Demolitions Expert",
	"hero_demoman_search": "Demolitions Expert",
	"hero_demoman_search:n": "Demolitions Expert",
	"hero_doorman": "门侍",
	"hero_doorman:n": "门侍",
	"hero_doorman_lore": "他举止得体。他彬彬有礼。但是这个巴隆妮斯酒店的谦逊门卫,远非表面看上去这么简单。\u003Cbr\u003E\u003Cbr\u003E尽管他只打算在这个位面体验一两个月的生活,但门侍很快发现,通过纽约的服务业,他能持续了解那些能取悦到人类的奇特需求。",
	"hero_doorman_search": "menshi 门童 mentong 酒店 jiudian 巴隆妮斯 balongnisi doorman",
	"hero_doorman_search:n": "menshi 门童 mentong 酒店 jiudian 巴隆妮斯 balongnisi doorman",
	"hero_doorman_sort": "门侍",
	"hero_doorman_sort:n": "门侍",
	"hero_drifter": "孤猎",
	"hero_drifter:n": "孤猎",
	"hero_drifter_lore": "一个古老的血族在美国徜徉,这个无名的怪物被世人称为孤猎,世代以来一直在捕食活物。\u003Cbr\u003E\u003Cbr\u003E和大多数现代的血族不同,孤猎对华服和头衔不感兴趣,而且毫不掩饰自己对血族的法则和传统的蔑视。由于他拒绝遵守规矩,北美的男爵都视他为眼中钉;但子爵和长老呼吁将他正法时,孤猎却依然我行我素……",
	"hero_drifter_search": "gulie 血魔 xuemo 狼人 langren",
	"hero_drifter_search:n": "gulie 血魔 xuemo 狼人 langren",
	"hero_drifter_sort": "孤猎",
	"hero_drifter_sort:n": "孤猎",
	"hero_druid": "Druid",
	"hero_druid:n": "Druid",
	"hero_druid_search": "Druid",
	"hero_druid_search:n": "Druid",
	"hero_duo": "Duo",
	"hero_duo:n": "Duo",
	"hero_duo_search": "Duo",
	"hero_duo_search:n": "Duo",
	"hero_dynamo": "奇能",
	"hero_dynamo:n": "奇能",
	"hero_dynamo_lore": "身为科学家,奇能总保持着一颗好奇心。因此,当一道时空裂痕在中央公园豁开时,他是最先赶到现场调查的。虽然他预料到目睹如此壮观的景象将会改变他的生命,但他以为这种改变只是象征性的,而不是让他的身体原子化并坍缩成一颗小小的濒死恒星。\u003Cbr\u003E\u003Cbr\u003E尽管他的身体已经湮灭,他的精神和求知欲没有消亡。作为哥伦比亚学院的终身教授,奇能希望一边研究他自身的状况,一边扛下授课任务,毕竟,他还要启发一颗颗年轻的头脑。",
	"hero_dynamo_playstyle": "奇能一边保持着自己和队友的生命值,一边等待着他出场的时刻。想要重塑一场团战的局面,最好的办法就是在队友的完美配合下使出奇点大招。",
	"hero_dynamo_role": "令敌军寸步难行",
	"hero_dynamo_search": "qideng 教授 jiaoshou 谜团 mituan 黑洞 heidong",
	"hero_dynamo_search:n": "qideng 教授 jiaoshou 谜团 mituan 黑洞 heidong",
	"hero_familiar": "雷姆",
	"hero_familiar:n": "雷姆",
	"hero_familiar_lore": "雷姆意外地从梦境世界偷渡而来,发现自己滞留在这座不夜城里。出于好奇心,雷姆和他的朋友们在五大区四处游荡,寻找回家的路。\u003Cbr\u003E\u003Cbr\u003E要是下班乘坐蓝线地铁回家时打起了瞌睡,也许刚刚就是遇到了诅咒纽约城里的最新居民。",
	"hero_familiar_search": "leimu rem 悠米 youmi",
	"hero_familiar_search:n": "leimu rem 悠米 youmi",
	"hero_fencer": "阿波罗",
	"hero_fencer:n": "阿波罗",
	"hero_fencer_lore": "北伊克斯亚是美丽、传统与冲突并存的土地,残酷的政治暴力早已司空见惯。因此,当阿波罗得知为了保证他的安全,他将被送往纽约求学,他意识到事态严重。\u003Cbr\u003E\u003Cbr\u003E阿波罗很难适应布莱克莫学院的生活。这所学校本应汇聚诅咒的纽约城里最优秀、最聪明的学生,但他看到的,除了少数之外,几乎全是平庸之辈。他没有把时间浪费在派对和舞会之类的琐事上,而是将精力投入到击剑场上,作为布莱克莫击剑队的队长,他刻苦训练。\u003Cbr\u003E\u003Cbr\u003E然而,到头来阿波罗并不太在意纽约生活的单调乏味。他知道,总有一天,父亲会召唤他回家,而他可以证明自己配得上家族的祖传宝剑。",
	"hero_fencer_search": "aboluo 击剑 jijian 剑客 jianke tifulin 提夫林",
	"hero_fencer_search:n": "aboluo 击剑 jijian 剑客 jianke tifulin 提夫林",
	"hero_forge": "麦金妮",
	"hero_forge:n": "麦金妮",
	"hero_forge_lore": "麦吉·麦金妮从小就很会造东西。4岁时,她就能用积木搭出炫丽的建筑;10岁时,她鼓捣出特制的灯光装置,还改造了电路,好为父母的结婚纪念日增添光彩;15岁时,她设计出了一种机器,能从死者身上提炼出灵魂……这个机器要比她搭的积木房子稍微更引人注目一点。\u003Cbr\u003E\u003Cbr\u003E如今,身为菲尔法克斯实业军事研发部的总监,麦金妮把时间都花在机器车间里,而从不光顾实验室。她对理论没兴趣,在她眼里,科学是能用手触摸的魔法。",
	"hero_forge_playstyle": "不管是设立歼敌区域还是分裂敌军,精确地放置武器对于麦金妮而言至关重要。她能帮助队伍战斗下去,使他们在坚守阵地时固若金汤。",
	"hero_forge_role": "用炮塔控制战斗局面",
	"hero_forge_search": "maijinni 炮台 paotai 毛妹 maomei",
	"hero_forge_search:n": "maijinni 炮台 paotai 毛妹 maomei",
	"hero_fortuna": "Fortuna",
	"hero_fortuna:n": "Fortuna",
	"hero_fortuna_search": "Fortuna",
	"hero_fortuna_search:n": "Fortuna",
	"hero_frank": "维克多",
	"hero_frank:n": "维克多",
	"hero_frank_lore": "很多人终其一生都在思考自己究竟是谁。而对于维克多,这个关乎存在的问题变得更加复杂,因为他在停尸间的桌子上醒来后完全不知道是创造了他,又是为什么创造了他,他的身体又是来自于谁。\u003Cbr\u003E\u003Cbr\u003E如今,维克多在五个行政区寻找答案,希望有人能辨认出他身上的任何一部分。",
	"hero_frank_search": "weikeduo 骷髅王 kulouwang 弗兰克 fulanke frank 塞拉斯 sailasi",
	"hero_frank_search:n": "weikeduo 骷髅王 kulouwang 弗兰克 fulanke frank 塞拉斯 sailasi",
	"hero_frank_sort": "维克多",
	"hero_frank_sort:n": "维克多",
	"hero_gadgeteer": "Gadgeteer",
	"hero_gadgeteer:n": "Gadgeteer",
	"hero_gadgeteer_search": "Gadgeteer",
	"hero_gadgeteer_search:n": "Gadgeteer",
	"hero_gadgetman": "Gadget Man",
	"hero_gadgetman:n": "Gadget Man",
	"hero_gadgetman_search": "Gadget Man",
	"hero_gadgetman_search:n": "Gadget Man",
	"hero_genericperson": "无名氏",
	"hero_genericperson:n": "无名氏",
	"hero_ghost": "盖斯特夫人",
	"hero_ghost:n": "盖斯特夫人",
	"hero_ghost_lore": "吉安娜·盖斯特夫人曾一度是个炙手可热的万人迷。但随着时光飞逝,红颜渐褪,她跻身上流社会的逍遥日子也越来越离她远去。到最后,她沦为养老院里的孱弱阿婆,整天讲述着她曾经的辉煌。也就是在这时,守誓者出现了。守誓者是来自异域空间的强大魂灵,他给盖斯特夫人提供了寻回昔日浮华的办法。他可以帮她重获青春,而她要做的就只是从世人身上吸取精华,使青春常驻。\u003Cbr\u003E\u003Cbr\u003E盖斯特内心充满了挣扎。显然这可是个险恶的行径,而且毫无疑问这个守誓者不是可以信赖的家伙。可话虽如此,一想到能够再现青春时光,她就无法抗拒。因此,她心生一计:先跟守誓者定下契约,然后将他捆住,监视他,限制住守誓者对她的影响力和吸引力。她仍然会给守誓者喂食,但是一切会按照按她的要求。\u003Cbr\u003E\u003Cbr\u003E然而,随着几年变成几十年,盖斯特的力量已经衰减,而守誓者的胃口却胜过以往任何时候……",
	"hero_ghost_playstyle": "盖斯特夫人消耗自己的生命后可以向敌人施以强力的打击,这正是她的力量源泉。而生命过低之时,她还可以吸取敌人的生命。",
	"hero_ghost_role": "消耗自己的生命值,再吸取敌人的生命",
	"hero_ghost_search": "gaisite 盖斯特 夫人 furen 老太 laotai lady 血妈 xuema",
	"hero_ghost_search:n": "gaisite 盖斯特 夫人 furen 老太 laotai lady 血妈 xuema",
	"hero_gigawatt": "柒",
	"hero_gigawatt:n": "柒",
	"hero_gigawatt_lore": "当神秘能量在地球上觉醒时,整个世界都变了……任何事情都有可能。但仅仅因为任何事情都有可能,并不代表任何事情都应该成为可能。因此政府制定了规则,也就是法律。是这些法律让美国公民们能够安全地享受超自然世界的种种好处。但受制于规则和法律的都是凡夫俗子,是平庸之辈,他们可不能跟柒相提并论。\u003Cbr\u003E\u003Cbr\u003E坊间流传着各种关于柒的谣言,试图去揣测他当年究竟干了什么,以至于被送到了永寂黑渊——这个地牢专门关押世间最最危险的玄冥术士。但他受刑那天晚上所发生的事,是毫无疑问的。\u003Cbr\u003E\u003Cbr\u003E当晚有七国最强法师联合派出的护卫坐镇。创造这些护卫不仅是为了防止行刑时受到神秘力量的干扰,也是为了齐力毁灭柒的魂魄,以防日后再有人为继承他的衣钵而召唤、复苏或假以他法利用他的魂魄。但一切都是徒劳。\u003Cbr\u003E\u003Cbr\u003E围观者们胆颤心惊地目睹美军最强心术师的头颅像葡萄一样爆裂;他们尖叫着看到苏格兰场调查玄冥之术的头号警探——据称也是让柒落网的那个人——化为灰烬。柒的身体在束带之下猛烈地扭动,他的皮肤在诡异的电流下燃烧……然而他就是不死。他狂笑起来。\u003Cbr\u003E\u003Cbr\u003E他在笑声中挣脱了束缚。\u003Cbr\u003E\u003Cbr\u003E他在笑声中瞧见他的对手畏畏缩缩。\u003Cbr\u003E\u003Cbr\u003E他在笑声中把折磨他的人一扫而光。\u003Cbr\u003E\u003Cbr\u003E他在笑声中品尝着多年没有呼吸到的新鲜空气。\u003Cbr\u003E\u003Cbr\u003E他在笑声中想象着他到纽约之后都要干些什么。",
	"hero_gigawatt_playstyle": "老七最善于在小规模对峙中伺机而动。时机对了他便如风暴一般卷入战斗,用倾泻如注的闪电击倒敌人。",
	"hero_gigawatt_role": "电击成群的敌军",
	"hero_gigawatt_search": "laoqi 老七 diannan qi 电男 七",
	"hero_gigawatt_search:n": "laoqi 老七 diannan qi 电男 七",
	"hero_glider": "Glider",
	"hero_glider:n": "Glider",
	"hero_glider_search": "Glider",
	"hero_glider_search:n": "Glider",
	"hero_graf": "Graf",
	"hero_graf:n": "Graf",
	"hero_graf_search": "Graf",
	"hero_graf_search:n": "Graf",
	"hero_gunner": "Gunner",
	"hero_gunner:n": "Gunner",
	"hero_gunner_search": "Gunner",
	"hero_gunner_search:n": "Gunner",
	"hero_gunslinger": "Gunslinger",
	"hero_gunslinger:n": "Gunslinger",
	"hero_gunslinger_search": "Gunslinger",
	"hero_gunslinger_search:n": "Gunslinger",
	"hero_haze": "岚梦",
	"hero_haze:n": "岚梦",
	"hero_haze_lore": "玄冥力量安全和调查委员会是个让中情局都显得透明的隐秘政府组织。抵御当地执法部门无力对抗的凶险力量,保障国家安全,这全都依靠组成该委员会的男男女女和各路鬼神们。\u003Cbr\u003E\u003Cbr\u003E岚梦是恶名昭彰的“睡魔作战队”的一员,她时常负责潜入观察对象的梦中,评估其威胁等级,必要的话……还会让其陷入沉睡。",
	"hero_haze_playstyle": "当岚梦专心对付一个目标时,她能在战斗中立于不败之地。她更喜欢单方面交战,避免自己受伤,然后来到毫无防备的敌人面前,将其歼灭。",
	"hero_haze_role": "神出鬼没,一顿狂射",
	"hero_haze_search": "lanmeng 暗影 anying haze 黑脸 heilian",
	"hero_haze_search:n": "lanmeng 暗影 anying haze 黑脸 heilian",
	"hero_haze_sort": "岚梦",
	"hero_haze_sort:n": "岚梦",
	"hero_heavy_role": "Heavy Weapon Expert",
	"hero_hijack": "Hijack",
	"hero_hijack:n": "Hijack",
	"hero_hijack_search": "Hijack",
	"hero_hijack_search:n": "Hijack",
	"hero_hornet": "薇妲",
	"hero_hornet:n": "薇妲",
	"hero_hornet_lore": "薇妲曾是塞勒姆审巫案中约翰·霍桑的受害人。在第一场异度涡旋(也就是让大众领略到了超自然力量的那次事件)降临时,她的魂魄被带回了尘世。\u003Cbr\u003E\u003Cbr\u003E她孤“魂”奋战,对抗着“人性联盟”——一个由霍桑的后代建立的女巫裁判所。薇妲力图保护超自然世界,使其免受霍桑之流的侵扰。为了达到目的,就算敌人在她面前堆积如山她也毫不畏惧。",
	"hero_hornet_playstyle": "薇妲行动自如,能够从容不迫地应战。她会选好她的猎物,让其生命慢慢流逝。只要有她在,受伤的敌人不管离她多远都应该担心自己的安危。",
	"hero_hornet_role": "狙击毫无防备的敌人",
	"hero_hornet_search": "weida 复仇 fuchou 女巫 nvwu 女鬼 nvgui",
	"hero_hornet_search:n": "weida 复仇 fuchou 女巫 nvwu 女鬼 nvgui",
	"hero_hornet_sort": "薇妲",
	"hero_hornet_sort:n": "薇妲",
	"hero_inferno": "炽焱",
	"hero_inferno:n": "炽焱",
	"hero_inferno_lore": "曾经,炽焱和大多数少年一样,狂傲、叛逆而又冲动。但和大多数少年不一样的是,他是来自异域空间的生物,他有着能驾驭火焰的超自然力量。很显然:他的青葱岁月是在一次次纵火、谋杀和毁尸灭迹中度过的。不过那都是往事了。如今炽焱已长大成人,他的性情也温和了不少。他开开心心地在酒吧工作,听着现场音乐,跟有趣的人聊天。话虽这么说,只要酒吧里有人寻衅滋事、拳脚相加,他可不怕施展曾经练就的技能。",
	"hero_inferno_playstyle": "炽焱有许多慢慢伤害对手的办法,他会先放火烧敌,然后猛然降临给上最后一击。由于他有着闪电般的速度,因此敌人无法逃脱他的熊熊烈焰。",
	"hero_inferno_role": "放火烧敌,坐看其烈焰缠身",
	"hero_inferno_search": "chiyan chihuo huonan 火男",
	"hero_inferno_search:n": "chiyan chihuo huonan 火男",
	"hero_inferno_sort": "炽焱",
	"hero_inferno_sort:n": "炽焱",
	"hero_kali": "Kali",
	"hero_kali:n": "Kali",
	"hero_kali_playstyle": "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically.",
	"hero_kali_search": "Kali",
	"hero_kali_search:n": "Kali",
	"hero_kelvin": "开尔文",
	"hero_kelvin:n": "开尔文",
	"hero_kelvin_lore": "开尔文是声名显赫的探险科学家,探索并了解未知世界是他一生的追求。因此当有传言称北极地区隐藏着第八座星际大门时,开尔文自然以最快的速度组建了远征队。他召集了他这一代最优秀的科学家,团队在众人欢呼雀跃中启航了。\u003Cbr\u003E\u003Cbr\u003E然而他们从此再没有回来。\u003Cbr\u003E\u003Cbr\u003E一年半以后,一艘拖网渔船发现了开尔文被冰封的遗体,他紧握着一块带有发光铭文的石头。船员一点点凿开封住开尔文的冰块,希望能凑近看他的遗体,结果开尔文张开了双眼,令他们大惊失色。他们检查了他的生命迹象……他没有脉搏。他们试图包扎他敞开的伤口……没有鲜血。然而,开尔文却反常地“活着”。\u003Cbr\u003E\u003Cbr\u003E他已经完全不记得远征时发生了什么,因此他要寻找答案。",
	"hero_kelvin_playstyle": "是轻松取胜还是仓皇落败,全看能不能及时治疗队友、适时分裂对手。开尔文四处游走,拖慢敌人,让自己的队伍能够掌控局面、占据优势,从而实现目标。",
	"hero_kelvin_role": "让敌人如履薄冰,举步维艰",
	"hero_kelvin_search": "kaierwen 冰男 bingnan 冰龙 binglong",
	"hero_kelvin_search:n": "kaierwen 冰男 bingnan 冰龙 binglong",
	"hero_krill": "莫克双雄",
	"hero_krill:n": "莫克双雄",
	"hero_krill_lore": "莫克双雄是“地道暗鼠”的成员,这是个利用地下隧道网络推动纽约各区之间非法商贸活动的组织。虽然纽约地下世界的居民们大都尊重地道暗鼠的活计,但时不时就有帮派试图利用地道系统来解决私人恩怨……这时莫克双雄就会出手,提醒纽约客们在暗鼠的地盘撒野会有什么好下场。",
	"hero_krill_playstyle": "莫克双雄在地下钻来钻去,几乎总能占得先机;一旦他们朝着敌人袭来,后果可是毁灭性的。",
	"hero_krill_role": "在敌人脚下钻洞,来去自如",
	"hero_krill_search": "mokeshuangxiong 鼹鼠 yanshu 地鼠 dishu 猪 zhu 沙王 shawang",
	"hero_krill_search:n": "mokeshuangxiong 鼹鼠 yanshu 地鼠 dishu 猪 zhu 沙王 shawang",
	"hero_lash": "劳什",
	"hero_lash:n": "劳什",
	"hero_lash_lore": "雅各布·劳什不是好人。",
	"hero_lash_playstyle": "劳什不给敌人留下多少喘息空间,他要么从远处飞来,向毫无戒心的敌人宣战,要么在这些敌人狼狈奔逃时穷追不舍。",
	"hero_lash_role": "向下俯冲,狠踏地面,冲击伤敌",
	"hero_lash_search": "laoshi 神鞭 shenbian 拉稀 laxi",
	"hero_lash_search:n": "laoshi 神鞭 shenbian 拉稀 laxi",
	"hero_magician": "无双魔术师",
	"hero_magician:n": "无双魔术师",
	"hero_magician_lore": "亨利的父母曾告诉他,他年纪还太小,性子太莽撞,不可以乱碰真魔法,于是他们给了亨利一叠卡牌供他玩耍。他无师自通地练就了一手耍牌的好本事,很快就凭借精彩绝伦的阵阵幻象让同学们眼花缭乱;不过他可完全没有依靠神秘道具,也没有施加咒语。\u003Cbr\u003E\u003Cbr\u003E亨利上高中时遇到了莎瓦娜,他俩都钟情于舞台魔术,彼此之间也迅速擦出火花。两人很快坠入爱河,还搭档成为魔术师组合。他们显而易见是天生一对,因此在毕业舞会上,亨利向莎瓦娜求婚,二人在毕业后很快喜结连理。\u003Cbr\u003E\u003Cbr\u003E毫不意外的是,双方父母都对这桩婚事冷眼相看,但亨利和莎瓦娜深信对方是自己的灵魂伴侣。因此,他们为了巩固对彼此的爱,用秘法将灵魂永远地绑在了一起。\u003Cbr\u003E\u003Cbr\u003E后来,两人在台上表演魔术时发生意外,双双殒命。但没人知道这场意外到底是谁的错。亨利说莎瓦娜搞错位置;莎瓦娜说亨利没等提示。但有一件事是肯定的,由于他们的灵魂被束缚在一起,因此他们谁也没法重新开始。现在,亨利和莎瓦娜成了一对吵来吵去的鬼魂,如果他们想要有机会解开这永世的姻缘,就必须携手合作。",
	"hero_magician_playstyle": "\u003Cb\u003E无双魔术师\u003C/b\u003E在他那不情愿的助手的帮助下,用可变向的术法和迅捷的雷矢迷惑敌人。",
	"hero_magician_role": "误导并扰动敌人",
	"hero_magician_search": "wushuangmoshushi 魔术师 moshushi 辛克莱 xinkelai 拉比克 labike rubick 腾讯 tengxun",
	"hero_magician_search:n": "wushuangmoshushi 魔术师 moshushi 辛克莱 xinkelai 拉比克 labike rubick 腾讯 tengxun",
	"hero_magician_sort": "无双魔术师",
	"hero_magician_sort:n": "无双魔术师",
	"hero_mechaguy": "Mecha Guy",
	"hero_mechaguy:n": "Mecha Guy",
	"hero_mechaguy_search": "Mecha Guy",
	"hero_mechaguy_search:n": "Mecha Guy",
	"hero_mirage": "蜃景",
	"hero_mirage:n": "蜃景",
	"hero_mirage_lore": "镇尼是当代世界较为奇异的族群之一。他们拥有强大的法力,但施展有度。他们没法保持人形超过48分钟,这之后就不得不回到容器里。正因如此,大多数镇尼会雇佣人类守卫,负责接送、保护、陪伴他们。\u003Cbr\u003E\u003Cbr\u003E蜃景就是这样一个守卫。他受雇于镇尼大使那沙拉·迪昂,目前在纽约参与外交任务。镇尼们希望能通过跟美国政府协商买下怀俄明州一部分土地,好让镇尼族建立属于自己的主权国家。",
	"hero_mirage_playstyle": "蜃景可以将自己笼罩在狂暴的龙卷风中,迅速追击敌人并将其卷到空中。他的圣甲虫帮助他抵御多个敌人,无论是援助友军还是惩罚敌人,他总是随时准备出击。",
	"hero_mirage_role": "掌控射击时机,捕捉逃跑目标",
	"hero_mirage_search": "shenjing 灯神 dengshen 镇尼 zhenni 米垃圾 milaji",
	"hero_mirage_search:n": "shenjing 灯神 dengshen 镇尼 zhenni 米垃圾 milaji",
	"hero_mirage_sort": "蜃景",
	"hero_mirage_sort:n": "蜃景",
	"hero_nano": "卡厉可",
	"hero_nano:n": "卡厉可",
	"hero_nano_lore": "卡厉可曾经是拜克斯特协会的一名荣誉成员,在意识到免费追猎怪物远不如为钱害人后,毅然离开了这个尊崇的组织。\u003Cbr\u003E\u003Cbr\u003E如今,作为炙手可热的职业猎人,卡厉可过着幸福的生活,而她的目标们就没有生活可言了。",
	"hero_nano_playstyle": "卡厉可利用阴影让自己得势,穿梭于战场内外,把她的敌人逐个击破。",
	"hero_nano_role": "在战场边缘造成严重破坏",
	"hero_nano_search": "kalike 猫女 maonv 艾娃 aiwa",
	"hero_nano_search:n": "kalike 猫女 maonv 艾娃 aiwa",
	"hero_necro": "格瑞墓",
	"hero_necro:n": "格瑞墓",
	"hero_necro_lore": "达西·格瑞墓的双亲是叱咤风云的辩护律师,她从小就生活在一言不合就辩论、争吵或谈判的家庭里。这样的生活令人疲惫不堪。不过她的父母常常忙于会见客户或处理案件,无暇顾及她,而魂灵却一直倾听她的心声。\u003Cbr\u003E\u003Cbr\u003E格瑞墓很享受她在墓地的时光。宁静祥和,非常适合她平复思绪、倾诉烦恼……但有一天这种单方面的倾诉开始发生改变。\u003Cbr\u003E\u003Cbr\u003E一切始于微弱的耳语,一个女人的声音似乎在回应格瑞墓的抱怨。格瑞墓受好奇心驱使,倾听着……并循着声音的指引,最终来到范科特兰公园里一个铅衬的盒子前。如果大多数高中生挖出一只英灵的手,恐怕都会吓得魂飞魄散,但格瑞墓显然不是一般的青少年。手恢复自由后,英灵的声音变得更加洪亮……她多年来一直在寻找学生去传授知识,而格瑞墓渴望学习。\u003Cbr\u003E\u003Cbr\u003E作为一名初出茅庐的魂灵法师,达西不仅要兼顾布莱克莫学院的学业……还要应对墓园居民的各种需求,他们每个人都有未了的心愿,需要她的帮助才能解决。",
	"hero_necro_search": "geruimu necro 亡灵 wangling 白毛 baimao 鬼女 guinv 哥特女 getenv 地雷妹 dileimei",
	"hero_necro_search:n": "geruimu necro 亡灵 wangling 白毛 baimao 鬼女 guinv 哥特女 getenv 地雷妹 dileimei",
	"hero_necro_sort": "格瑞墓",
	"hero_necro_sort:n": "格瑞墓",
	"hero_opera": "Opera",
	"hero_opera:n": "Opera",
	"hero_opera_search": "Opera",
	"hero_opera_search:n": "Opera",
	"hero_operative": "渡鸦",
	"hero_operative:n": "渡鸦",
	"hero_operative_lore": "凭着叶卡捷琳娜大帝魂灵的护佑,苏维埃帝国在充满神秘主义的美丽新世界里走向繁荣昌盛。虽然叶卡捷琳娜大帝更深层次的动机常常不为外部世界所知,但有一件事是肯定的:她痛恨做一个鬼魂。正因这件事,她给苏维埃帝国的间谍统领指定了一个目标:想办法让她重获肉身。\u003Cbr\u003E\u003Cbr\u003E这名为了完成任务决不罢休的特工只有一个代号,叫“渡鸦”。他搜遍了全世界,寻找奇异的宝物、不寻常的著作和超脱尘世的智慧。如今渡鸦人在纽约,他试图找到一个方法,能让叶卡捷琳娜的魂灵在这纷纷扰扰的人间安定下来。",
	"hero_operative_playstyle": "通过阻碍敌人的移动并打击任何看向他的对手,渡鸦创造出偷袭敌人的机会。",
	"hero_operative_role": "利用诡计给敌人造成最大伤害",
	"hero_operative_search": "渡鸦",
	"hero_operative_search:n": "渡鸦",
	"hero_orion": "灰爪",
	"hero_orion:n": "灰爪",
	"hero_orion_lore": "卫斯理·灰爪是“拜克斯特协会”的创始成员。他花了将近40年的时光捕杀那些猎食人类的怪物,最后决定让他人接手,并放下了他的弓箭。灰爪从前的职业生涯意味着他总是没有太多时间陪伴妻儿,如今儿子也已成家,他意识到这是与亲爱的家人共享天伦之乐的最后机会。\u003Cbr\u003E\u003Cbr\u003E退休的生活很适合卫斯理。他弥补了不曾守候在夫人身旁的时光。他宠溺着孙儿们。他每周三都为一大家子做晚饭。他过得很快乐。\u003Cbr\u003E\u003Cbr\u003E接着他便接到了那个电话。\u003Cbr\u003E\u003Cbr\u003E政府部门称那是场意外……大火吞没了他儿子的家,没有人逃出生天。但卫斯理知道事情没这么简单。他的儿媳是伊克斯亚人,她可以用意念扑灭火焰。假设他们的遗体是在火场被人发现,那他们肯定是在大火前遇难。\u003Cbr\u003E\u003Cbr\u003E至此,灰爪再一次拿起了弓箭,等他追查到了是谁下此毒手,定叫他付出代价。",
	"hero_orion_playstyle": "灰爪是精明的捕猎者,他既拥有卓绝的精准度,又善于布置陷阱,还懂得找准巧妙的位置,因此他能拿下最难对付的敌手。",
	"hero_orion_role": "使出高超的远距离射击术",
	"hero_orion_search": "huizhua 老头 老登 laotou laodeng 奶奶 nainai",
	"hero_orion_search:n": "huizhua 老头 老登 laotou laodeng 奶奶 nainai",
	"hero_phalanx": "Phalanx",
	"hero_phalanx:n": "Phalanx",
	"hero_phalanx_search": "Phalanx",
	"hero_phalanx_search:n": "Phalanx",
	"hero_phoenix": "Phoenix",
	"hero_phoenix:n": "Phoenix",
	"hero_phoenix_search": "Phoenix",
	"hero_phoenix_search:n": "Phoenix",
	"hero_priest": "诛邪者",
	"hero_priest:n": "诛邪者",
	"hero_priest_lore": "圣本笃诛邪者是一支由梵蒂冈批准的精锐特遣部队,成员都被派到超自然掠食者高度集中的地区。他们人数稀少,惯用手法是观察、识别再歼灭。他们有条不紊,他们精确非常,一旦他们发现了对教徒的威胁,他们就会毫不留情。\u003Cbr\u003E\u003Cbr\u003E但在以圣本笃之剑著称的这支精锐之师中,还是有一人脱颖而出。他有着一副铁石心肠,为了大业他愿意付出极大的代价…而他再次被派遣至纽约。",
	"hero_priest_search": "zhuxiezhe 神父 shenfu 牧师 mushi priest",
	"hero_priest_search:n": "zhuxiezhe 神父 shenfu 牧师 mushi priest",
	"hero_priest_sort": "诛邪者",
	"hero_priest_sort:n": "诛邪者",
	"hero_punkgoat": "比利",
	"hero_punkgoat:n": "比利",
	"hero_punkgoat_lore": "比利是一团满怀怒气的白色火球,愤怒的点……在于某种东西。可能是警察。可能是魔法的规律。可能是市中心陀螺店的糟糕服务。(不是那家好店。是另一家。)\u003Cbr\u003E\u003Cbr\u003E别问他怎么长了个羊头。",
	"hero_punkgoat_search": "bili 山羊 shanyang 朋克 pengke punk goat",
	"hero_punkgoat_search:n": "bili 山羊 shanyang 朋克 pengke punk goat",
	"hero_punkgoat_sort": "比利",
	"hero_punkgoat_sort:n": "比利",
	"hero_revenant": "Revenant",
	"hero_revenant:n": "Revenant",
	"hero_revenant_search": "Revenant",
	"hero_revenant_search:n": "Revenant",
	"hero_rutger": "Rutger",
	"hero_rutger:n": "Rutger",
	"hero_rutger_playstyle": "Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome.",
	"hero_rutger_search": "Rutger",
	"hero_rutger_search:n": "Rutger",
	"hero_sapper": "Sapper",
	"hero_sapper:n": "Sapper",
	"hero_sapper_search": "Sapper",
	"hero_sapper_search:n": "Sapper",
	"hero_shieldguy": "盾男",
	"hero_shieldguy:n": "盾男",
	"hero_shieldguy_search": "盾男",
	"hero_shieldguy_search:n": "盾男",
	"hero_shiv": "希弗",
	"hero_shiv:n": "希弗",
	"hero_shiv_lore": "希弗是怪物猎人的国际团体“拜克斯特协会”的忠实成员。他游走于北美大地,捕获那些猎食生灵的怪物。\u003Cbr\u003E\u003Cbr\u003E虽然他桀骜不驯的个性和违法犯罪的过去让协会里一些较为传统的成员心存疑虑,但没人能否认他手到擒来的本事。",
	"hero_shiv_playstyle": "希弗对公平对抗没兴趣,因此他偏好先以速攻速撤的战术来削弱敌人,然后再埋头作战,大举进攻。",
	"hero_shiv_role": "让对手不停受伤,再进场一锤定音",
	"hero_shiv_search": "xifu 斧王 fuwang axe",
	"hero_shiv_search:n": "xifu 斧王 fuwang axe",
	"hero_shiv_sort": "希弗",
	"hero_shiv_sort:n": "希弗",
	"hero_skymonk": "Sky Monk",
	"hero_skymonk:n": "Sky Monk",
	"hero_skymonk_role": "Initiation",
	"hero_skymonk_search": "Sky Monk",
	"hero_skymonk_search:n": "Sky Monk",
	"hero_skymonk_strengths": "Crafty",
	"hero_skyrunner": "御空行者",
	"hero_skyrunner:n": "御空行者",
	"hero_skyrunner_search": "御空行者",
	"hero_skyrunner_search:n": "御空行者",
	"hero_slingshot": "Slingshot",
	"hero_slingshot:n": "Slingshot",
	"hero_slingshot_search": "Slingshot",
	"hero_slingshot_search:n": "Slingshot",
	"hero_slork": "海魇",
	"hero_slork:n": "海魇",
	"hero_slork_lore": "作为深海秘境中臭名昭著的怪物,海魇向来喜欢在自己周围营造神秘和恐惧的氛围。他猎食莽撞的水手,向海豹人索要贡品,日子过得心满意足。但这一切都被“恶魔”的到来彻底摧毁了。毕竟,在散播恐惧方面,他又怎么比得过一个屠戮众生的自然力量呢?这简直太不公平了。为了避免自己沦为无名之辈,他不得不采取行动……于是,他转而召唤守护神,确保自己永远是深海秘境中的顶级掠食者。",
	"hero_slork_playstyle": "海魇擅长在近处对付敌人,能够悄悄地潜入或撤出战斗,并在长时间交战中夺胜。",
	"hero_slork_role": "悄悄潜入战斗,然后躲起来恢复生命力",
	"hero_slork_search": "海魇",
	"hero_slork_search:n": "海魇",
	"hero_spade": "Spade",
	"hero_spade:n": "Spade",
	"hero_spade_playstyle": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.",
	"hero_spade_search": "Spade",
	"hero_spade_search:n": "Spade",
	"hero_swan": "天鹅舞伶",
	"hero_swan:n": "天鹅舞伶",
	"hero_swan_search": "天鹅舞伶",
	"hero_swan_search:n": "天鹅舞伶",
	"hero_synth": "口袋",
	"hero_synth:n": "口袋",
	"hero_synth_lore": "艾伦·菲尔法克斯是菲尔法克斯实业的头号继承人。艾伦18岁生日当天惨遭枪击,又被双亲抛下等死。自那之后的五年里他就一直隐姓埋名地活着。艾伦不知道是谁在试图阻止自己继承父母的公司……但是在菲尔法克斯实业这个利欲横流的贼窝里,谁都有嫌疑。\u003Cbr\u003E\u003Cbr\u003E艾伦改称自己为“口袋”,并竭力隐藏自己的真实身份。这么做不仅仅是为了保护自己,也是为了寻找脱离父母的、只属于自己的认同感。",
	"hero_synth_playstyle": "口袋身材轻佻,配有一把强大的霰弹枪。口袋能够短暂地躲进一个神秘的旅行箱中,并通过飞行斗篷进行远距离传送,以此逃离近在眼前的敌人。",
	"hero_synth_role": "潜入敌军后方,乱其阵脚",
	"hero_synth_search": "koudai 提箱客 tixiangke 帕克 pake 米娜 mina",
	"hero_synth_search:n": "koudai 提箱客 tixiangke 帕克 pake 米娜 mina",
	"hero_targetdummy": "假人靶子",
	"hero_targetdummy:n": "假人靶子",
	"hero_tempest": "Tempest",
	"hero_tempest:n": "Tempest",
	"hero_tempest_playstyle": "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you.  Was it a tesla coil?  You didn't see a tesla coil.  Either way, you're dead and Tempest is laughing.",
	"hero_tempest_search": "Tempest",
	"hero_tempest_search:n": "Tempest",
	"hero_tengu": "青藤",
	"hero_tengu:n": "青藤",
	"hero_tengu_lore": "当屋顶上的那只石兽突然活过来时,它都不知道究竟是怎么回事……它只知道一个成年的人类和一个小小的人类正受到伤害。所以它飞速赶去营救,把攻击者打了个落荒而逃。那个小小的人类向它说了声谢谢,还问它叫什么名字,但它没有名字。于是小小人类就说:“那我就叫你‘青藤’吧!”石兽当时身上爬满了常青藤,它觉得这名字有点太直白了,但为了小小人类,还是决定接受它。\u003Cbr\u003E\u003Cbr\u003E那两个人类问青藤是否愿意跟他们回家,好让他们答谢它,于是青藤跟着他们走了。那天晚上青藤了解到了很多事情。那一家人姓阿若悠。那个小小人类叫索菲亚。他们管一盘美味佳肴叫“磨丰果”。不过最重要的是,她了解到袭击那两个人类的家伙们叫“门多萨集团”,他们到处害人,像阿若悠一家那样的好人。\u003Cbr\u003E\u003Cbr\u003E自阿若悠一家收留青藤那天起已经过了18年。这些年里,她视捣毁门多萨集团、解放东哈勒姆区为己任。不过,把将近20年的时间全都花在一桩事业上的问题在于,达成目标后就无所适从了。生平第一次,青藤准备好要走出东哈勒姆区,看看世间除了做义警之外还有什么。",
	"hero_tengu_playstyle": "青藤具有能够拖慢和眩晕敌人的干扰性作战招数。和一名队友强强联手能使她发挥最大的作战效率,让她和搭档的武器得到强化,还能让两人共享治疗。",
	"hero_tengu_role": "和一名幸运的队友组成强力搭档",
	"hero_tengu_search": "qingteng 石像鬼 shixianggui 蝙蝠 bianfu",
	"hero_tengu_search:n": "qingteng 石像鬼 shixianggui 蝙蝠 bianfu",
	"hero_test": "测试英雄",
	"hero_test:n": "测试英雄",
	"hero_test_search": "测试英雄",
	"hero_test_search:n": "测试英雄",
	"hero_thumper": "Thumper",
	"hero_thumper:n": "Thumper",
	"hero_thumper_search": "Thumper",
	"hero_thumper_search:n": "Thumper",
	"hero_tokamak": "Tokamak",
	"hero_tokamak:n": "Tokamak",
	"hero_tokamak_playstyle": "Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities.",
	"hero_tokamak_search": "Tokamak",
	"hero_tokamak_search:n": "Tokamak",
	"hero_trapper": "陷阱师",
	"hero_trapper:n": "陷阱师",
	"hero_trapper_lore": "作为纽约巫政厅的一名雇员,陷阱师每天都在建造灵瓮、诱捕巨型老鼠,以/捕捉来自其他次元的各种入侵物种。这不是一份特别光鲜的工作,而且他真的很讨厌和蜘蛛打交道,但纽约博克队的季票钱总得靠打工才能挣到。",
	"hero_trapper_playstyle": "陷阱师能向战场上布置蜘蛛,在关键地点设下干扰。如果放任他行动,敌人走不了几步就会触发某种陷阱。",
	"hero_trapper_role": "困住敌人,掌控空间",
	"hero_trapper_search": "陷阱师",
	"hero_trapper_search:n": "陷阱师",
	"hero_unicorn": "赛凌",
	"hero_unicorn:n": "赛凌",
	"hero_unicorn_lore": "即使在充满魔法的世界里,有些东西还是太过稀有而独特。所以一只独角兽该如何自处?向世人宣告自己的存在,可能会招来偷猎者锯掉她的角?还是大大方方地隐藏在康尼岛的杂耍表演中,让大多数人以为她的样子只是表演的一部分?\u003Cbr\u003E\u003Cbr\u003E“耀眼的赛凌”已成为康尼岛上最受欢迎的表演之一。虽然观众的掌声让她感到欣慰,但真正让她每天早上充满干劲的,是她在工作中结识的家人。\u003Cbr\u003E\u003Cbr\u003E美人鱼珂露芭。\u003Cbr\u003E\u003Cbr\u003E木头人莱尼。\u003Cbr\u003E\u003Cbr\u003E鸡翅侠。\u003Cbr\u003E\u003Cbr\u003E铁德。\u003Cbr\u003E\u003Cbr\u003E这些都是她的伙伴。所以,当她发现其中一个同伴为了偿还赌债出卖了部分灵魂,赛凌明白自己是时候走出阴影,不惜一切将其赎回。向守护神展现自己的力量是否过于冒险?没错。但那是明天的问题……今天她的家人需要帮助。",
	"hero_unicorn_search": "sailing 独角兽 dujiaoshou unicorn 独角妹 dujiaomei",
	"hero_unicorn_search:n": "sailing 独角兽 dujiaoshou unicorn 独角妹 dujiaomei",
	"hero_vampire": "Vampire",
	"hero_vampire:n": "Vampire",
	"hero_vampire_search": "Vampire",
	"hero_vampire_search:n": "Vampire",
	"hero_vampirebat": "米娜",
	"hero_vampirebat:n": "米娜",
	"hero_vampirebat_lore": "何米娜拥有一切……富有的父母和精英的教育,还有一桩包办的婚姻,将使她从普通的上流社会升为美国的皇室成员。她很开心。\u003Cbr\u003E\u003Cbr\u003E然后她的订婚者被暗害了。\u003Cbr\u003E\u003Cbr\u003E米娜哭了;不是因为未婚夫的命没了,是因为她的前途没了。为什么杀手不等到婚礼后呢?那样她就能冠上梦寐以求的夫姓,谁也不用假装爱着谁。一切都会很完美,但人生并不公平……所以米娜干了一件事,就像大多数被宠坏的孩子发现事情和预想的不一样:她让她的父母处理好这一切。\u003Cbr\u003E\u003Cbr\u003E何家知道,想要安抚他们的女儿,唯一的办法就是给她找来的东西要大过她所失去的……而嫁入全世界的豪门之一本身就是难以逾越的任务。他们必须更大胆。他们必须打破常规。他们必须承诺让女儿永生不灭。\u003Cbr\u003E\u003Cbr\u003E虽然花了不少钱,但最后他们找到了一个愿意把她转化为同类的血族。不出所料的是,米娜认为永恒的青春和信托基金的想法是可以接受的备用计划,所以很高兴地接受了提议。\u003Cbr\u003E\u003Cbr\u003E现在她是刚起步的血族,但她很快发现自己作为人类所拥有的影响力在血族的上流社会里无足轻重……起初她为此很生气,但要说米娜有什么特长,那就是学习规则再颠覆规则的本领。她将成为纽约的子爵,只是其他血族还一无所知。",
	"hero_vampirebat_search": "mina 哈基米 hajimi 高分 gaofen bat 吸血鬼 xixuegui",
	"hero_vampirebat_search:n": "mina 哈基米 hajimi 高分 gaofen bat 吸血鬼 xixuegui",
	"hero_vampirebat_sort": "米娜",
	"hero_vampirebat_sort:n": "米娜",
	"hero_vandal": "Vandal",
	"hero_vandal:n": "Vandal",
	"hero_vandal_search": "Vandal",
	"hero_vandal_search:n": "Vandal",
	"hero_viper": "蝰邪",
	"hero_viper:n": "蝰邪",
	"hero_viper_lore": "要是干着违法犯罪的行径,那么在行动时千万要记住的是不要被抓。蝰邪从来没吸取过这个教训。幸运的是,要说有一件事蝰邪干起来要比躲避追捕得心应手,那就是越狱脱逃。\u003Cbr\u003E\u003Cbr\u003E蝰邪在纽约大都会区的每一所大监狱都待过,她因此结识了一大帮形形色色的亡命之徒,每个人都欠她一份人情。但她也跟一大帮形形色色的亡命之徒结下了梁子,每个人都不想给她活路。不过蝰邪努力看向积极的那一面。",
	"hero_viper_playstyle": "凭借强大的武器(以及威力与之匹敌的强力蛇毒),蝰邪可以潜入队伍后方,用一顿猛烈的射击处理高优先级的目标。",
	"hero_viper_role": "潜入并狙击敌人",
	"hero_viper_search": "kuixie 蜥蜴 xiyi 蛇 she 蛇女 shenv",
	"hero_viper_search:n": "kuixie 蜥蜴 xiyi 蛇 she 蛇女 shenv",
	"hero_viscous": "魔液",
	"hero_viscous:n": "魔液",
	"hero_viscous_lore": "百慕大三角从来就不是荒诞传说,而是大西洋之下的隐秘交汇点。大多数时候,从这一星际大门逃离出来的东西并不危险(比如尼斯湖水怪),不过现在,某个仅被称作“恶魔”的黑暗而凶险之物在海洋中作祟,这让海中的居民们心惊胆战。\u003Cbr\u003E\u003Cbr\u003E但其中一位居民——一只能通灵的海葵决定做点什么。它召唤出幽灵般的黏液状身体,好让它能在海面上穿行。魔液竭尽所能地试图召唤守护神,以使深海秘境免受潜伏在底部的不速之客侵扰。",
	"hero_viscous_playstyle": "魔液凭借巧妙的闪躲和对治疗技能恰到好处的使用,令对手愤恨不已。凭此他可以承受住敌人最猛烈的攻击。",
	"hero_viscous_role": "恣意翻滚,刀枪不入",
	"hero_viscous_search": "moye 球 qiu 史莱姆 shilaimu 绿泡泡 lvpaopao 滚滚 gungun",
	"hero_viscous_search:n": "moye 球 qiu 史莱姆 shilaimu 绿泡泡 lvpaopao 滚滚 gungun",
	"hero_warden": "沃督",
	"hero_warden:n": "沃督",
	"hero_warden_lore": "大多数人以为超自然力量是50年前降临到这个世界的。他们错了。超自然力量的存在已经塑造了好几代人的传说。只要有人害怕阴影,就有人一生都在与阴影抗争。\u003Cbr\u003E\u003Cbr\u003E沃督的家族曾世代都是好战的炼金术士,他们一直都担心某一天将要应对神秘的末日灾难,因而训练着自己。不过随着时间的流逝,这一训诫的重要性似乎变得越来越轻。昔日被这个家族的人当作是衷心告诫的东西慢慢地被当成了迷信的祖辈们讲述的轶事。\u003Cbr\u003E\u003Cbr\u003E当星际大门在中央公园开启的时候,沃督的父母意识到不仅他们从小听到的是真的,而且他们还对此毫无准备。为了不让下一代人在危机之下措手不及,他们从沃督出生那天起就把他训练成超自然力量的追猎机器。目的只有一个:让守护神们永远不要再闯入这个世界。",
	"hero_warden_playstyle": "沃督在前排打头阵,他冲入战斗之中,阻止敌人有效作战。但沃督眼里的英勇之举在其他人看来却是鲁莽草率。他要是一个不留神,就会发现自己陷入了水深火热的境地中。",
	"hero_warden_role": "削弱敌人,追逐擒拿",
	"hero_warden_search": "保安 警长 baoan jingzhang shouwangzhe wodu 守望者",
	"hero_warden_search:n": "保安 警长 baoan jingzhang shouwangzhe wodu 守望者",
	"hero_werewolf": "西尔芙",
	"hero_werewolf:n": "西尔芙",
	"hero_werewolf_lore": "莉拉·西尔芙简直一团糟。她沉迷杯中物,她沉迷相思草,至于她的私生活,还是少提为妙。尽管西尔芙有不少缺点,但她作为赏金猎人还是闯出了一番名堂。她自认为事业的成功完全归功于她超凡的直觉,但她身为狼人的身份也功不可没。",
	"hero_werewolf_search": "xierfu 狼人 langren 狼妹 langmei 福瑞 furui",
	"hero_werewolf_search:n": "xierfu 狼人 langren 狼妹 langmei 福瑞 furui",
	"hero_werewolf_sort": "西尔芙",
	"hero_werewolf_sort:n": "西尔芙",
	"hero_wraith": "灵魅",
	"hero_wraith:n": "灵魅",
	"hero_wraith_lore": "灵魅的组织是纽约投机圈的基石,这一点是公开到不能再公开的秘密。不过,在一次次犯下恶行之后,灵魅知道律法对她无可奈何。",
	"hero_wraith_playstyle": "灵魅精于一对一作战。她让一个个目标落单,眨眼间将其淘汰,还没人及时回击,她就已经通过传送之术逃之夭夭。",
	"hero_wraith_role": "将孤立无援的目标逐个击破",
	"hero_wraith_search": "lingmei 牌女 painv 卡牌 kapai",
	"hero_wraith_search:n": "lingmei 牌女 painv 卡牌 kapai",
	"hero_wrecker": "破坏王",
	"hero_wrecker:n": "破坏王",
	"hero_wrecker_lore": "当异度涡旋最初袭击纽约时,它不仅仅让全世界都陷入了一个新的神秘主义时代,还改变了地缘政治的面貌。从中情局雇佣的预言者能在威胁尚未崛起的数十年前便洞察其行踪,到烟雾弥漫的密室中缔结的神秘契约,数不清的战争和暴行得到遏止。倘若让其发生,那么历史将被重塑。但这并不意味着战争不会出现,只不过战争的方式发生了变化。\u003Cbr\u003E\u003Cbr\u003E超自然军事公司在此时赫然登场。这些公司利用外星生物和各种血魔法,得以绕过这个国家洞察万象的神启先知们设立的防线,成为想要发动战争的国家的代理人。\u003Cbr\u003E\u003Cbr\u003E破坏王就是这其中一名士兵。\u003Cbr\u003E\u003Cbr\u003E他受雇于“邪异战术解决方案”(菲尔法克斯实业的子公司),是雇佣兵中的精英。人人都知道,让其他超自然军事公司望而却步的脏活累活,他反倒当仁不让。",
	"hero_wrecker_playstyle": "破坏王喜欢搜集利用废零件,他能拆解步兵,用他的破坏球碾压对手,还能将所有敌人困在他的静止陷阱中。",
	"hero_wrecker_role": "拾取废料,制作武器",
	"hero_wrecker_search": "破坏王",
	"hero_wrecker_search:n": "破坏王",
	"hero_yakuza": "Boss",
	"hero_yakuza:n": "Boss",
	"hero_yakuza_search": "Boss",
	"hero_yakuza_search:n": "Boss",
	"hero_yamato": "大和",
	"hero_yamato:n": "大和",
	"hero_yamato_lore": "出身于黑道世家的香织和哥哥大和从小就知道,待父亲去世后,他俩注定要掌管“第七月”。多年来他们平起平坐地经营着这个组织,大举获利、屡创佳绩,还计划着向美国扩张。\u003Cbr\u003E\u003Cbr\u003E他们的想法很简单:香织留在日本,维持大本营的业务,而大和则奔赴美国,创立国际分支。只是这对兄妹没有料想到,这一计划使一些不安的下属感到不满,他们不愿意在日本接受香织的统领。接着就发生了一场迅速而血腥的叛变。大和为了保护香织而丢了性命,不过他确保了香织和几个忠臣能够逃离日本,前往美国。\u003Cbr\u003E\u003Cbr\u003E当香织来到美国的时候,原本要与大和见面的联系人迎接了香织一行。由于不熟悉日本男女的名字,那人便管她叫大和。香织本想纠正他,但她随后决定,将哥哥的记忆永远留存下来的最好办法就是继承他的名字,实现他的梦想。",
	"hero_yamato_playstyle": "大和使用精准的攻击来削弱对手。然而,这种极具威力的战术常常使她暴露无遗,因此她需要让每次出击都有所收获。",
	"hero_yamato_role": "以精巧的手法祭出充能攻击",
	"hero_yamato_search": "dahe daojie 刀姐",
	"hero_yamato_search:n": "dahe daojie 刀姐",
	"hero_zealot": "Zealot",
	"hero_zealot:n": "Zealot",
	"hero_zealot_search": "Zealot",
	"hero_zealot_search:n": "Zealot",
	"hint_throw_wrecking_ball": "投掷球体",
	"hold_up": "Hold up {s:param_1}",
	"hp_permanent_pickup_label": "+15 额外生命值",
	"hp_permanent_pickup_label_lv2": "+25 额外生命值",
	"hp_permanent_pickup_label_lv3": "+30 额外生命值",
	"hud_change_camera": "{g:citadel_binding:'Spectator.ToggleSpectatorCamera'}更换视角",
	"hud_free_cursor_mode_0": "启用光标",
	"hud_free_cursor_mode_1": "启用视角控制",
	"hud_next_player": "{g:citadel_binding:'Spectator.SpectatorNextTarget'}下一名玩家",
	"hud_prev_player": "{g:citadel_binding:'Spectator.SpectatorPrevTarget'}上一名玩家",
	"hud_spectate_change_team": "{g:citadel_binding:'Spectator.ToggleSpectatorTeam'}更换阵营",
	"hud_spectate_count": "{d:spectatorCount}",
	"hud_spectate_count_tooltip": "观众正在观战",
	"hud_spectate_fly_down": "{g:citadel_binding:'Spectator.SpectatorFlyDown'}飞降",
	"hud_spectate_fly_up": "{g:citadel_binding:'Spectator.SpectatorFlyUp'}飞升",
	"hud_spectate_minimap_view": "地图视图",
	"hud_spectate_minimap_view_amber": "{g:citadel_binding:'Spectator.SpectatorFOWTeamAmber'}隐王",
	"hud_spectate_minimap_view_both_teams": "{g:citadel_binding:'Spectator.SpectatorFOWTeamBoth'}双方队伍",
	"hud_spectate_minimap_view_sapphire": "{g:citadel_binding:'Spectator.SpectatorFOWTeamSapphire'}源祖",
	"hud_spectate_minimap_view_target_team": "{g:citadel_binding:1st:'Spectator.SpectatorFOWTeamTarget'}目标队伍",
	"hud_spectate_next_prev": "下页/上页",
	"hud_spectating": "正在观看",
	"in_mid": "{s:param_1}在地库里",
	"item_disabled_playtest": "物品已禁用",
	"item_info_abilities": "技能",
	"item_info_active": "主动",
	"item_info_actives_full": "主动物品已满",
	"item_info_add_to_queue": "添加至队列",
	"item_info_buy": "点击即可购买",
	"item_info_cant_afford": "买不起",
	"item_info_component_locked": "作为组件使用",
	"item_info_component_required": "需要组件\u003Cspan class=\"boldedText\"\u003E{s:component_required}\u003C/span\u003E",
	"item_info_flex_slots": "额外栏位",
	"item_info_imbue": "加强",
	"item_info_new": "全新",
	"item_info_no_shop": "附近没有商店",
	"item_info_purchasing_disabled": "战斗时禁用购买",
	"item_info_queue": "右键点击即可加入队列",
	"item_info_queued": "已加入队列!",
	"item_info_sell": "出售",
	"item_info_sold_out": "已拥有",
	"item_info_tier_tier1": "1 级",
	"item_info_tier_tier2": "2 级",
	"item_info_tier_tier3": "3 级",
	"item_info_tier_tier4": "4 级",
	"kill_hype_FirstBlood": "第一\u003Cbr\u003E滴血!",
	"kill_hype_KillStreak": "连续\u003Cbr\u003E击败!",
	"kill_hype_KillStreak_count": "{d:kill_streak}",
	"lash_down_strike_slow_modifier": "被减速",
	"lash_grapple_buff": "武器伤害",
	"menu_abandon": "放弃比赛",
	"menu_announcements": "公告",
	"menu_book_library": "图书馆",
	"menu_bot_custom": "自定义比赛",
	"menu_bot_hero_labs": "英雄实验室",
	"menu_bot_practice": "玩人机对战",
	"menu_botmatchmaking": "人机对战",
	"menu_bots": "人机对战",
	"menu_bots_coop": "在线合作",
	"menu_bots_easy": "简单",
	"menu_bots_guided": "指导",
	"menu_bots_hard": "困难",
	"menu_bots_lane_training": "分路训练",
	"menu_bots_medium": "中等",
	"menu_browseshop": "浏览物品",
	"menu_changehero": "交换英雄",
	"menu_clear_party_mode": "更改模式",
	"menu_clear_ready_up": "取消就绪",
	"menu_control_zoo": "控制区",
	"menu_disconnect": "断开连接",
	"menu_exit": "退出《异锁》",
	"menu_exit_db_page": "返回",
	"menu_exit_deadlock": "退出游戏",
	"menu_explore_map": "探索纽约",
	"menu_getstarted": "游戏入门",
	"menu_hero_grid": "英雄",
	"menu_hero_labs_schedule_times": "{t:t:start_time} - {t:t:end_time}",
	"menu_hero_labs_schedule_title": "可用时段:",
	"menu_hero_labs_unavailable": "已锁定",
	"menu_hero_training": "英雄训练",
	"menu_heroes": "英雄",
	"menu_learn": "了解游戏",
	"menu_learn_completed": "已完成",
	"menu_learn_incomplete": "未完成",
	"menu_leave": "离开比赛",
	"menu_leave_queue": "取消搜索",
	"menu_leave_spectate": "离开观战",
	"menu_leave_testing": "离开测试",
	"menu_new_tag": "全新!",
	"menu_news": "新闻",
	"menu_placement_matches": "游玩《异锁》",
	"menu_play": "开始",
	"menu_play_allmodes_count": "{s:queued_users}名玩家在队列中",
	"menu_play_botmatchmaking_desc": "独自一人或同其他玩家一起对战机器人",
	"menu_play_bots_easy_desc": "与机器人进行私人比赛",
	"menu_play_browse_shop_desc": "浏览商店中的所有商品,为下一场比赛做好准备!",
	"menu_play_custom_game_desc": "创建或加入最多 12 名玩家的自定义比赛",
	"menu_play_explore_map_desc": "在空荡荡的城市四处奔跑,测试移动能力并熟悉地图。",
	"menu_play_get_started_desc": "对游戏的目标和控制进行了详细说明,很有帮助。",
	"menu_play_get_started_time_est": "4分钟",
	"menu_play_hero_labs_desc": "帮助测试全新的实验英雄",
	"menu_play_hero_labs_locked_desc": "帮助测试全新的实验英雄。50场比赛后即可解锁。",
	"menu_play_lane_training": "分路训练",
	"menu_play_lane_training_desc": "在友方英雄的指引下了解初期游戏。",
	"menu_play_lane_training_time_est": "8分钟",
	"menu_play_learn_to_play_desc": "学习基础知识,开始上手游戏",
	"menu_play_low_priority_matchmaking:f": "由于你或队伍成员放弃过比赛或其他玩家举报的不当行为,你的队伍正处于低优先级匹配队列。 \u003Cbr\u003E\u003Cbr\u003E你必须在低优先级队列中赢得\u003Cspan class=\"LowPriGamesText\"\u003E{i:low_pri_games_remaining}\u003C/span\u003E场比赛或者移除受惩罚的队伍成员才能恢复正常匹配。",
	"menu_play_matchmaking": "与其他玩家进行标准比赛",
	"menu_play_normal": "异锁",
	"menu_play_normal_count": "{s:mm_unranked_count}名玩家在队列中",
	"menu_play_placement_matches_desc": "开始游玩《异锁》",
	"menu_play_ranked": "玩段位比赛",
	"menu_play_ranked_desc": "与技术水平相近的玩家进行更具竞争力的比赛。",
	"menu_play_roster_button": "开始",
	"menu_play_sandbox_desc": "测试英雄技能、移动和物品",
	"menu_play_sandbox_time_est": "3分钟",
	"menu_play_unavailable_in_party": "在队伍中时不可用",
	"menu_play_unavailable_in_queue": "在队列中不可用",
	"menu_profile": "个人资料",
	"menu_ranked_schedule_alldays": "每日日程:",
	"menu_ranked_schedule_timeplaceholder": "{t:t:start_time} - {t:t:end_time}",
	"menu_ranked_schedule_title": "可用时段:",
	"menu_ranked_schedule_weekdays_monfri": "周一 - 周五:",
	"menu_ranked_schedule_weekends_satsun": "周六 - 周日:",
	"menu_ranked_select_schedule": "选择日程",
	"menu_ranked_set_schedule": "设置日程",
	"menu_ranked_title": "段位:",
	"menu_ranked_unavailable": "已锁定",
	"menu_ranked_unavailable_desc": "你必需进行 50 场标准比赛才能加入段位队列",
	"menu_ranked_view_schedules": "查看所有日程",
	"menu_ranked_week_dates": "{t:s:start_day} - {t:s:end_day}",
	"menu_ready_up": "就绪",
	"menu_rejoin": "重新加入",
	"menu_resources": "资源",
	"menu_resume": "继续",
	"menu_roster_detail2": "编辑阵容",
	"menu_roster_edit": "编辑",
	"menu_sandbox": "沙盒模式",
	"menu_seasonal_2025": "假日挑战",
	"menu_settings": "设置",
	"menu_shoparea": "中庭",
	"menu_shoparea_sub": "练习场",
	"menu_social": "队伍",
	"menu_submit_feedback": "提交反馈",
	"menu_tphideout": "传送到大本营",
	"menu_tpsandbox": "传送到沙盒",
	"menu_training": "训练",
	"menu_watch": "观战",
	"menu_watch_live_games": "{d:live_matches}场比赛正在进行",
	"mirage_fire_beetles": "烈焰圣甲虫",
	"mirage_fire_beetles_desc": "用烈焰圣甲虫寄生敌人,从他们身上吸取生命并使他们造成的伤害减少。",
	"mirage_fire_beetles_quip": "发出圣甲虫,从敌人身上吸走生命值",
	"mirage_fire_beetles_t2_desc": "+2充能",
	"mirage_sand_phantom": "镇尼之印",
	"mirage_sand_phantom_desc": "主动:\u003Cspan class=\"highlight\"\u003E消耗\u003C/span\u003E所有镇尼之印可以立即造成伤害。",
	"mirage_sand_phantom_passive_desc": "被动:射击会对目标\u003Cspan class=\"highlight\"\u003E施加一个镇尼之印\u003C/span\u003E。印记消失或被消耗时造成{g:citadel_inline_attribute:'SpiritDamage'}并且目标短暂地\u003Cspan class=\"highlight\"\u003E在地图上暴露位置\u003C/span\u003E。每次增加一个印记都会使当前伤害加倍。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E施加额外印记时对每个目标都有单独的冷却时间。\u003C/span\u003E",
	"mirage_sand_phantom_quip": "施加不断增加伤害的印记",
	"mirage_sand_phantom_t1_desc": "触发时:\u003Cbr\u003E施加不断减弱的\u003Cspan class=\"highlight\"\u003E60%\u003C/span\u003E减速,持续\u003Cspan class=\"highlight\"\u003E0.8秒\u003C/span\u003E",
	"mirage_sand_phantom_t2_desc": "\u003Cspan class=\"highlight\"\u003E+20\u003C/span\u003E基础伤害\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E系数持续时间",
	"mirage_sand_phantom_t3_desc": "\u003Cspan class=\"highlight\"\u003E-1秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E最高印记数量\u003Cbr\u003E最高印记数时眩晕目标\u003Cspan class=\"highlight\"\u003E0.5秒\u003C/span\u003E",
	"mirage_teleport": "旅行者",
	"mirage_teleport_desc": "以小地图上的一个地点为目标。在短暂等待后,\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E到该地点。在等待期间受到伤害会使传送被打断。",
	"mirage_teleport_movespeed": "旅行者 - 额外移动速度",
	"mirage_teleport_quip": "传送至友方或敌方英雄所在的位置",
	"mirage_teleport_t1_desc": "\u003Cbr\u003E+3米移动速度和+20%射速,持续12秒",
	"mirage_teleport_t2_desc": "400屏障,跟随元灵力量增强",
	"mirage_tornado": "尘卷风",
	"mirage_tornado_desc": "将自己变身为旋风并向前移动,\u003Cspan class=\"highlight\"\u003E对敌人造成伤害\u003C/span\u003E,减缓他们的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E将他们卷入空中\u003C/span\u003E。从旋风中现身后会获得\u003Cspan class=\"highlight\"\u003E子弹闪避\u003C/span\u003E。",
	"mirage_tornado_quip": "将自己变身为旋风,将敌人卷到空中",
	"mirage_tornado_t1_desc": "\u003Cspan class=\"highlight\"\u003E+60\u003C/span\u003E伤害",
	"mirage_tornado_t2_desc": "\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-12秒\u003C/span\u003E冷却时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E闪避",
	"mirage_tornado_t3_desc": "\u003Cspan class=\"highlight\"\u003E6秒\u003C/span\u003E内可重新施放\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+0.3秒\u003C/span\u003E滞空时间\u003Cbr\u003E提升元灵增强系数",
	"misc_modifier_HUD_label": "+{s:modifier_value}{s:modifier_postfix} {s:modifier_name}",
	"modifier_abrams_immunity": "Immunity",
	"modifier_acolytes_glove_triggered": "大伤元气",
	"modifier_afterburn_dot": "来自复燃的炙烤",
	"modifier_airlift_ally": "空投",
	"modifier_arcane_surge_ability": "技能涌动!",
	"modifier_arcane_surge_triggered": "秘法涌动!",
	"modifier_armor_reactive_armor": "回应射击",
	"modifier_armor_return_fire": "回应射击",
	"modifier_astro_lasso_tether": "受到套索束缚",
	"modifier_astro_rifle_slow": "移动减速",
	"modifier_bebop_laser_beam": "超级光束",
	"modifier_blood_exchange": "Blood Exchange",
	"modifier_bolo_immobilized": "被定身",
	"modifier_bolo_leech": "Leeching...",
	"modifier_cadence_anthem_aoe": "Singing Anthem",
	"modifier_cadence_anthem_buff": "Cadence Anthem",
	"modifier_cadence_crescendo_in_aoe": "Encased in Glass",
	"modifier_cadence_crescendo_post_aoe": "Shattered",
	"modifier_cadence_grandfinale_buff": "Grand Finale",
	"modifier_cadence_silence_contraptions": "Silence Contraptions",
	"modifier_cadence_silence_contraptions_debuff": "Silence Contraptions",
	"modifier_cadence_sleep_aoe": "Singing a Lullaby",
	"modifier_cadence_sleeping": "Sleeping",
	"modifier_camouflage_invis": "Camouflaged",
	"modifier_charge_drag_enemy": "冲锋陷阵",
	"modifier_charged_bomb": "Charged Bomb",
	"modifier_charged_tackle_active": "Tackling",
	"modifier_charged_tackle_prepare": "Building Power",
	"modifier_cheat_death_immunity": "幸免于难",
	"modifier_chrono_pulse_grenade_tech_resist_debuff": "脉冲手雷 - 元灵抗性降低",
	"modifier_chrono_swap_bubble_move": "悖论置换",
	"modifier_citadel_accuracy_tracker": "精准度",
	"modifier_citadel_afterburn_buildup": "正在点燃",
	"modifier_citadel_archer_air_raid": "Power Jump",
	"modifier_citadel_archer_guided_arrow": "遥控夜枭",
	"modifier_citadel_assassinate_target": "Assassination Target - Find Cover!",
	"modifier_citadel_ballista_ammo_pack_pickup_timer": "Picking up ammo pack...",
	"modifier_citadel_banished": "被放逐",
	"modifier_citadel_barrier": "屏障",
	"modifier_citadel_bolo": "Immobilizing...",
	"modifier_citadel_bubble": "身躯虚化",
	"modifier_citadel_bull_charging": "Charging",
	"modifier_citadel_bull_leap": "Boosting",
	"modifier_citadel_capture_point_meteor/contributor": "捕获点",
	"modifier_citadel_capture_zipline_timer": "Capturing Hyperline",
	"modifier_citadel_charging": "Charging",
	"modifier_citadel_chrono_pulse_grenade_debuff": "脉冲手雷",
	"modifier_citadel_chrono_swap_buff": "元灵免疫",
	"modifier_citadel_chrono_swap_debuff": "被减速",
	"modifier_citadel_chrono_time_wall_effect": "时间之墙",
	"modifier_citadel_containment_victim": "Containment",
	"modifier_citadel_crystal_shield": "Absorbing Damage",
	"modifier_citadel_cursed": "扰动",
	"modifier_citadel_damage_reduction": "Armor Boost",
	"modifier_citadel_damageboost": "Damage Boost",
	"modifier_citadel_dazed": "发呆",
	"modifier_citadel_death_tax": "Death Tax",
	"modifier_citadel_death_tax_tech_amp": "Death Tax Power",
	"modifier_citadel_delayed_catapult_launch": "受到伤害 - 跳板正在充能",
	"modifier_citadel_delayed_stun": "延迟眩晕",
	"modifier_citadel_disarm_proc": "被缴械",
	"modifier_citadel_disarm_proc_buildup": "Disarming...",
	"modifier_citadel_disarmed": "被缴械",
	"modifier_citadel_disarmed_icebeam": "武器冻结",
	"modifier_citadel_disruptive_charge": "Pack Hunter",
	"modifier_citadel_dodging": "Dodging",
	"modifier_citadel_dps_tracker": "每秒伤害",
	"modifier_citadel_drone_spotted_enemy": "Visible to Enemy",
	"modifier_citadel_drone_spotted_enemy_desc": "The enemy can see your position",
	"modifier_citadel_duo_energy_link": "Energy Link",
	"modifier_citadel_duo_energy_link_duration": "Energy Link",
	"modifier_citadel_duo_fusion_scalpel_target": "Fusion Scalpel",
	"modifier_citadel_enemy_uppercutted": "Uppercutted!",
	"modifier_citadel_grapplehook_wall_hanging": "Grapple Hook Wall Hanging",
	"modifier_citadel_hijack_weapon_jammer_proc": "Weapon Jammed",
	"modifier_citadel_hijack_weapon_jammer_proc_desc": "Weapon has been Jammed",
	"modifier_citadel_holding_golden_idol": "将灵瓮带至圣坛",
	"modifier_citadel_holding_golden_idol_revealed": "运送灵瓮中",
	"modifier_citadel_holding_golden_idol_visible": "对敌人可见",
	"modifier_citadel_hornet_chain_connection": "束缚于地面",
	"modifier_citadel_hornet_crit_stacking_damage_buff": "Headhunter",
	"modifier_citadel_hornet_crit_vulnerability": "Crit Vulnerable",
	"modifier_citadel_hornetleap": "Vindicta Leap",
	"modifier_citadel_hornetmark": "Vindicta's Mark",
	"modifier_citadel_idol_pickup_disabled": "灵瓮超时",
	"modifier_citadel_idol_pickup_disabled_desc": "无法拾取灵瓮",
	"modifier_citadel_immobilize_trap_immobilize": "伏灵陷阱",
	"modifier_citadel_immobilize_trap_immobilize_debuff": "伏灵陷阱减益效果",
	"modifier_citadel_in_fountain": "主基地",
	"modifier_citadel_in_shop": "In Shop",
	"modifier_citadel_incendiaryprojectile_burn": "Burning from Incendiary",
	"modifier_citadel_kelvin_frozen": "被冻结",
	"modifier_citadel_knockdown": "被眩晕",
	"modifier_citadel_knockdown_stumble": "Stumble",
	"modifier_citadel_lineslow": "被减速",
	"modifier_citadel_mechaguy_echo": "Echo",
	"modifier_citadel_mechaguy_echo_slow": "被减速",
	"modifier_citadel_mechaguy_retaliate": "Retaliate",
	"modifier_citadel_metal_skin": "铜皮铁骨",
	"modifier_citadel_muted": "Muted",
	"modifier_citadel_pestilence_infection_buildup": "Infecting",
	"modifier_citadel_phalanx_reflect": "Reflect",
	"modifier_citadel_pre_match_wait": "正在等待比赛开始",
	"modifier_citadel_psychiclift": "被抬升至空中——哦不!",
	"modifier_citadel_psychiclift_self": "Lifting - Silenced + Disarmed",
	"modifier_citadel_rapid_fire": "Bullet Storm",
	"modifier_citadel_reflect_shield": "Reflect Shield",
	"modifier_citadel_respawn_credit": "立刻复活",
	"modifier_citadel_returning_golden_idol": "存放灵瓮",
	"modifier_citadel_revealed_on_map": "现身",
	"modifier_citadel_root": "被定身",
	"modifier_citadel_rootgrenade": "被定身",
	"modifier_citadel_shiv_dagger": "尖锋短刀",
	"modifier_citadel_shiv_dash": "一网打尽",
	"modifier_citadel_shiv_dash_impact_slow": "一网打尽",
	"modifier_citadel_silence_proc_tech_damage_reduction": "-元灵伤害",
	"modifier_citadel_silenced": "被沉默",
	"modifier_citadel_sleep_dagger_asleep": "沉睡",
	"modifier_citadel_sleep_dagger_postsleep": "伤害减少",
	"modifier_citadel_slowtarget": "被减速",
	"modifier_citadel_smoke_bomb_in_smoke": "In Smoke",
	"modifier_citadel_smoke_bomb_invis": "隐身",
	"modifier_citadel_speed_boost": "Speed Boost",
	"modifier_citadel_sprint_end": "拔出武器…",
	"modifier_citadel_sprint_start": "收起武器…",
	"modifier_citadel_sticky_bomb_attached": "炸弹附身",
	"modifier_citadel_stunned": "被眩晕",
	"modifier_citadel_surveillance_drone_alive": "Combat Drone Active",
	"modifier_citadel_tech_shield": "元灵护盾",
	"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered": "Remain Covered",
	"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter": "Seek Shelter",
	"modifier_citadel_tethered": "被束缚",
	"modifier_citadel_throw_sand_debuff": "沙暴",
	"modifier_citadel_unstick": "取消固定",
	"modifier_citadel_wing_blast_push": "Being Vindicta Pushed",
	"modifier_cloaking_device_active_ambush": "来去无踪 - 伏击",
	"modifier_cloaking_device_active_stealth": "来去无踪 - 潜行",
	"modifier_colossus_active": "巨人",
	"modifier_consumed_armor_buff": "Spirit and Bullet Armor",
	"modifier_damageovertime": "正在流失生命",
	"modifier_decoy_self_buff": "Decoy Active",
	"modifier_dps_aura_active": "英雄主动",
	"modifier_dps_aura_player": "英雄射速",
	"modifier_drifter_darkness_target": "永恒之夜",
	"modifier_drifter_hunger_stealth": "潜行",
	"modifier_drone_activation_medic": "Medic Drone - deploying",
	"modifier_drone_activation_rockets": "Rocket Drone - deploying",
	"modifier_drone_activation_speed": "Speed Drone - deploying",
	"modifier_drone_heal": "Medic Drone",
	"modifier_drone_heal_watcher": "Medic Drone",
	"modifier_drone_rockets": "Rocket Drone",
	"modifier_drone_speed": "Speed Drone",
	"modifier_drone_uber": "UBER INVULNERABILITY",
	"modifier_drone_uber_charging": "Uber Charging",
	"modifier_duo_drone_health": "Drone",
	"modifier_dust_storm_debuff": "Slow Firerate \u0026 Movement",
	"modifier_early_gold_pickup_aura/aura_target/timer": "捕获队伍魂魄",
	"modifier_fencer_riposte": "还击",
	"modifier_fencer_ultimate_target": "终结乐章",
	"modifier_fervor_aura_active": "背水一战",
	"modifier_flamedash": "Flame Dashing",
	"modifier_flamedash_debuff": "烈焰冲刺",
	"modifier_fleetfoot_boots": "轻盈飞步",
	"modifier_forge_mini_turret_debuff": "迷你炮塔 - 减速",
	"modifier_galvanic_storm": "Galvanic Storm",
	"modifier_gigantic_sword": "You have a Gigantic Sword",
	"modifier_glitch_debuff": "受到干扰!",
	"modifier_healaura": "Healing",
	"modifier_health_nova": "治疗之环",
	"modifier_health_swap_buff": "灵魂互换",
	"modifier_hint_can_cancel": "按下{g:citadel_binding:'Mantle'}取消",
	"modifier_hint_vertical_movement": "按下{g:citadel_binding:'Mantle'}取消。使用{g:citadel_binding:'Roll'}/{g:citadel_binding:'Crouch'}上移/下移。",
	"modifier_hollow_point_stack": "空尖弹",
	"modifier_icebeam_stacking_slow": "极寒光束",
	"modifier_idol_pickup_aura/aura_target/timer": "拾起灵瓮",
	"modifier_infuse_weapon_active": "Weapon Infused",
	"modifier_infuse_weapon_proc_buildup": "Weakening",
	"modifier_infuser": "灵力灌注",
	"modifier_inhibitor_debuff": "抑制术",
	"modifier_intimidate_debuff": "蔑视",
	"modifier_invis": "Stealthed",
	"modifier_invis_fading": "Fading",
	"modifier_invis_start_delay": "Entering Stealth",
	"modifier_item_burning_bullets_damageovertime": "正在流失生命",
	"modifier_item_disarmed": "被缴械",
	"modifier_kinetic_sash_triggered": "动能冲刺",
	"modifier_knocked_off_zipline_slow": "被撞下滑索",
	"modifier_lash_charge_grenade": "High Explosive",
	"modifier_lash_shoryuken": "Shoryuken",
	"modifier_lasso_enemy": "Being dragged",
	"modifier_lasso_self": "Dragging someone",
	"modifier_learning_hero_ability": "学习",
	"modifier_life_drain_silence": "被沉默",
	"modifier_limit_ability_cooldown": "Quick Cooldowns",
	"modifier_luggage_cart_drag": "行李车",
	"modifier_magewalk_empoweredattacks": "幸运卡牌",
	"modifier_magiccarpet": "魔毯",
	"modifier_mechaguy_defense_field_aura_thinker": "Reactive Armor",
	"modifier_mirage_fire_scarabs_health_gain": "烈焰圣甲虫",
	"modifier_mirage_fire_scarabs_health_loss": "烈焰圣甲虫",
	"modifier_mirage_sand_phantom_passive_victim": "镇尼之印",
	"modifier_mirage_tornado_hold_in_place": "被定身",
	"modifier_mirage_tornado_lift": "尘卷风",
	"modifier_mirage_tornado_slow": "尘卷风 - 减速",
	"modifier_mirv_grenades": "Mad Bomber",
	"modifier_mobile_resupply": "疗伤幽灵",
	"modifier_nano_shadow_debuff": "- 子弹抗性",
	"modifier_nano_shadow_step": "幽影瞬步",
	"modifier_neutral_gold_pickup_aura/aura_target/timer": "拾起未稳获的魂魄",
	"modifier_nikuman_buff": "+Fire Rate",
	"modifier_nikuman_self_buff": "+Move Speed",
	"modifier_nikuman_techshield": "元灵护盾",
	"modifier_obscured_by_steam": "Obscured",
	"modifier_operative_revelation_caster": "惊雷之示",
	"modifier_operative_revelation_debuff": "惊雷之示干扰",
	"modifier_operative_umbrella_maneuver_air_hang": "雨伞戏法",
	"modifier_operative_umbrella_maneuver_watcher": "雨伞戏法",
	"modifier_overcharge_rapidfire": "Energy Surge",
	"modifier_passive_heavy_rage_stacks": "Rage Stacks",
	"modifier_phantom_strike_bulletshield": "子弹护盾",
	"modifier_pool_of_light_buff": "Pool of Light",
	"modifier_pool_of_light_debuff": "Decreased Courage",
	"modifier_power_shard_bonus": "Echo Boost",
	"modifier_power_surge": "连锁闪电",
	"modifier_power_surge_debuff": "元灵抗性降低",
	"modifier_prevent_healing": "Healing Disabled",
	"modifier_pullaura": "Pulled",
	"modifier_pulsegrenade_magic_resist_debuff": "脉冲手雷",
	"modifier_reinforcing_casings": "层层防御",
	"modifier_rejuv_pickup_aura/aura_target/timer": "拾起队伍复生石",
	"modifier_restorative_goo": "复元立方",
	"modifier_restorative_locket_stacks": "疗愈护符",
	"modifier_sentry_deploy": "Initializing...",
	"modifier_shifting_veil_buff": "身躯虚化",
	"modifier_shiv_bleed": "流失生命",
	"modifier_shiv_bleed_dash": "一网打尽",
	"modifier_shiv_bleed_thrown_shiv": "尖锋短刀",
	"modifier_shiv_dash_heal_reduction": "一网打尽治疗减益",
	"modifier_shiv_thrown_shiv_slow_debuff": "尖锋短刀",
	"modifier_shoulder_charge_buff": "额外伤害",
	"modifier_shrink_ray": "缩小射线",
	"modifier_silencer_proc_active": "沉默子弹",
	"modifier_siphon_bullets_health_gain": "虹吸弹",
	"modifier_siphon_bullets_health_loss": "虹吸弹",
	"modifier_slork_ambush": "Ambush Damage",
	"modifier_slork_chomp_grapple": "Chomping an Enemy",
	"modifier_slork_chomp_hobbled": "Getting Chomped",
	"modifier_slork_gun_poison": "Slork Poison Sprayer",
	"modifier_slork_invis": "Invisible",
	"modifier_slork_lastbreath": "Last Breath",
	"modifier_slork_lastbreath_damage_amp": "Baited",
	"modifier_slork_riptide": "Burned by Riptide",
	"modifier_slork_scald": "Slork Scalding Spray",
	"modifier_slork_visible": "Can't hide",
	"modifier_slow_base": "被减速",
	"modifier_slow_immunity": "势不可挡",
	"modifier_slowaura": "被减速",
	"modifier_snakedash": "灵蛇化身",
	"modifier_spin": "旋转",
	"modifier_stimpak_regen": "治疗仪式",
	"modifier_stomp_debuff": "脉冲减益",
	"modifier_succor_move": "营救光束",
	"modifier_summon_magiccarpet": "正在召唤魔毯",
	"modifier_summon_spirits": "Energy Spirits",
	"modifier_surging_power": "疗愈爆发",
	"modifier_synth_affliction_debuff": "痛苦",
	"modifier_synth_barrage_amp": "弹幕 - 伤害增强",
	"modifier_synth_barrage_debuff": "弹幕减速",
	"modifier_synth_plasma_flux_auto_projectile": "飞行斗篷",
	"modifier_synth_plasma_flux_dps": "飞行斗篷",
	"modifier_synth_plasma_flux_weapon_damage": "额外武器伤害",
	"modifier_target_practice": "Target Practice",
	"modifier_target_practice_debuff": "Armor Break",
	"modifier_target_practice_slow": "Slow",
	"modifier_tech_defense_shredders_debuff": "碎灵子弹",
	"modifier_tech_overflow": "元灵漫溢",
	"modifier_tech_overflow_building": "正在累积元灵漫溢效果…",
	"modifier_tempest_ionized_bullets_buildup": "Ionizing",
	"modifier_tempest_ionized_bullets_charged": "Charged!",
	"modifier_tier2boss_rocket_damage_aura_debuff": "火箭弹幕",
	"modifier_timewall_damageamp": "Damage Vulnerability",
	"modifier_tokamak_ally_in_smoke": "Hidden In Smoke",
	"modifier_tokamak_enemy_in_smoke": "Peeking In Smoke",
	"modifier_tokamak_radiance": "Blinding Light",
	"modifier_unstable_concoction": "不稳定化合物",
	"modifier_unstoppable": "势不可挡",
	"modifier_upgrade_magic_storm": "灵能涌动",
	"modifier_upgrade_siphon_buff": "Siphon",
	"modifier_upgrade_siphon_debuff": "被吸取的生命值",
	"modifier_uppercut_buff": "武器加强",
	"modifier_uppercut_movespeed": "Uppercut Move Speed",
	"modifier_vanguard_buff": "先锋增益",
	"modifier_veil_walker_stealth": "穿幕隐身",
	"modifier_veil_walker_triggered": "穿幕攻击速度",
	"modifier_void_sphere": "量子闪现",
	"modifier_voidsphere_buff": "Void Sphere +Fire Rate",
	"modifier_walker_resist_aura": "机甲抗性光环",
	"modifier_warden_crowd_control_debuff": "炼金瓶",
	"modifier_warden_high_alert": "意志力",
	"modifier_warden_high_alert_hint": "",
	"modifier_warden_lockdown_debuff": "束缚之言",
	"modifier_warden_lockdown_debuff_hint": "离开区域以逃脱束缚",
	"modifier_warden_lockdown_root": "束缚之言",
	"modifier_warden_riot_protocol": "屹立不倒",
	"modifier_warden_riot_protocol_enemy_debuff": "减速",
	"modifier_warp_stone_caster": "传送石",
	"modifier_weapon_drain_pulse": "Weapon Drain Pulse",
	"modifier_weapon_drain_pulse_debuff": "Zealot Courage Drain",
	"modifier_withering_whip_debuff": "-射速",
	"modifier_wraith_project_mind_shield": "战斗屏障",
	"modifier_wrecker_salvage_buff": "射速增长量",
	"modifier_wrecking_ball_auto_throw": "破坏球",
	"modifier_zealot_energy_warp": "Energy Warp",
	"modifier_zealot_spirit_echo_debuff": "Spirit Echo",
	"modifier_zealot_tether": "Tether",
	"modifier_zealot_tether_self": "Tether",
	"mortar_sentry_grenade": "Mortar Sentry Grenade",
	"move_speed_pickup/small_move_speed": "移动速度提高",
	"move_speed_pickup_label": "提高移动速度",
	"movement_powerup_pickup": "移动能力",
	"movement_slow": "-移动速度",
	"not_ready": "{s:param_1}还要冷却{s:param_2}秒",
	"notification_crushing_fists_stun": "碎骨重拳 - 眩晕!",
	"on_bridge": "{s:param_1}在桥上",
	"on_roof": "{s:param_1}在屋顶上",
	"on_top_of_mid": "{s:param_1}在中路上面",
	"operative_blindside": "盲点突袭",
	"operative_blindside_active_desc": "主动技能:投掷一枚震荡手雷,降低敌人的转向速率。",
	"operative_blindside_passive_desc": "被动技能:用枪械或近战攻击从背后击中敌人时,造成额外伤害。",
	"operative_revelation": "惊雷之示",
	"operative_revelation_desc": "激活宝物。附近的敌方英雄\u003Cspan class=\"highlight\"\u003E在看向你时\u003C/span\u003E,会减慢移动和冲刺速度,并逐渐受到伤害。如果敌人看向你的时间足够长,则会\u003Cspan class=\"highlight\"\u003E受到干扰\u003C/span\u003E。",
	"operative_scattercharge": "爆裂散射",
	"operative_scattercharge_desc": "旋转雨伞,向前方锥形范围发射大量爆裂物。这些爆裂物在落地后不久后爆炸。",
	"operative_umbrella_maneuver": "雨伞戏法",
	"operative_umbrella_maneuver_desc": "使用雨伞捕捉一阵风,让自身向后方飞起。接着给雨伞充能,让其发射出一个投射物,在撞击时爆炸。",
	"operative_umbrella_maneuver_t3_desc": "[尚未实现]",
	"ping_ability_on_cooldown": "{s:param_1}还要冷却{s:param_2}秒",
	"ping_ability_ready": "{s:param_1}准备就绪!",
	"ping_affermative_": "没问题",
	"ping_attack": "一起去干掉{s:param_1}",
	"ping_attack_enemy_titan": "去打他们的守护神",
	"ping_blue_help": "蓝路需要帮助",
	"ping_careful": "小心{s:param_1}",
	"ping_defend": "防守",
	"ping_defend_base": "防守基地",
	"ping_defend_blue": "防守蓝路",
	"ping_defend_green": "防守绿路",
	"ping_defend_purple": "防守绿路",
	"ping_defend_yellow": "防守黄路",
	"ping_enemy_has_item": "小心!{s:param_1}有{s:param_2}",
	"ping_enemy_take_mid": "他们在打中区头目!",
	"ping_going_in": "我要上了!",
	"ping_good_job": "干得漂亮",
	"ping_green_help": "绿路需要帮助",
	"ping_headed_blue": "往蓝路走了",
	"ping_headed_green": "往绿路走了",
	"ping_headed_purple": "往绿路走了",
	"ping_headed_yellow": "往黄路走了",
	"ping_im_back": "我回来了!",
	"ping_jar_call": "灵瓮在此!",
	"ping_lets_go_blue": "我们去蓝路吧",
	"ping_lets_go_green": "我们去绿路吧",
	"ping_lets_go_purple": "我们去绿路吧",
	"ping_lets_go_yellow": "我们去黄路吧",
	"ping_message": "{s:pre_punctuation}{s:ping}{s:post_punctuation}",
	"ping_missing_blue": "蓝路敌人消失!",
	"ping_missing_green": "绿路敌人消失!",
	"ping_missing_purple": "绿路敌人消失!",
	"ping_missing_yellow": "黄路敌人消失!",
	"ping_need_help_blue": "蓝路需要帮助",
	"ping_need_help_green": "绿路上需要帮助",
	"ping_need_help_purple": "绿路上需要帮助",
	"ping_need_help_yellow": "黄路需要帮助",
	"ping_nevermind": "算了",
	"ping_nice_work": "干得不错",
	"ping_on_way": "我马上就到",
	"ping_post_exclamation": "!",
	"ping_purple_help": "绿路需要帮助",
	"ping_push_blue": "我们去推进蓝路吧",
	"ping_push_green": "我们去推绿路吧",
	"ping_push_purple": "我们去推绿路吧",
	"ping_push_yellow": "我们去推进黄路吧",
	"ping_request_follow": "跟着我",
	"ping_retreat": "撤!",
	"ping_see": "我看到 {s:param_1}",
	"ping_see_param_2": "我看到{s:param_2}点生命的{s:param_1}",
	"ping_stay_together": "一起行动",
	"ping_stun": "快晕住{s:param_1}!",
	"ping_take_core": "去打他们的核心",
	"ping_take_mid": "我们去拿下中区头目!",
	"ping_thank_you": "谢谢!",
	"ping_the_enemy": "敌人!",
	"ping_they_are": "他们",
	"ping_titan_under": "他们在打我们的守护神",
	"ping_use_ability": "{s:param_1}准备就绪!",
	"ping_yellow_help": "黄路需要帮助",
	"player_wait": "Wait {s:param_1}",
	"pounce_double_notify": "二段飞扑",
	"power_slash_debuff": "剑客无情",
	"proc_silence_buildup": "正在累积沉默效果…",
	"psychic_lift_debuff_duration_label": "减速持续时间",
	"psychic_lift_debuff_duration_postfix": "秒",
	"psychic_lift_debuff_duration_postvalue_label": "减速持续时间",
	"refresh_powerup_pickup": "刷新",
	"respond_no": "不!",
	"respond_yes": "好的!",
	"rutger_cheat_death": "Cheat Death",
	"rutger_cheat_death_desc": "When taking otherwise fatal damage, Rutger becomes unkillable for 4s.",
	"rutger_cheat_death_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed}% Bonus move speed\u003C/span\u003E when Cheat Death activates.",
	"rutger_cheat_death_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BulletLifestealPercent}% Bullet Lifesteal\u003C/span\u003E when Cheat Death activates.",
	"rutger_force_field": "Force Field",
	"rutger_force_field_desc": "Create a field at target location that pushes enemies away from its outer edge.",
	"rutger_pulse": "Pulse",
	"rutger_pulse_desc": "Release a fast pulse in a large area that damages, slows, and \u003Cspan class=\"highlight\"\u003Eprevents enemies from using abilities\u003C/span\u003E.\u003Cbr\u003EThe damage dealt is based on how close the enemy is to the center of the pulse.",
	"rutger_rocket": "Rocket Launcher",
	"rutger_rocket_desc": "Launch a rocket that deals damage in an area and applies knockback.\u003Cbr\u003ERutger receives 50% damage and 175% knockback from his own rocket if he's in its impact radius.",
	"shifting_veil_bonus": "元灵力量、速度和元灵抗性",
	"silencer_immune": "沉默免疫",
	"skymonk_break_of_dawn": "Break of Dawn",
	"skymonk_pool_of_light": "Pool of Light",
	"skymonk_sky_duel": "Sky Duel",
	"slork_ability_4": "Torrent",
	"slork_ability_4_desc": "Slork creates a Jet of water that errupts from the ground damaging all nearby enemies and knocking them into the air.",
	"slork_ability_invis": "Ambush Predator",
	"slork_ability_invis_desc": "\u003Cspan class=\"highlight\"\u003EFade from view\u003C/span\u003E when not shooting or using abilities. When fully invisible, can be cast to deal \u003Cspan class=\"highlight_tech\"\u003E{s:AmbushDamage}\u003C/span\u003E damage and \u003Cspan class=\"highlight\"\u003E+{s:StaminaDamage}\u003C/span\u003E stamina damage to enemies in front of Slork.",
	"slork_ability_invis_t2_desc": "-{s:InvisReapplyDelay}s Delay before fading",
	"slork_chomp": "Chomp",
	"slork_chomp_desc": "\u003Cspan class=\"highlight\"\u003EDash forward and grab onto an enemy\u003C/span\u003E, biting them repeatedly. The enemy is slowed, disarmed, and silenced while grappled. When the target is \u003Cspan class=\"highlight\"\u003Ebelow half health\u003C/span\u003E, deal an additional \u003Cspan class=\"highlight_tech\"\u003E{s:DamagePercentHealth}%\u003C/span\u003E of their max health in damage.",
	"slork_chomp_t2_desc": "+{s:ChompHealPercent}% Lifesteal from Chomp damage",
	"slork_chomp_t3_desc": "Chomp deals \u003Cspan class=\"highlight\"\u003E{s:DamageMissingPercentHealth}%\u003C/span\u003E of the enemies missing health each second.",
	"slork_last_breath": "Deep's Embrace",
	"slork_last_breath_desc": "Encase yourself in a sphere of water that can absorb up to \u003Cspan class=\"highlight_tech\"\u003E{s:DamageAbsorb}\u003C/span\u003E damage before bursting. When the sphere disipates for any reason enemies in range take \u003Cspan class=\"highlight_tech\"\u003E{s:BurstDamage}\u003C/span\u003E damage.",
	"slork_raging_current": "Torrent Storm",
	"slork_raging_current_desc": "Call water from deep underground, saturating an area. Every {s:TargetAcquireTime}s a torrent will well up, tossing enemies into the air after a {s:TorrentDelay}s delay. Enemies will be stunned and their bullet armor reduced.",
	"slork_riptide": "Riptide",
	"slork_riptide_desc": "Summon a churning vortex of superheated water that \u003Cspan class=\"highlight\"\u003Eburns enemies\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Elauches them towards Slork\u003C/span\u003E.",
	"slork_riptide_t3_desc": "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage",
	"slork_scald": "Scald",
	"slork_scald_desc": "Spray out an arc of superheated water that \u003Cspan class=\"highlight\"\u003Edamages enemies over time\u003C/span\u003E.",
	"slork_scald_t1_desc": "Spray in a wide arc",
	"slork_scald_t3_desc": "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage",
	"small_gold_pickup_label:p": "个魂魄 #|# 个魂魄",
	"spirit_permanent_pickup_label": "+2 元灵力量",
	"spirit_permanent_pickup_label_lv2": "+3 元灵力量",
	"spirit_permanent_pickup_label_lv3": "+4 元灵力量",
	"stomp_buff_modifier": "+Fire Rate",
	"super_neutral_charge": "中区头目充能",
	"super_neutral_gun": "中区头目枪",
	"superior_stamina_buff": "Bonus Spirit Power",
	"suppressor_debuff": "-射速",
	"survival_powerup_pickup": "战场存活",
	"synth_affliction": "痛苦",
	"synth_affliction_desc": "对附近所有敌人施加\u003Cspan class=\"highlight\"\u003E持续{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E痛苦的伤害不会击倒敌人,且不施加物品触发效果。",
	"synth_affliction_quip": "对附近的敌人施加持续伤害",
	"synth_affliction_t2_desc": "\u003Cspan class=\"highlight\"\u003E+3秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米\u003C/span\u003E半径",
	"synth_affliction_t3_desc": "\u003Cspan class=\"highlight\"\u003E阻止所有治疗\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+14\u003C/span\u003E每秒伤害,提升元灵增强系数",
	"synth_barrage": "弹幕",
	"synth_barrage_desc": "持续施法,开始发出投射物,\u003Cspan class=\"highlight\"\u003E造成{g:citadel_inline_attribute:'SpiritDamage'}\u003C/span\u003E并在击中点附近\u003Cspan class=\\\"highlight\\\"\u003E施加{g:citadel_inline_attribute:'Slow'}\u003C/span\u003E。每个击中英雄的投射物都会使Pocket获得\u003Cspan class=\\\"highlight\\\"\u003E可叠加的{g:citadel_inline_attribute:'DamageAmp'}\u003C/span\u003E。\u003Cbr\u003E如果在半空中施放本技能会使Pocket\u003Cspan class=\"highlight\"\u003E悬浮\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E施放空中冲刺或飞行斗篷不会取消弹幕。",
	"synth_barrage_quip": "在空中滑行并发出多枚投射物",
	"synth_barrage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+4秒\u003C/span\u003E每层叠加增强\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+3米\u003C/span\u003E半径",
	"synth_plasma_flux": "飞行斗篷",
	"synth_plasma_flux_desc": "发射一件具有感知力的斗篷,斗篷会\u003Cspan class=\"highlight\"\u003E向前移动\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E伤害敌人\u003C/span\u003E。你可以按\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Ability2'}\u003C/span\u003E来\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E至斗篷的位置。",
	"synth_plasma_flux_quip": "飞出一件可以造成伤害的斗篷,并可传送至斗篷位置",
	"synth_plasma_flux_t2_desc": "\u003Cspan class=\"highlight\"\u003E+5\u003C/span\u003E武器伤害,持续6秒\u003C/span\u003E",
	"synth_plasma_flux_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.6秒\u003C/span\u003E时长\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-13秒\u003C/span\u003E冷却时间",
	"synth_plasma_flux_teleport": "传送",
	"synth_pulse": "提箱遁形",
	"synth_pulse_desc": "\u003Cspan class=\"highlight\"\u003E躲进\u003C/span\u003E手提箱中。持续时间结束后,对附近敌人\u003Cspan class=\"highlight\"\u003E造成{g:citadel_inline_attribute:'SpiritDamage'}\u003C/span\u003E。执行任意操作即可提前结束。",
	"synth_pulse_quip": "暂时躲进手提箱中,然后造成伤害",
	"synth_pulse_t3_desc": "\u003Cspan class=\"highlight\"\u003E+1.5秒\u003C/span\u003E持续时间\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E+4米\u003C/span\u003E半径\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-40%\u003C/span\u003E 移动速度和射速,持续4秒",
	"target_practice_buildup": "Target Buildup",
	"team_msg_Idol_Desc": "灵瓮",
	"team_msg_TheirTitanDefeated_Desc": "你的队伍已经摧毁了敌方守护神",
	"team_msg_TitanDefeated_Desc": "一名守护神已被摧毁",
	"team_msg_TitanDefeated_Title": "守护神已摧毁",
	"team_msg_YourTitanDefeated_Desc": "你的守护神已被摧毁",
	"tether_disconnected": "Covenant - Disconnected",
	"tether_disconnecting": "Covenant - Disconnecting...",
	"thumper_ability_1": "Shatter Cannon",
	"thumper_ability_1_desc": "Thumper focuses a high power acoustic wave to reflect off of a hard surface. Blasting shards of material off in the reflected wave.",
	"thumper_ability_2": "Spike Strip",
	"thumper_ability_2_desc": "Rolls out a spike strip that damage enemies more the further they move through it.",
	"thumper_ability_3": "Badger Drone",
	"thumper_ability_3_desc": "Sends out a badger drone to harry an enemy and reveal it's position.",
	"thumper_ability_4": "Vortex",
	"thumper_ability_4_desc": "Blow enemies away with a high powered blast of air.",
	"titan_unit": "守护神",
	"tokamak_breach": "Breach",
	"tokamak_breach_desc": "Explosively decompress a cloud of coolant. Allies inside the cloud are invisible.",
	"tokamak_breach_t1_desc": "+{s:SlowPercent}% Movement Slow and -{s:BulletArmorReduction} Bullet Resist to enemies in smoke.",
	"tokamak_breach_t2_desc": "Purge Debuffs on Tokamak when cast.",
	"tokamak_breach_t3_desc": "Effects linger for {s:LingerAfterLeavingSmokeDurationPerHeat}s after leaving smoke.",
	"tokamak_crimson_cannnon_hint": "Fire!",
	"tokamak_crimson_cannon": "Pulse Cannon",
	"tokamak_crimson_cannon_desc": "Collect targets until ready to unload. Each shot is 0.6s apart.",
	"tokamak_crimson_cannon_t2_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage} Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E+{s:Damage_scale}\u003C/span\u003E Damage Scale",
	"tokamak_dying_star": "Dying Star",
	"tokamak_dying_star_desc": "Launch forward damaging all enemies near where you land, knocking them into the air.",
	"tokamak_dying_star_t3_desc": "+{s:Damage} Damage and +{s:Damage_scale} Damage Scale",
	"tokamak_heat_sinks": "Thermal Vault",
	"tokamak_heat_sinks_desc": "Tokamak harnesses more power as they heat up. Tokamak's melee strikes add a {s:MeleeIgniteTime}s burn dealing {s:MeleeBurnDPS} Heat Power DPS.",
	"tokamak_heat_sinks_t1_desc": "+{s:MeleeSpeedBonusPercentage}% melee attack speed",
	"tokamak_heat_sinks_t3_desc": "+{s:BaseHeatPower} Base Heat Power, +{s:MaxHeatPower} Max Heat Power",
	"tokamak_hot_shot": "Hot Shot",
	"tokamak_hot_shot_desc": "Blast your enemies with a jet of superheated plasma. Deals additional damage when the heat guage is in the red. Triples heat dissipation while active.",
	"tokamak_hot_shot_t3_desc": "+{s:NormalDPS} Normal DPS and +{s:NormalDPS_scale} Normal DPS Scale\u003Cbr\u003E+{s:HotDPS} Hot DPS and +{s:HotDPS_scale} Hot DPS Scale",
	"tokamak_radiance": "Blinding Radiance",
	"tokamak_radiance_desc": "Bring your core to the brink of criticality, blinding and damaging any that look in your direction. Damage increases when enemies look directly at you.",
	"top_of_garage": "{s:param_1}在车库顶上",
	"trooper_boss_grenade": "眩晕手雷",
	"trooper_neutral_grenade": "眩晕手雷",
	"trooper_neutral_gun": "铁罐枪",
	"under_garage": "{s:param_1}在车库里面",
	"upgrade_ability_power_shard": "回音碎片",
	"upgrade_ability_power_shard_active": "\u003Cspan class=\"highlight\"\u003E重置\u003C/span\u003E已加强的非终极技能的\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E。",
	"upgrade_ability_power_shard_search": "回音碎片 huiyin suipian",
	"upgrade_ability_refresher": "刷新环",
	"upgrade_ability_refresher_desc": "\u003Cspan class=\"highlight\"\u003E重置所有技能的冷却时间\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E恢复所有充能\u003C/span\u003E。",
	"upgrade_ability_refresher_search": "刷新环 shuaxin 刷新球 shuaxinqiu refresher",
	"upgrade_absorbing_armor": "巫师护甲",
	"upgrade_absorbing_armor_desc": "遭到敌人的严重{g:citadel_inline_attribute:'SpiritDamage'}时会降低\u003Cspan class=\"highlight\"\u003E一项随机技能的冷却时间\u003C/span\u003E。",
	"upgrade_absorbing_armor_search": "巫师护甲 wushi hujia",
	"upgrade_acolytes_glove": "大伤元气",
	"upgrade_acolytes_glove_desc": "对英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并降低目标的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。\u003C/span\u003E",
	"upgrade_acolytes_glove_search": "大伤元气 dashang yuanqi",
	"upgrade_active_reload": "高速装填",
	"upgrade_active_reload/buff": "高速装填",
	"upgrade_active_reload_desc": "装填弹药时,在高亮的时间段内按下{g:citadel_binding:'Reload'}会\u003Cspan class=\"highlight\"\u003E瞬间完成装填\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E子弹吸取生命\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
	"upgrade_active_reload_search": "高速装填 gaosu",
	"upgrade_aerial_supremacy": "空中霸权",
	"upgrade_aerial_supremacy_passive": "在落地前允许\u003Cspan class=\"highlight\"\u003E无限次\u003C/span\u003E使用\u003Cspan class=\"highlight\"\u003E空中跳跃\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E空中冲刺\u003C/span\u003E。",
	"upgrade_ammo_scavenger": "拾弹能手",
	"upgrade_ammo_scavenger_desc": "每当从一个单位稳获或回收一个魂魄时,都会获得\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E,并可叠加\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。\u003Cbr\u003E在达到最大叠加层数时,获得额外疾跑速度。",
	"upgrade_ammo_scavenger_search": "shidan 拾弹",
	"upgrade_ancient_shield": "远古战盾",
	"upgrade_aoe_root": "雷织漩涡",
	"upgrade_aoe_root_active": "投掷一枚\u003Cspan class=\"highlight\"\u003E真空\u003C/span\u003E手雷,将所有敌人拉入一小片区域并施加\u003Cspan class=\"highlight\"\u003E减速魔咒\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E副施放可以直接以单位为目标。\u003C/span\u003E",
	"upgrade_aoe_root_search": "雷织漩涡 leizhi xuanwo 真空 zhenkong",
	"upgrade_apex_combat": "巅峰之战",
	"upgrade_apex_combat_desc": "子弹会\u003Cspan class=\"highlight\"\u003E反弹\u003C/span\u003E到目标附近的敌人身上,\u003Cspan class=\"highlight\"\u003E施加所有子弹特效\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E按原始伤害的一定百分比施加伤害\u003C/span\u003E。",
	"upgrade_aprounds": "穿甲弹",
	"upgrade_aprounds_desc": "子弹有几率变得无法躲避,可以\u003Cspan class=\"highlight\"\u003E穿透\u003C/span\u003E敌人\u003Cspan class=\"highlight\"\u003E并忽视其子弹抗性\u003C/span\u003E。",
	"upgrade_aprounds_search": "穿甲弹 chuanjia zidan 金箍棒 mkb jingubang",
	"upgrade_arcane_extension": "余威回荡",
	"upgrade_arcane_extension_desc": "加强一个技能,提高其\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E。",
	"upgrade_arcane_extension_search": "余威回荡 yuwei huidang",
	"upgrade_arcane_surge": "秘法涌动",
	"upgrade_arcane_surge_desc": "\u003Cspan class=\"highlight\"\u003E冲刺跳跃\u003C/span\u003E后{s:ArcaneSurgeWindow}秒内使用的\u003Cspan class=\"highlight\"\u003E下一个技能\u003C/span\u003E将获得额外的\u003Cspan class=\"highlight\"\u003E范围、持续时间\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
	"upgrade_arcane_surge_search": "秘法涌动 mifa",
	"upgrade_arctic_blast": "极地冰暴",
	"upgrade_arctic_blast_desc": "释放一个不断扩大的冰暴,对其击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'},使其\u003Cspan class=\"highlight\"\u003E冻结\u003C/span\u003E,随后\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。减速的目标\u003Cspan class=\"highlight\"\u003E会冻结耐力恢复\u003C/span\u003E。",
	"upgrade_arctic_blast_search": "极地冰暴 jidi bingbao",
	"upgrade_auto_cleanse": "不屈之志",
	"upgrade_auto_cleanse_search": "不屈之志净化",
	"upgrade_banshee_slugs": "头弹破防",
	"upgrade_banshee_slugs_headshots_desc": "命中\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会减少其\u003Cspan class=\"highlight\"\u003E子弹和元灵抗性\u003C/span\u003E,并造成\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E。",
	"upgrade_banshee_slugs_search": "toudan 头弹破防",
	"upgrade_berserker": "狂战士",
	"upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack": "狂战士",
	"upgrade_berserker_desc": "受到持续伤害时,\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E会增加。",
	"upgrade_berserker_search": "kuangzhanshi 狂战士",
	"upgrade_bleeding_bullets_buildup": "正在积累毒弹堆叠…",
	"upgrade_blitz_bullets": "迅捷突击",
	"upgrade_blitz_bullets_search": "xunjie 迅捷突击",
	"upgrade_blood_tribute": "殷红贡礼",
	"upgrade_blood_tribute_desc": "切换:持续消耗生命值来提升{g:citadel_inline_attribute:'FireRate'}、\u003Cspan class=\"highlight\"\u003E减益抗性\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
	"upgrade_blood_tribute_search": "殷红贡礼 yinhong hongli 臂章 bizhang",
	"upgrade_boundless_spirit": "灵力无边",
	"upgrade_boundless_spirit_search": "灵力无边 lingli",
	"upgrade_boxing_glove": "生命打击",
	"upgrade_boxing_glove_desc": "\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E会施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果并\u003Cspan class=\"highlight\"\u003E对自身进行治疗\u003C/span\u003E,治疗量为所造成的\u003Cspan class=\"highlight\"\u003E近战伤害\u003C/span\u003E的一定百分比加上固定数值。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E如果是对非英雄造成伤害,则治疗量为原本的{s:NonHeroHealPct}%。\u003Cbr\u003E近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。\u003C/span\u003E",
	"upgrade_boxing_glove_search": "shengming daji 生命打击",
	"upgrade_bullet_armor": "子弹护甲",
	"upgrade_bullet_armor_reduction_aura": "猎人光环",
	"upgrade_bullet_armor_reduction_aura_desc": "降低附近敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性和射速\u003C/span\u003E。若附近只有一名敌方英雄,则此\u003Cspan class=\"highlight\"\u003E效果将为原本的两倍\u003C/span\u003E。",
	"upgrade_bullet_armor_reduction_aura_search": "lieren 猎人光环",
	"upgrade_bullet_armor_search": "子弹护盾 zidan hudun",
	"upgrade_bullet_resist_shredder": "粉碎护甲",
	"upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": "子弹护甲减少",
	"upgrade_bullet_resist_shredder_desc": "造成{g:citadel_inline_attribute:'SpiritDamage'}时会减少敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_bullet_resist_shredder_search": "粉碎护甲 fensui hujia",
	"upgrade_bulletshredimbue": "弹道附魔",
	"upgrade_bulletshredimbue_desc": "增强一个技能,使其\u003Cspan class=\"highlight\"\u003E距离\u003C/span\u003E提升。使用该技能每次\u003Cspan class=\"highlight\"\u003E击中不同英雄\u003C/span\u003E后造成伤害都会提升\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。对非英雄的效果会减少。",
	"upgrade_bulletshredimbue_search": "弹道附魔 dandao",
	"upgrade_burst_fire": "健步疾射",
	"upgrade_burst_fire/modifier_burst_fire_buff": "健步疾射",
	"upgrade_burst_fire_desc": "当子弹击中敌方英雄时,短暂地获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E的提升。",
	"upgrade_burst_fire_search": "jianbu 健步疾射",
	"upgrade_capacitor": "积雷电容",
	"upgrade_capacitor_desc": "发射一个投射物,造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\u003E,并施加会随时间逐渐失效的强力减速效果,\u003Cspan class=\"highlight\"\u003E阻止耐力的使用\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E他们的\u003Cspan class=\"highlight\"\u003E位移类物品和技能\u003C/span\u003E。",
	"upgrade_capacitor_search": "积雷电容 jilei dianrong 大电锤 dadianchui 雷神之锤 leishen",
	"upgrade_cardio_calibrator": "疾速不怠",
	"upgrade_cardio_calibrator_desc": "减少敌方\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E损失效果。",
	"upgrade_cardio_calibrator_search": "疾速不怠 jisu budai",
	"upgrade_celestial_guidance": "上界福佑",
	"upgrade_celestial_guidance_desc": "施加极其强力的净化效果,为全城的友军提供补给。",
	"upgrade_chain_lightning": "特斯拉弹",
	"upgrade_chain_lightning_desc": "子弹有几率会\u003Cspan class=\"highlight\"\u003E电击\u003C/span\u003E目标。\u003Cspan class=\"highlight\"\u003E电击\u003C/span\u003E会跳到附近的敌人身上。",
	"upgrade_chain_lightning_search": "tesila 特斯拉 漩涡 xuanwo 电锤 dianchui zidan",
	"upgrade_cheat_death": "幸免于难",
	"upgrade_cheat_death_search": "幸免于难 xingmianyunan 不朽尸王 buxiushiwang",
	"upgrade_cheat_death_unkillable_passive": "遭受致命伤害时,会变得\u003Cspan class=\"highlight\"\u003E暂时对击败免疫\u003C/span\u003E,并\u003Cspan class=\"highlight\"\u003E移除所有非眩晕的减益效果\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E在对击败免疫期间,造成的\u003Cspan class=\"highlight\"\u003E伤害会减少\u003C/span\u003E,获得的\u003Cspan class=\"highlight\"\u003E治疗量会减少\u003C/span\u003E。",
	"upgrade_chonky": "坚毅之心",
	"upgrade_chonky_desc": "在一段时间内未受到伤害后,获得生命恢复。",
	"upgrade_chonky_high_health_passive_desc": "生命值高于\u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}%\u003C/span\u003E时将获得额外的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
	"upgrade_chonky_search": "坚毅之心 jianyizhixin",
	"upgrade_clip_size": "扩容弹匣",
	"upgrade_clip_size_search": "kuorong 扩容",
	"upgrade_cloak_of_opportunity": "机遇斗篷",
	"upgrade_cloak_of_opportunity_desc": "下一个施加\u003Cspan class=\"highlight\"\u003E移动锁定、眩晕、连锁、定身或睡眠\u003C/span\u003E的减益效果会被抵挡,并变为\u003Cspan class=\"highlight\"\u003E势不可挡\u003C/span\u003E。还会获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和额外{g:citadel_inline_attribute:'MoveSpeed'}",
	"upgrade_cloaking_device_active": "来去无踪",
	"upgrade_cloaking_device_active_ambush_desc": "\u003Cbr\u003E攻击或使用技能将结束隐身状态,并发动一次\u003Cspan class=\"highlight\"\u003E伏击\u003C/span\u003E,暂时提供额外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E近战伤害\u003C/span\u003E。",
	"upgrade_cloaking_device_active_desc": "进入\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态。在隐身状态下受到伤害时会短暂现形。",
	"upgrade_cloaking_device_active_search": "来去无踪 laiquwuzong 隐刀 yindao",
	"upgrade_close_quarter_combat": "近身猛击",
	"upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base": "减速",
	"upgrade_close_quarter_combat_desc": "与目标\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E交战时,\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E增加,并且子弹会施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果。",
	"upgrade_close_quarter_combat_search": "jinshen 近身猛击",
	"upgrade_close_range": "近身决斗",
	"upgrade_close_range_desc": "当和目标\u003Cspan class=\"highlight\"\u003E近距离\u003C/span\u003E作战时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
	"upgrade_close_range_search": "jinshen 近身决斗",
	"upgrade_cold_front": "冰天雪地",
	"upgrade_cold_front_desc": "释放一个不断扩大的冰暴,对击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'}并使其\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E。",
	"upgrade_cold_front_search": "冰天雪地 bingtian xuedi 冰甲 bingjia",
	"upgrade_colossus": "巨人",
	"upgrade_colossus_desc": "增加\u003Cspan class=\"highlight\"\u003E模型大小\u003C/span\u003E,获得{g:citadel_inline_attribute:'BulletResist'},{g:citadel_inline_attribute:'SpiritResist'}和{g:citadel_inline_attribute:'MeleeDamage'}。\u003Cbr\u003E\u003Cbr\u003E附近敌人被{g:citadel_inline_attribute:'Slow'},并且\u003Cspan class=\"highlight\"\u003E冲刺速度\u003C/span\u003E减少。",
	"upgrade_colossus_search": "巨人 juren",
	"upgrade_containment": "减速魔咒",
	"upgrade_containment_desc": "\u003Cspan class=\"highlight\"\u003E降低敌方目标的移动速度\u003C/span\u003E。同时\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E其\u003Cspan class=\"highlight\"\u003E基于移动的物品和技能\u003C/span\u003E。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E提升目标的重力。\u003Cbr\u003E不会影响目标的耐力使用。\u003C/span\u003E",
	"upgrade_containment_search": "减速魔咒 jiansu mozhou",
	"upgrade_cooldown_reduction": "超速冷却",
	"upgrade_cooldown_reduction_desc": "减少技能的\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E。",
	"upgrade_cooldown_reduction_search": "超速冷却 lengque chaosu",
	"upgrade_corpse_explosion": "灵魂爆炸",
	"upgrade_corpse_explosion_desc": "击败或助攻会在受害者击败之处造成\u003Cspan class=\"highlight\"\u003E爆炸\u003C/span\u003E。若击败英雄,则具有更大的半径和伤害。",
	"upgrade_corpse_explosion_search": "灵魂爆炸 linghun baozha",
	"upgrade_counterspell": "法术反制",
	"upgrade_counterspell_desc": "下一次格挡将\u003Cspan class=\"highlight\"\u003E保护自身不受敌方技能和物品带来的伤害和效果\u003C/span\u003E。成功进行法术格挡将获得{g:citadel_inline_attribute:'Heal'}、{g:citadel_inline_attribute:'MoveSpeed'}和{g:citadel_inline_attribute:'Spirit'}。",
	"upgrade_counterspell_search": "法术反制 fashu fanzhi 法反 fafan",
	"upgrade_crackshot": "秘术射击",
	"upgrade_crackshot_desc": "下一颗子弹将造成额外{g:citadel_inline_attribute:'SpiritDamage'}。",
	"upgrade_crackshot_search": "mishu 秘术射击",
	"upgrade_critshot": "幸运一击",
	"upgrade_critshot_desc": "子弹有机会被强化,使其在击中目标时造成\u003Cspan class=\"highlight\"\u003E额外武器伤害\u003C/span\u003E。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E额外伤害无法造成强击。\u003C/span\u003E",
	"upgrade_critshot_search": "xingyun 幸运一击",
	"upgrade_crushing_fists": "粉碎重拳",
	"upgrade_crushing_fists_desc": "\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'MeleeDamage'}\u003C/span\u003E会\u003Cspan class=\"highlight\"\u003E恢复弹药\u003C/span\u003E并对敌人施加\u003Cspan class=\"highlight\"\u003E可叠加的子弹抗性减益\u003C/span\u003E。近战重击会叠加2层。\u003Cbr\u003E\u003Cbr\u003E目标达到最大叠加层数后会被\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E。",
	"upgrade_crushing_fists_search": "粉碎重拳 fensui",
	"upgrade_damage_recycler": "赤蟥",
	"upgrade_damage_recycler_desc": "降低敌人施加的\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E效果。",
	"upgrade_damage_recycler_search": "赤蟥 chihuang",
	"upgrade_debuff_reducer": "减益缩短",
	"upgrade_debuff_reducer_desc": "减少对自身施加的所有减益效果的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E。",
	"upgrade_debuff_reducer_search": "减益缩短 jianyi suoduan",
	"upgrade_deflecting_armor": "铁板重甲",
	"upgrade_deflecting_armor_desc": "有概率使射来的子弹转向,阻止所有{g:citadel_inline_attribute:'WeaponDamage'},或者阻止子弹所有的\u003Cspan class=\"highlight\"\u003E命中效果\u003C/span\u003E。",
	"upgrade_deflecting_armor_search": "铁板重甲 tiebanzhongjia",
	"upgrade_discord": "敌之灾患",
	"upgrade_discord_desc": "给予一个友方目标\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E和一个光环,光环会按敌人最大生命值的一定比例对其造成\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}伤害\u003C/span\u003E。\u003Cbr\u003E可以对自身施放。",
	"upgrade_discord_search": "敌之灾患 dizhizaihuan",
	"upgrade_divine_barrier": "神圣屏障",
	"upgrade_divine_barrier_desc": "\u003Cspan class=\"highlight\"\u003E移除目标身上的所有非眩晕减益\u003C/span\u003E并为其提供\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E可以对自身施放。对他人施放时冷却时间减半。\u003C/span\u003E",
	"upgrade_divine_barrier_search": "神圣屏障 shensheng bingzhang",
	"upgrade_diviners_kevlar": "金刚宝衫",
	"upgrade_diviners_kevlar_desc": "施放\u003Cspan class=\"highlight\"\u003E终极技能\u003C/span\u003E后,获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和临时的\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
	"upgrade_diviners_kevlar_search": "金刚宝衫 jingang baoshan",
	"upgrade_dps_aura": "英雄光环",
	"upgrade_dps_aura_active_desc": "为自身和附近的友军提供\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'MoveSpeed'}\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'FireRate'}\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E小兵\u003C/span\u003E获得的值翻倍。",
	"upgrade_dps_aura_desc": "为附近的友方单位提供\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_dps_aura_search": "yingxiong 英雄光环 战鼓 zhangu",
	"upgrade_eldritch_shot": "灵异子弹",
	"upgrade_eldritch_shot_desc": "你的下一颗子弹会施加一个强力的减益效果,降低敌人的伤害输出、治疗和移动速度。还会根据目标的当前生命值造成{g:citadel_inline_attribute:'BonusSpiritDamage'}伤害。\u003Cbr\u003E\u003Cbr\u003E子弹体积更大,可以穿透目标。",
	"upgrade_electric_slippers": "霹雳便鞋",
	"upgrade_electric_slippers_desc": "滑行时,可以躲避子弹,提升射速并对周围敌人造成伤害。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E对每个目标的冷却时间相互独立。\u003C/span\u003E",
	"upgrade_enchanted_holsters": "施术之手",
	"upgrade_enchanted_holsters_desc": "每次在战斗中施放技能或物品时,都会获得提高射速和装填速度的可叠加增益。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E每层叠加都会刷新持续时间。\u003C/span\u003E",
	"upgrade_enchanted_holsters_search": "施术之手 shishu",
	"upgrade_endurance": "加速回复",
	"upgrade_endurance_search": "加速回复 jiasu",
	"upgrade_escalating_exposure": "伤上加伤",
	"upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "伤上加伤",
	"upgrade_escalating_exposure_desc": "造成{g:citadel_inline_attribute:'SpiritDamage'}时会施加可叠加的\u003Cspan class=\"highlight\"\u003E元灵增强\u003C/span\u003E效果,增加自身对目标的{g:citadel_inline_attribute:'SpiritDamage'}。",
	"upgrade_escalating_exposure_search": "伤上加伤 shangshangjiashang",
	"upgrade_eternal_gift": "天赐之礼",
	"upgrade_eternal_gift_desc": "周期性地获得一项随机的永久属性增益。",
	"upgrade_eternal_gift_respawn_desc": "减少下次被击倒后的复活时间。",
	"upgrade_ethereal_bullets": "水银重弹",
	"upgrade_ethereal_bullets_desc": "得到加强的技能会逐渐充能,在使用时会获得{g:citadel_inline_attribute:'BonusSpiritDamage'}和{g:citadel_inline_attribute:'BonusFireRate'},并会\u003Cspan class=\"highlight\"\u003E装填子弹\u003C/span\u003E。在下次装填弹药前,\u003Cspan class=\"highlight\"\u003E子弹会根据元灵力量造成{g:citadel_inline_attribute:'BonusSpiritDamage'}\u003C/span\u003E。",
	"upgrade_ethereal_bullets_search": "水银重弹 shuiyin zidan",
	"upgrade_express_shot": "疾速射击",
	"upgrade_express_shot_desc": "下一次攻击会以更高的子弹速度快速连续\u003Cspan class=\"highlight\"\u003E发射两次\u003C/span\u003E,造成\u003Cspan class=\"highlight\"\u003E更多伤害\u003C/span\u003E。此攻击会消耗额外的弹药。",
	"upgrade_express_shot_search": "疾速射击 jixu 连击刀 lianji 回音战刃 huiyin",
	"upgrade_extra_charge": "额外充能",
	"upgrade_extra_charge_desc": "Adds one to your ability max \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
	"upgrade_extra_charge_search": "额外充能 ewai chongneng",
	"upgrade_fervor": "狂乱",
	"upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "Enrage Bonuses",
	"upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "Fervor Stack",
	"upgrade_fervor_passive": "当生命值\u003Cspan class=\"highlight\"\u003E低于{s:LowHealthThreshold}%时\u003C/span\u003E将在一段时间内获得属性加成,并且身上已有的减益效果将会减弱。",
	"upgrade_fervor_search": "kuangluan 狂乱",
	"upgrade_fleetfoot_boots": "轻盈飞步",
	"upgrade_fleetfoot_boots_active_desc": "获得额外\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E减速抗性\u003C/span\u003E。",
	"upgrade_fleetfoot_boots_passive_desc": "射击时会消除\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E损失。",
	"upgrade_fleetfoot_boots_search": "轻盈飞步 qingying feibu",
	"upgrade_focus_lens": "聚焦透镜",
	"upgrade_focus_lens_desc": "使目标敌人\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。沉默期间\u003Cspan class=\"highlight\"\u003E对其造成的所有伤害\u003C/span\u003E的一部分在沉默结束后会施加给目标。",
	"upgrade_focus_lens_search": "聚焦透镜 jujiao toujing 紫怨 ziyuan",
	"upgrade_fury_trance": "怒意之潮",
	"upgrade_fury_trance_active": "获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E,但会使自身\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E,同时\u003Cspan class=\"highlight\"\u003E无法使用和恢复耐力\u003C/span\u003E。",
	"upgrade_fury_trance_search": "nuyi 怒意之潮 疯脸 fenglian",
	"upgrade_glass_cannon": "玻璃大炮",
	"upgrade_glass_cannon2": "玻璃大炮 v2",
	"upgrade_glass_cannon2_desc": "每次击败英雄都会赋予\u003Cspan class=\"highlight\"\u003E永久武器伤害\u003C/span\u003E(最多{s:MaxStacks}层)。如果被击败,则会失去1层叠加。",
	"upgrade_glass_cannon2_search": "玻璃大炮 v2 boli dapao",
	"upgrade_glass_cannon_desc": "每次击败英雄都会获得\u003Cspan class=\"highlight\"\u003E永久射速\u003C/span\u003E(最多可叠加{s:MaxStacks}层)。如果被击倒,则会失去1层叠加。",
	"upgrade_glass_cannon_plus1": "玻璃大炮 +1",
	"upgrade_glass_cannon_search": "boli dapao 玻璃大炮",
	"upgrade_glitch": "天谴圣物",
	"upgrade_glitch_desc": "干扰某个敌人——\u003Cspan class=\"highlight\"\u003E打断、沉默、缴械\u003C/span\u003E,并\u003Cspan class=\"highlight\"\u003E阻止其使用物品\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E移除所有非大招的增益效果\u003C/span\u003E。",
	"upgrade_glitch_search": "天谴圣物 tianqianshengwu yangdao 羊刀 raodong 扰动 干扰 ganrao",
	"upgrade_goose_egg": "金鹅蛋",
	"upgrade_goose_egg_active_desc": "孵化鹅蛋,获得\u003Cspan class=\"highlight\"\u003E魂魄\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E永久增益\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E持有的时间越长,鹅蛋的价值越高。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E孵化时每积累{s:BonusBuffsPerGold}个魂魄都会获得一个永久增益。",
	"upgrade_goose_egg_desc": "\u003Cspan class=\"highlight\"\u003E持续获得魂魄\u003C/span\u003E,只要没有被击倒。",
	"upgrade_goose_egg_search": "金鹅蛋",
	"upgrade_goose_egg_stacklabel": "可获得魂魄",
	"upgrade_greater_withering_whip": "缴械魔咒",
	"upgrade_greater_withering_whip_debuff": "被缴械",
	"upgrade_greater_withering_whip_desc": "使敌方目标\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E并减少其\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_greater_withering_whip_search": "缴械魔咒 jiaoxie mozhou 天堂之戟 tiantang 天堂",
	"upgrade_grit": "刚毅",
	"upgrade_grit_desc": "短时间内获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。",
	"upgrade_grit_search": "gangyi dun xiaodun",
	"upgrade_guardian_ward": "护卫结界",
	"upgrade_guardian_ward_desc": "为目标提供\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E和短暂的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E可以对自身施放。\u003Cbr\u003E对他人施放时冷却时间减半。\u003C/span\u003E",
	"upgrade_guardian_ward_search": "护卫结界 huwei jiejie",
	"upgrade_haunting_scream": "作祟尖叫",
	"upgrade_haunting_scream_desc": "释放一个不断扩大的投射物,会短时间\u003Cspan class=\"highlight\"\u003E扰动\u003C/span\u003E敌人。",
	"upgrade_headhunter": "猎头",
	"upgrade_headhunter_desc": "下一次命中敌方英雄\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会造成{g:citadel_inline_attribute:'BonusWeaponDamage'},{g:citadel_inline_attribute:'Heal'}自身,并暂时获得{g:citadel_inline_attribute:'BonusMoveSpeed'}。",
	"upgrade_headhunter_search": "lietou 猎头",
	"upgrade_headshot_booster": "头弹奖励",
	"upgrade_headshot_booster2": "头弹弱防",
	"upgrade_headshot_booster2_desc": "命中\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会降低其\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_headshot_booster2_search": "toudan 头弹弱防",
	"upgrade_headshot_booster_desc": "下一次命中敌方英雄\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。",
	"upgrade_headshot_booster_search": "toudan 头弹奖励",
	"upgrade_heal_on_level": "守护神的治疗",
	"upgrade_heal_on_level/heal_on_level_buff": "升级时治疗",
	"upgrade_heal_on_level_buff": "升级时治疗",
	"upgrade_heal_on_level_desc": "收到\u003Cspan class=\"highlight\"\u003E恩赐\u003C/span\u003E时会自动\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E。",
	"upgrade_heal_on_level_search": "守护神的治疗",
	"upgrade_healbane": "不治魔咒",
	"upgrade_healbane_desc": "{g:citadel_inline_attribute:'SpiritDamage'}会造成\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E。如果敌方英雄在此效果下被击倒,自身将获得大量治疗。",
	"upgrade_healbane_search": "不治魔咒 buzhi mozhou",
	"upgrade_healbuff": "治疗律动",
	"upgrade_healbuff/modifier_healbuff/modifier_healbuff_buff": "治疗律动",
	"upgrade_healbuff_desc": "对自己或友军施加{g:citadel_inline_attribute:'Heal'}会使自己或友军获得{g:citadel_inline_attribute:'BonusFireRate'}和{g:citadel_inline_attribute:'BonusMoveSpeed'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E不适用于自发的恢复或被动的子弹/元灵吸取生命。\u003C/span\u003E",
	"upgrade_healbuff_search": "治疗律动 zhiliao lvdong",
	"upgrade_healing_booster": "治疗强化",
	"upgrade_healing_booster_desc": "使你的\u003Cspan class=\"highlight\"\u003E治疗效果\u003C/span\u003E提升。",
	"upgrade_healing_booster_search": "治疗强化 zhiliao qianghua",
	"upgrade_health": "额外生命",
	"upgrade_health_2": "坚韧",
	"upgrade_health_2_search": "坚韧 jianren",
	"upgrade_health_nova": "治疗之环",
	"upgrade_health_nova_desc": "对自己和附近友军进行\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E。",
	"upgrade_health_nova_search": "治疗之环 zhiliaozhihuan 梅肯斯姆 meikensimu",
	"upgrade_health_search": "额外生命 ewai shengming",
	"upgrade_health_stealing_magic": "元灵吸收",
	"upgrade_health_stealing_magic_search": "元灵吸取生命 yuanling 吸血 xixue",
	"upgrade_health_stimpak": "治疗仪式",
	"upgrade_health_stimpak/modifier_stimpak_regen": "治疗仪式",
	"upgrade_health_stimpak_desc": "赋予目标\u003Cspan class=\"highlight\"\u003E生命值恢复\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E冲刺速度\u003C/span\u003E。如果受到敌方玩家或目标物的伤害,效果会被解除。可以对自身施放。",
	"upgrade_health_stimpak_search": "治疗仪式 zhiliao yishi",
	"upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage": "正在流失生命",
	"upgrade_high_velocity_mag": "高速弹",
	"upgrade_high_velocity_mag_search": "gaosu 高速 zidan",
	"upgrade_hollow_point_rounds": "空尖弹",
	"upgrade_hollow_point_rounds_desc": "当生命值高于\u003Cspan class=\"highlight\"\u003E{s:LifeThreshold}%\u003C/span\u003E时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E,并且子弹会降低敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_hollow_point_rounds_search": "kongjian 空尖弹 zidan",
	"upgrade_icarus_wings": "炽天使之翼",
	"upgrade_icarus_wings_desc": "在空中时,造成的伤害提升,受到的伤害减少。在落地前允许\u003Cspan class=\"highlight\"\u003E无限次\u003C/span\u003E使用空中跳跃或空中冲刺。",
	"upgrade_imbued_duration_extender": "余威久久",
	"upgrade_imbued_duration_extender_desc": "增加技能和物品的\u003Cspan class=\"highlight\"\u003E持续时间\u003C/span\u003E 。",
	"upgrade_imbued_duration_extender_search": "余威久久 yuwei jiujiu",
	"upgrade_improved_bullet_armor": "子弹坚甲",
	"upgrade_improved_bullet_armor_desc": "生命值低于\u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}%\u003C/span\u003E时,获得额外\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_improved_bullet_armor_search": "子弹坚甲 zidan jianjia",
	"upgrade_improved_spirit": "灵力扩增",
	"upgrade_improved_spirit_search": "灵力扩增 lingli",
	"upgrade_improved_stamina": "耐力补给",
	"upgrade_improved_stamina_search": "耐力补给 naili",
	"upgrade_infinite_rounds": "无限弹匣",
	"upgrade_infinite_rounds_desc": "拥有\u003Cspan class=\"highlight\"\u003E不限量\u003C/span\u003E弹药。",
	"upgrade_infinitemagazine": "无尽弹匣",
	"upgrade_infinitemagazine/modifier_infinite_magazine_active": "无尽弹匣",
	"upgrade_infinitemagazine_desc": "获得\u003Cspan class=\"highlight\"\u003E无限弹药\u003C/span\u003E和{g:citadel_inline_attribute:'BonusFireRate'}。",
	"upgrade_infinitemagazine_search": "无尽弹匣 wujin",
	"upgrade_infuser": "灵力灌注",
	"upgrade_infuser_desc": "获得\u003Cspan class=\"highlight\"\u003E元灵吸取生命\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
	"upgrade_infuser_search": "灵力灌注 lingli 血精石 xuejingshi",
	"upgrade_inhibitor": "抑制术",
	"upgrade_inhibitor_desc": "子弹的累积效果可减少目标\u003Cspan class=\"highlight\"\u003E输出的伤害\u003C/span\u003E并造成\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E。",
	"upgrade_inhibitor_search": "yizhi 抑制术",
	"upgrade_intensifying_clip": "火力渐升",
	"upgrade_intensifying_clip_desc": "持续射击时增加\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
	"upgrade_intensifying_clip_search": "huoli 火力渐升",
	"upgrade_juggernaut": "破阵之势",
	"upgrade_juggernaut_search": "破阵之势 pozhenzhishi",
	"upgrade_juggernaut_slow_desc": "向你射击的敌人的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E会减缓。",
	"upgrade_kinetic_sash": "动能冲刺",
	"upgrade_kinetic_sash_desc": "\u003Cspan class=\"highlight\"\u003E冲刺跳跃\u003C/span\u003E后会获得\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和额外的\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E,直到下次重新装填。效果最多持续{s:AbilityDuration}秒。",
	"upgrade_kinetic_sash_search": "动能冲刺 dongneng chongci",
	"upgrade_leveler/headshot_cooldown_modifier": "Head Shot Bonus Cooldown",
	"upgrade_lifestrike_gauntlets": "近战疗法",
	"upgrade_lifestrike_gauntlets_desc": "下一次\u003Cspan class=\"highlight\"\u003E近战\u003C/span\u003E攻击会\u003Cspan class=\"highlight\"\u003E对自身进行治疗\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E如果是对非英雄造成伤害,则治疗量为原本的{s:NonHeroHealPct}%。\u003Cbr\u003E近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。\u003C/span\u003E",
	"upgrade_lifestrike_gauntlets_search": "jinzhan 近战 吸血 xixue",
	"upgrade_long_range": "远击威力",
	"upgrade_long_range_desc": "当和目标距离\u003Cspan class=\"highlight\"\u003E大于某最低距离\u003C/span\u003E时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
	"upgrade_long_range_search": "yuanji 远击威力",
	"upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base": "被减速",
	"upgrade_magic_burst": "秘术爆发",
	"upgrade_magic_burst_desc": "随时间推移逐渐充能,让伤害值超过\u003Cspan class=\"highlight\"\u003E{s:MinimumDamage}\u003C/span\u003E的技能造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。",
	"upgrade_magic_burst_search": "mishu 秘术爆发",
	"upgrade_magic_carpet": "魔毯",
	"upgrade_magic_carpet_desc": "召唤魔毯,带你\u003Cspan class=\"highlight\"\u003E飞走\u003C/span\u003E。在飞行过程中对减速免疫,但采取任何操作都会让魔毯消失。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E在召唤魔毯期间无法使用技能。\u003C/span\u003E",
	"upgrade_magic_carpet_search": "魔毯 motan",
	"upgrade_magic_clarity_desc": "On ability or item use, gain a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus for {s:AbilityDuration}s. Your next ability cast will remove the move speed bonus and apply a \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E bonus to that ability.",
	"upgrade_magic_missile": "召唤导弹",
	"upgrade_magic_missile_search": "召唤导弹 zhaohuan",
	"upgrade_magic_reach": "秘术扩张",
	"upgrade_magic_reach_desc": "加强一个技能,扩大其\u003Cspan class=\"highlight\"\u003E范围\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E效果半径\u003C/span\u003E。",
	"upgrade_magic_reach_search": "秘术扩张 mishu",
	"upgrade_magic_shield": "附魔师纹章",
	"upgrade_magic_shield_desc": "生命值\u003Cspan class=\"highlight\"\u003E高于{s:LifeThreshold}%\u003C/span\u003E时获得额外\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Spirit'}\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E冷却时间减少\u003C/span\u003E。",
	"upgrade_magic_shield_search": "附魔师纹章 fumoshi wenzhang",
	"upgrade_magic_shock": "重装克星",
	"upgrade_magic_shock_desc": "随时间推移逐渐充能,让伤害值超过\u003Cspan class=\"highlight\"\u003E{s:MinimumDamage}\u003C/span\u003E的技能造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。\u003Cspan class=\"highlight\"\u003E无视元灵抗性。\u003C/span\u003E",
	"upgrade_magic_shock_search": "zhongzhuang kexing 重装克星",
	"upgrade_magic_slow": "秘术缓速",
	"upgrade_magic_slow_desc": "当目标受到{g:citadel_inline_attribute:'SpiritDamage'}时,其\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E会被降低。",
	"upgrade_magic_slow_search": "秘术缓速 mishu",
	"upgrade_magic_storm": "灵能涌动",
	"upgrade_magic_storm_desc": "加强一个技能,使其获得\u003Cspan class=\"highlight\"\u003E永久元灵力量\u003C/span\u003E。当该技能被使用时,获得额外的\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E并在攻击时维持全速。",
	"upgrade_magic_storm_search": "灵能涌动 lingneng yongdong",
	"upgrade_magic_tempo": "冷却压缩",
	"upgrade_magic_tempo_desc": "加强一个技能,减少其\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E。",
	"upgrade_magic_tempo_search": "冷却压缩 lengque yasuo",
	"upgrade_magic_vulnerability": "秘术脆弱",
	"upgrade_magic_vulnerability_desc": "敌人受到{g:citadel_inline_attribute:'SpiritDamage'}时,其{g:citadel_inline_attribute:'SpiritDamage'}会被降低。",
	"upgrade_magic_vulnerability_search": "秘术脆弱 mishu",
	"upgrade_medic_bullets": "疗愈子弹",
	"upgrade_medic_bullets_desc": "下一颗子弹将根据击中的目标\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E自身。",
	"upgrade_medic_bullets_search": "liaoyu 疗愈子弹 zidan",
	"upgrade_melee_charge": "近战蓄力",
	"upgrade_melee_charge_desc": "下一次对敌人的\u003Cspan class=\"highlight\"\u003E近战重击\u003C/span\u003E将\u003Cspan class=\"highlight\"\u003E造成额外伤害\u003C/span\u003E。",
	"upgrade_melee_charge_search": "近战蓄力 jinzhan xuli",
	"upgrade_melee_rebuttal": "对等还击",
	"upgrade_melee_rebuttal_desc": "成功\u003Cspan class=\"highlight\"\u003E格挡\u003C/span\u003E敌方英雄时,以被格挡的伤害量\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E自己并将相同伤害量反弹给该英雄,此外暂时提高\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E。",
	"upgrade_melee_rebuttal_search": "对等还击 duidenghuanji",
	"upgrade_metal_skin": "铜皮铁骨",
	"upgrade_metal_skin_desc": "获得\u003Cspan class=\"highlight\"\u003E对子弹的免疫\u003C/span\u003E。",
	"upgrade_metal_skin_search": "铜皮铁骨 tongpitiegu",
	"upgrade_mystic_regeneration": "秘术愈疗",
	"upgrade_mystic_regeneration_desc": "对敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}将使自身获得额外{g:citadel_inline_attribute:'Regen'}。对不同英雄造成伤害时效果可以叠加。",
	"upgrade_mystic_regeneration_search": "秘术愈疗 mishu",
	"upgrade_mystic_reverb": "秘术余波",
	"upgrade_mystic_reverb_search": "mishu 秘术余波",
	"upgrade_mystical_piano": "神秘钢琴",
	"upgrade_mystical_piano_desc": "短暂延迟后,目标区域内的敌人将被眩晕并耗尽耐力。眩晕后他们会暂时发呆。",
	"upgrade_non_player_bonus": "猎怪弹",
	"upgrade_non_player_bonus_sacrifice": "特异供奉",
	"upgrade_non_player_bonus_sacrifice_desc": "消除目标敌方非玩家角色,获得\u003Cspan class=\"highlight\"\u003E{s:BonusSoulsPct}%额外魂魄\u003C/span\u003E,并赋予强大持久的增益。",
	"upgrade_non_player_bonus_sacrifice_search": "特异供奉 teyi gongfeng 点金手 dianjinshou 打野刀 dayedao",
	"upgrade_non_player_bonus_search": "lieguai 猎怪弹 打野刀 dayedao",
	"upgrade_nullification_aura": "否决爆发",
	"upgrade_nullification_aura_deathdamage_desc": "被击倒时造成大量元灵伤害。",
	"upgrade_nullification_aura_desc": "移除所有增益效果,并阻止敌人使用耐力和获得治疗效果。",
	"upgrade_omnicharge_pendant": "跃升之印",
	"upgrade_omnicharge_pendant_charges": "额外充能点数",
	"upgrade_omnicharge_pendant_desc": "加强任意主动非终极技能,使其获得\u003Cspan class=\"highlight\"\u003E额外技能充能点数\u003C/span\u003E。已加强的技能会获得更多额外充能点数。",
	"upgrade_patrons_blessing": "秘术管道",
	"upgrade_patrons_blessing_desc": "为自身和友军提供强大的精神集中光环。对友军的数值有所降低。",
	"upgrade_patrons_blessing_proc_desc": "在 {s:DamageThresholdDuration}秒内对敌方英雄造成高额\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E会使你治疗自己和附近的友军。",
	"upgrade_personal_rejuvenator": "重生",
	"upgrade_personal_rejuvenator_desc": "让英雄在其被击败的地方重生。",
	"upgrade_personal_rejuvenator_search": "重生 chongsheng",
	"upgrade_phantom_strike": "幻影突袭",
	"upgrade_phantom_strike_desc": "\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E至一个敌方目标前,并将其拉向地面。造成\u003Cspan class=\"highlight\"\u003E伤害\u003C/span\u003E,使其\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E减缓并\u003Cspan class=\"highlight\"\u003E缴械\u003C/span\u003E。",
	"upgrade_phantom_strike_search": "幻影突袭 huanying tuxi",
	"upgrade_prism_blast": "棱镜冲击",
	"upgrade_prism_blast_desc": "进入虚空状态,在短时间内变为\u003Cspan class=\"highlight\"\u003E无法选中且无敌\u003C/span\u003E ,在此期间,激光会不断释放并围绕你旋转。",
	"upgrade_pristine_emblem": "先发强袭",
	"upgrade_pristine_emblem_desc": "攻击会对\u003Cspan class=\"highlight\"\u003E生命值高于{s:EnemyLifeThreshold}%的敌人\u003C/span\u003E造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
	"upgrade_pristine_emblem_search": "xianfa qiangxi 先发强袭",
	"upgrade_proc_silence": "沉默子弹",
	"upgrade_proc_silence_debuff_desc": "子弹会减少目标\u003Cspan class=\"highlight\"\u003E输出的元灵伤害\u003C/span\u003E。",
	"upgrade_proc_silence_desc": "子弹的累积效果会导致目标\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E。沉默结束后,目标将在\u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}秒\u003C/span\u003E内对累积效果免疫。",
	"upgrade_proc_silence_search": "chemo 沉默子弹 zidan",
	"upgrade_quarantine/modifier_citadel_quarantine": "Quarantined",
	"upgrade_quick_silver": "魔力装填",
	"upgrade_quick_silver_desc": "得到加强的技能会逐渐充能,在使用时会拥有{g:citadel_inline_attribute:'BonusSpiritDamage'}、{g:citadel_inline_attribute:'BonusFireRate'}并\u003Cspan class=\"highlight\"\u003E装填子弹\u003C/span\u003E。",
	"upgrade_quick_silver_search": "魔力装填 魔力 zhuangtian",
	"upgrade_rapid_recharge": "火速充能",
	"upgrade_rapid_recharge_search": "火速充能 huosu chongneng",
	"upgrade_rapid_rounds": "快手连发",
	"upgrade_rapid_rounds_search": "kuaishou 快手",
	"upgrade_rebirth": "原地复活",
	"upgrade_rebirth/respawn_bonus_health_modifier": "Rebirth Bonus Health",
	"upgrade_rebirth_passive": "如果被击倒,{s:RespawnDelay}秒后将\u003Cspan class=\"highlight\"\u003E在击败地点重生\u003C/span\u003E,并恢复部分生命值。",
	"upgrade_rebirth_search": "原地复活 yuandi fuhuo",
	"upgrade_rechargingbullets": "能量迸发",
	"upgrade_rechargingbullets_desc": "造成高额的{g:citadel_inline_attribute:'WeaponDamage'}会使\u003Cspan class=\"highlight\"\u003E每个充能技能\u003C/span\u003E均回复一点能量。",
	"upgrade_rechargingbullets_search": "能量迸发 nengliang",
	"upgrade_reduce_debuff_duration": "驱散魔法",
	"upgrade_reduce_debuff_duration_active_desc": "\u003Cspan class=\"highlight\"\u003E清除当前对自身施加的所有非终极技能减益效果\u003C/span\u003E。如果有效果被移除,那么\u003Cspan class=\"highlight\"\u003E会得到治疗\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E移动速度加成\u003C/span\u003E。\u003Cbr\u003E在\u003Cspan class=\"diminish\"\u003E眩晕或睡眠\u003C/span\u003E状态下无法使用。",
	"upgrade_reduce_debuff_duration_search": "驱散魔法 qusanmofa jinghua",
	"upgrade_regenerating_bullet_shield": "战斗背心",
	"upgrade_regenerating_bullet_shield_desc": "生命值\u003Cspan class=\"highlight\"\u003E高于{s:LifeThreshold}%\u003C/span\u003E时获得\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'WeaponDamage'}\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'BonusFireRate'}\u003C/span\u003E。",
	"upgrade_regenerating_bullet_shield_search": "战斗背心 zhandou beixin",
	"upgrade_reinforcing_casings": "层层防御",
	"upgrade_reinforcing_casings_desc": "当子弹击中敌方英雄时,赋予\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。\u003Cspan class=\"highlight\"\u003E每次射击只能赋予一次抗性叠加。\u003C/span\u003E",
	"upgrade_reinforcing_casings_search": "cengceng fangyu 层层防御",
	"upgrade_rescue_beam": "营救光束",
	"upgrade_rescue_beam_desc": "\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E一个目标友方英雄和自身,治疗量为\u003Cspan class=\"highlight\"\u003E最大生命值\u003C/span\u003E的一定百分比。在治疗过程中,可以将目标\u003Cspan class=\"highlight\"\u003E拉向\u003C/span\u003E自己。可以对自身施放。",
	"upgrade_rescue_beam_pull": "拉拽目标",
	"upgrade_rescue_beam_search": "营救光束 yingjiu guangshu",
	"upgrade_resilience": "元灵常驻",
	"upgrade_resilience_search": "元灵常驻 yuanling",
	"upgrade_resonant_healing": "容光焕发",
	"upgrade_resonant_healing_desc": "施放技能时会在一小段时间内获得\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E和额外\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
	"upgrade_resonant_healing_search": "容光焕发 rongguang",
	"upgrade_restorative_locket": "疗愈护符",
	"upgrade_restorative_locket_active_desc": "敌人在距你{s:Radius}米范围内使用技能时,添加一层\u003Cspan class=\"highlight\"\u003E恢复叠加\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E消耗所有叠加可以\u003Cspan class=\"highlight\"\u003E治疗自身\u003C/span\u003E并恢复最多\u003Cspan class=\"highlight\"\u003E{s:MaxStaminaRestore}个耐力值点数\u003C/span\u003E,取决于拥有的叠加层数。",
	"upgrade_restorative_locket_search": "疗愈护符 liaoyu 魔棒 mobang",
	"upgrade_return_fire": "回应射击",
	"upgrade_return_fire_desc": "自动\u003Cspan class=\"highlight\"\u003E射出一发子弹\u003C/span\u003E,目标是任何使用技能或武器对你造成伤害的攻击者。",
	"upgrade_return_fire_search": "回应射击 huiying sheji",
	"upgrade_ricochet": "跳弹射击",
	"upgrade_ricochet_desc": "子弹会\u003Cspan class=\"highlight\"\u003E反弹\u003C/span\u003E到目标附近的敌人身上,\u003Cspan class=\"highlight\"\u003E施加所有子弹特效\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E按原始伤害的一定百分比施加伤害\u003C/span\u003E。",
	"upgrade_ricochet_search": "tiaodan 跳弹射击",
	"upgrade_rocket_booster": "升空飞跃",
	"upgrade_rocket_booster_desc": "\u003Cspan class=\"highlight\"\u003E将自己发射\u003C/span\u003E到高空中,使自己获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。在空中时,可以再次使用该主动技能以更快下降。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E若受到敌方英雄攻击,则在{s:InterruptCooldown}秒内无法使用。\u003C/span\u003E",
	"upgrade_rocket_booster_drop_down": "迅速下降",
	"upgrade_rocket_booster_search": "升空飞跃 shengkong feiyue",
	"upgrade_rocket_boots": "升空飞跃 - 已禁用",
	"upgrade_rocket_boots_search": "升空飞跃 - 已禁用",
	"upgrade_runed_gauntlets": "符文手套",
	"upgrade_runed_gauntlets_desc": "每次你成功使出近战重击,现有技能的冷却时间都会减少。",
	"upgrade_runed_gauntlets_parry_desc": "会穿透格挡。",
	"upgrade_rupture": "衰变",
	"upgrade_rupture/modifier_rupture": "衰变",
	"upgrade_rupture_desc": "对目标造成\u003Cspan class=\"highlight\"\u003E持续伤害\u003C/span\u003E,根据其生命值造成伤害。\u003Cbr\u003E衰变的伤害不会致命,也不会施加物品触发效果。",
	"upgrade_rupture_search": "衰变 shuaibian",
	"upgrade_self_bubble": "身躯虚化",
	"upgrade_self_bubble_desc": "进入虚空状态,在短时间内\u003Cspan class=\"highlight\"\u003E无法成为目标并变得无敌\u003C/span\u003E,在此期间会缓慢漂浮,无法进行任何操作。结束后,将获得\u003Cspan class=\"highlight\"\u003E元灵力量、移动速度与元灵抗性\u003C/span\u003E加成。\u003Cbr\u003E可提前取消。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E激活时会中断所有正在施放的技能。\u003C/span\u003E",
	"upgrade_self_bubble_search": "身躯虚化 shenqu xuhua 金身 jinshen 暗影邪典 anying xiedian",
	"upgrade_shadow_step": "幽影瞬步",
	"upgrade_shadow_step_desc": "向正前方\u003Cspan class=\"highlight\"\u003E传送\u003C/span\u003E。",
	"upgrade_shadow_step_passive_desc": "周期性地对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。",
	"upgrade_shadow_strike": "暗影突袭",
	"upgrade_shadow_strike_desc": "\u003Cspan class=\"highlight\"\u003E使用耐力\u003C/span\u003E时会变为\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E,没有显隐距离。隐身时发动\u003Cspan class=\"highlight\"\u003E近战攻击\u003C/span\u003E可以\u003Cspan class=\"highlight\"\u003E吸取子弹和元灵抗性\u003C/span\u003E,并造成\u003Cspan class=\"highlight\"\u003E持续伤害\u003C/span\u003E。",
	"upgrade_sharpshooter": "弹无虚发",
	"upgrade_sharpshooter_desc": "当和目标距离\u003Cspan class=\"highlight\"\u003E大于某最低距离\u003C/span\u003E时,造成额外的\u003Cspan class=\"highlight\"\u003E武器伤害\u003C/span\u003E。",
	"upgrade_sharpshooter_search": "danwuxufa 弹无虚发",
	"upgrade_shivas_bracelet": "寒霜护符",
	"upgrade_shivas_bracelet_desc": "加强的技能拥有\u003Cspan class=\"highlight\"\u003E冷却时间减少\u003C/span\u003E并获得\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。技能造成伤害时,\u003Cspan class=\"highlight\"\u003E冻结\u003C/span\u003E目标并施加\u003Cspan class=\"highlight\"\u003E额外伤害\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E对每个目标的冷却时间相互独立。\u003C/span\u003E",
	"upgrade_shrink_ray": "缩小射线",
	"upgrade_shrink_ray/modifier_shrink_ray": "缩小射线",
	"upgrade_shrink_ray_desc": "减少目标的\u003Cspan class=\"highlight\"\u003E模型大小\u003C/span\u003E并提供\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。在这个模式下允许\u003Cspan class=\"highlight\"\u003E使用隧道\u003C/span\u003E。可以对自身施放。",
	"upgrade_silencer": "沉默子弹",
	"upgrade_silencer_active": "在接下来的{s:AbilityDuration}秒内,\u003Cspan class=\"highlight\"\u003E所有子弹都会立即施加沉默效果\u003C/span\u003E。沉默效果会阻止目标使用技能。",
	"upgrade_silencer_search": "chenmo 沉默子弹 zidan",
	"upgrade_siphon_bullets": "虹吸弹",
	"upgrade_siphon_bullets_desc_passive2": "你的子弹会暂时从敌人身上\u003Cspan class=\"highlight\"\u003E吸取一定量的最高生命值\u003C/span\u003E。当减益消失时,敌人会恢复被吸取的生命值。",
	"upgrade_siphon_bullets_search": "hongxi 虹吸弹 zidan",
	"upgrade_slowing_bullets": "减速弹",
	"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base": "Slowed",
	"upgrade_slowing_bullets_desc": "子弹的累积效果会导致敌人\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E。",
	"upgrade_slowing_bullets_search": "jiansu 减速弹 zidan",
	"upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base": "被减速",
	"upgrade_soaring_spirit": "灵力高涨",
	"upgrade_soaring_spirit_search": "灵力高涨 lingli",
	"upgrade_spellbreaker": "破咒护符",
	"upgrade_spellbreaker_desc": "下一次受到高额的{g:citadel_inline_attribute:'SpiritDamage'}会显著降低。",
	"upgrade_spellbreaker_search": "破咒护符 pozhou hujia",
	"upgrade_spellshield": "六叶结界",
	"upgrade_spellshield/modifier_spellshield_buff": "六叶结界",
	"upgrade_spellshield/modifier_spellshield_linger_buff": "六叶结界破损!",
	"upgrade_spellshield_desc": "阻挡下一次{g:citadel_inline_attribute:'SpiritDamage'}或\u003Cspan class=\"highlight\"\u003E减益效果\u003C/span\u003E,防止其生效。仅能在战斗外恢复。",
	"upgrade_spellshield_search": "六叶结界 liuye jiejie",
	"upgrade_spellshield_shield": "反灵符",
	"upgrade_spellslinger_headshots": "元灵撕裂",
	"upgrade_spellslinger_headshots_part1_desc": "子弹会施加一个减益效果,降低目标的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E,并让自身和友军可以对其进行\u003Cspan class=\"highlight\"\u003E元灵吸取生命\u003C/span\u003E。",
	"upgrade_spellslinger_headshots_part2_desc": "命中目标\u003Cspan class=\"highlight\"\u003E头部\u003C/span\u003E会进一步降低其\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E",
	"upgrade_spellslinger_headshots_search": "yuanling 元灵撕裂",
	"upgrade_spirit_bubble": "元灵防护",
	"upgrade_spirit_bubble_desc": "短时间内受到敌方英雄的高额{g:citadel_inline_attribute:'SpiritDamage'}时将获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。",
	"upgrade_spirit_bubble_search": "元灵防护 yuanling fanghu",
	"upgrade_spirit_burn": "元灵燃烧",
	"upgrade_spirit_burn/modifier_proc_watcher/modifier_debuff": "元灵燃烧",
	"upgrade_spirit_burn_desc": "在 {s:DamageThresholdDuration}s 内对敌人造成严重{g:citadel_inline_attribute:'SpiritDamage'}会引发爆炸,令附近敌人受到伤害并燃烧。燃烧期间,敌人会持续受到伤害,且治疗量减少。\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E对非英雄目标使用时,冷却时间减半但造成半额伤害。\u003C/span\u003E",
	"upgrade_spirit_burn_search": "元灵燃烧 yuanling ranshao",
	"upgrade_spirit_sap": "元灵衰竭",
	"upgrade_spirit_sap_desc": "减少目标敌人\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。",
	"upgrade_spirit_sap_search": "元灵衰竭 yuanling shuaijie",
	"upgrade_spirit_snatch": "元灵收割",
	"upgrade_spirit_snatch_desc": "对英雄进行\u003Cspan class=\"highlight\"\u003E近战轻/重\u003C/span\u003E攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并吸取其的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E。\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003E近战轻击命中的效果减少{s:LightMeleeReduction}%。\u003C/span\u003E",
	"upgrade_spirit_snatch_search": "元灵收割 yuanling shouge",
	"upgrade_split_shot": "裂光射击",
	"upgrade_split_shot_desc": "使射击变为\u003Cspan class=\"highlight\"\u003E多重射击\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E每次攻击命中多个英雄将获得\u003Cspan class=\"highlight\"\u003E可叠加的武器伤害加成\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E每个目标在一次多重射击中只能被命中一次。\u003C/span\u003E",
	"upgrade_split_shot_desc_02": "裂光弹雨多重击中加成",
	"upgrade_split_shot_search": "裂光射击 lieguang",
	"upgrade_sprint_booster": "疾跑靴",
	"upgrade_sprint_booster_search": "疾跑靴 jipaoxue",
	"upgrade_superacolytes_glove": "咒印铁拳",
	"upgrade_superacolytes_glove/modifier_superacoloytes_glove": "铁拳解封!",
	"upgrade_superacolytes_glove_desc": "在累积造成\u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage}\u003C/span\u003E元灵伤害后,下一次\u003Cspan class=\"highlight\"\u003E近战重击\u003C/span\u003E会额外造成\u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage}元灵伤害\u003C/span\u003E。",
	"upgrade_superacolytes_glove_search": "咒印铁拳 zhouyin tiequan",
	"upgrade_superior_stamina": "跑酷大师",
	"upgrade_superior_stamina_passive": "在落地前允许额外使用一次\u003Cspan class=\"highlight\"\u003E空中跳跃\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E空中冲刺\u003C/span\u003E。",
	"upgrade_superior_stamina_search": "跑酷大师 paoku dashi",
	"upgrade_suppressor": "元灵压制",
	"upgrade_suppressor_desc": "对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}时还会降低其\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E。",
	"upgrade_suppressor_search": "元灵压制 yuanling yazhi",
	"upgrade_surging_power": "疗愈爆发",
	"upgrade_surging_power_active": "提供\u003Cspan class=\"highlight\"\u003E生命吸取\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E弹药\u003C/span\u003E。此额外弹药不受最大弹匣容量限制。",
	"upgrade_surging_power_search": "liaoyu 疗愈爆发 撒旦 sadan",
	"upgrade_target_stun": "天锤压顶",
	"upgrade_target_stun_desc": "\u003Cspan class=\"highlight\"\u003E{s:StunDelay}秒\u003C/span\u003E后施加\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E效果。对\u003Cspan class=\"highlight\"\u003E空中\u003C/span\u003E目标的眩晕时间会增加。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E在眩晕期间目标的重力会提升。\u003C/span\u003E",
	"upgrade_target_stun_search": "天锤压顶 tianchui yading 锤 chui",
	"upgrade_targeted_silence": "沉默之潮",
	"upgrade_targeted_silence_desc": "发射一波不断扩大的投射物,使敌人\u003Cspan class=\"highlight\"\u003E沉默\u003C/span\u003E短暂时间并受到冲击伤害。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E沉默不会打断正在施法的技能。\u003C/span\u003E",
	"upgrade_targeted_silence_search": "chenmo 沉默之潮",
	"upgrade_tech_armor": "元灵护甲",
	"upgrade_tech_armor_search": "元灵护盾 yuanling hudun",
	"upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed": "秘术余波",
	"upgrade_tech_bleed_desc": "加强一项技能,使用该技能时具有\u003Cspan class=\"highlight\"\u003E生命吸取\u003C/span\u003E效果并对目标施加\u003Cspan class=\"highlight\"\u003E减速\u003C/span\u003E效果,同时在短暂延迟后,\u003Cspan class=\"highlight\"\u003E按技能所造成伤害的一定比例\u003C/span\u003E对目标周围的敌人造成额外伤害。",
	"upgrade_tech_damage_pulse": "痛苦脉冲",
	"upgrade_tech_damage_pulse_desc": "周期性地对周围最近的两个敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。",
	"upgrade_tech_damage_pulse_search": "tongku maichong 痛苦脉冲 风暴宝器 fengbao baoqi",
	"upgrade_tech_defense_shredders": "碎灵子弹",
	"upgrade_tech_defense_shredders_desc": "子弹会施加一个减益效果,降低目标的\u003Cspan class=\"highlight\"\u003E元灵抗性\u003C/span\u003E,并让自身和友军可以对其进行\u003Cspan class=\"highlight\"\u003E元灵吸取生命\u003C/span\u003E。",
	"upgrade_tech_defense_shredders_search": "suiling 碎灵子弹 zidan",
	"upgrade_tech_overflow": "元灵漫溢",
	"upgrade_tech_overflow_desc": "通过向敌方英雄射击\u003Cspan class=\"highlight\"\u003E充能\u003C/span\u003E,获得额外的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E,\u003Cspan class=\"highlight\"\u003E元灵力量\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵吸取生命\u003C/span\u003E。",
	"upgrade_tech_overflow_search": "yuanling 元灵漫溢",
	"upgrade_tech_purge": "元灵护体",
	"upgrade_tech_purge_desc": "生命值低于\u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}%时\u003C/span\u003E,获得额外元灵抗性。",
	"upgrade_tech_purge_search": "元灵护体 yuanling huti",
	"upgrade_tech_range": "强效扩张",
	"upgrade_tech_range_desc": "增加技能和物品的\u003Cspan class=\"highlight\"\u003E施放范围\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E效果半径\u003C/span\u003E。",
	"upgrade_tech_range_search": "强效扩张 qiangxiao kuozhang",
	"upgrade_thermal_detonator": "炼金之火",
	"upgrade_thermal_detonator_desc": "投掷一个瓶子,触碰后爆炸并形成一个区域,该区域会造成逐渐增加的\u003Cspan class=\"highlight\"\u003E每秒{g:citadel_inline_attribute:'SpiritDamage'}\u003C/span\u003E,并减少敌人的\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。\u003Cbr\u003E\u003Cbr\u003E对非英雄目标造成的效果降低 {s:NonHeroReductionPercent}%。",
	"upgrade_thermal_detonator_search": "炼金之火 lianjin",
	"upgrade_timeless_emblem": "永恒纹章",
	"upgrade_titan_round": "巨型弹匣",
	"upgrade_titan_round_search": "juxing 巨型弹匣",
	"upgrade_toxic_bullets": "毒弹",
	"upgrade_toxic_bullets_buildup": "正在累积毒性…",
	"upgrade_toxic_bullets_desc": "子弹的累积效果会导致敌人\u003Cspan class=\"highlight\"\u003E流失生命\u003C/span\u003E,令其在一段时间内损失\u003Cspan class=\"highlight\"\u003E最大生命值\u003C/span\u003E的一定\u003Cspan class=\"highlight\"\u003E百分比\u003C/span\u003E。同时对流失生命的目标施加\u003Cspan class=\"highlight\"\u003E治疗减少\u003C/span\u003E效果。",
	"upgrade_toxic_bullets_search": "dudan 毒弹 zidan",
	"upgrade_transcendent_cooldown": "超凡冷却",
	"upgrade_transcendent_cooldown_desc": "减少技能和物品的\u003Cspan class=\"highlight\"\u003E冷却时间\u003C/span\u003E。",
	"upgrade_transcendent_cooldown_search": "超凡冷却 chaofan lengque",
	"upgrade_trophy_collector": "寻猎季节",
	"upgrade_trophy_collector_desc": "\u003Cspan class=\"highlight\"\u003E助攻或击败\u003C/span\u003E时获得额外\u003Cspan class=\"highlight\"\u003E疾跑\u003C/span\u003E、\u003Cspan class=\"highlight\"\u003E技能有效范围\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E被动魂魄生成\u003C/span\u003E。此效果可叠加,被击倒不会导致失效。",
	"upgrade_trophy_collector_search": "寻猎季节 xunlie jijie",
	"upgrade_ultimate_burst": "雷鸣卷轴",
	"upgrade_ultimate_burst_desc": "终极技能造成的伤害会在短暂延迟后施加{g:citadel_inline_attribute:'Stun'}并造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。\u003C/span\u003E",
	"upgrade_ultimate_burst_hint": "\u003Cspan class=\"diminish\"\u003E每个终极技能对每个目标只会触发一次本效果。\u003C/span\u003E",
	"upgrade_ultimate_burst_search": "雷鸣卷轴 leiming juanzhou",
	"upgrade_ultimate_burst_upgrade": "\u003Cspan class=\"highlight\"\u003E秘术缓速效果\u003C/span\u003E",
	"upgrade_unstable_concoction": "不稳定化合物",
	"upgrade_unstable_concoction_desc": "服下一种药剂,获得\u003Cspan class=\"highlight\"\u003E势不可挡\u003C/span\u003E,并且\u003Cspan class=\"highlight\"\u003E速度、生命值、元灵和武器伤害\u003C/span\u003E提高。短暂持续时间后\u003Cspan class=\"highlight\"\u003E会倒下并爆炸\u003C/span\u003E,使附近的敌人眩晕,并根据自身的最大生命值造成伤害。这种情况下倒下会减少\u003Cspan class=\"highlight\"\u003E{s:RespawnTimeMod}%\u003C/span\u003E复活时间。",
	"upgrade_unstoppable": "势不可挡",
	"upgrade_unstoppable_desc": "暂时抑制\u003Cspan class=\"highlight\"\u003E负面状态效果\u003C/span\u003E,并对\u003Cspan class=\"highlight\"\u003E眩晕、沉默、睡眠、缠绕和缴械\u003C/span\u003E效果\u003Cspan class=\"highlight\"\u003E免疫\u003C/span\u003E。\u003Cbr\u003E处于\u003Cspan class=\"highlight\"\u003E眩晕\u003C/span\u003E或\u003Cspan class=\"highlight\"\u003E睡眠\u003C/span\u003E效果之下时无法使用。",
	"upgrade_unstoppable_search": "势不可挡 shibukedang 黑皇杖 heihuangzhang bkb heihuang",
	"upgrade_upgrade_auto_cleanse_desc": "下一个\u003Cspan class=\"highlight\"\u003E眩晕、禁锢、定身、睡眠或沉默\u003C/span\u003E效果会被自动净化。净化时获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E并且所有的\u003Cspan class=\"highlight\"\u003E技能冷却时间\u003C/span\u003E减少{s:CooldownReductionOnProc}%。",
	"upgrade_vampire": "子弹回复",
	"upgrade_vampire_search": "子弹吸取生命 zidan 吸血 xixue",
	"upgrade_veil_walker": "穿幕行者",
	"upgrade_veil_walker_desc": "穿越\u003Cspan class=\"highlight\"\u003E宇宙玄幕\u003C/span\u003E会使自身获得\u003Cspan class=\"highlight\"\u003E隐身\u003C/span\u003E状态和\u003Cspan class=\"highlight\"\u003E治疗\u003C/span\u003E,并提升\u003Cspan class=\"highlight\"\u003E移动速度\u003C/span\u003E。",
	"upgrade_veil_walker_search": "穿幕行者 chuanmu",
	"upgrade_vex_barrier": "应急屏障",
	"upgrade_vex_barrier_desc": "在\u003Cspan class=\"highlight\"\u003E晕眩、禁锢、定身、睡眠或沉默\u003C/span\u003E时获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。",
	"upgrade_vex_barrier_search": "应急屏障 yingji pingzhang",
	"upgrade_vex_barrier_shield": "应急屏障",
	"upgrade_warp_stone": "传送石",
	"upgrade_warp_stone_desc": "向前进行\u003Cspan class=\"highlight\"\u003E直接传送\u003C/span\u003E,获得\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_warp_stone_search": "chuansong 传送石 跳刀 tiaodao 闪现 shanxian",
	"upgrade_weapon_backstabber": "追猎",
	"upgrade_weapon_backstabber_desc": "近距离造成{g:citadel_inline_attribute:'WeaponDamage'}会制造创伤,自身获得{g:citadel_inline_attribute:'BonusMoveSpeed'}。\u003Cbr\u003E\u003Cbr\u003E受伤的敌人受到{g:citadel_inline_attribute:'SpiritDPS'},{g:citadel_inline_attribute:'BulletResist'}降低,并且可以\u003Cspan class=\"highlight\"\u003E透过墙壁\u003C/span\u003E看到他们。",
	"upgrade_weapon_backstabber_search": "zhuilie 暗袭背刺 anxi beici",
	"upgrade_weapon_shielding": "武器防护",
	"upgrade_weapon_shielding_desc": "短时间内受到敌方英雄的高额{g:citadel_inline_attribute:'WeaponDamage'}时将获得\u003Cspan class=\"highlight\"\u003E屏障\u003C/span\u003E。",
	"upgrade_weapon_shielding_search": "武器防护 wuqi fanghu",
	"upgrade_weighted_shots": "重压射击",
	"upgrade_weighted_shots_desc": "子弹的累积效果会导致敌人\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E。",
	"upgrade_weighted_shots_search": "zhongya 重压射击",
	"upgrade_withering_whip": "锈蚀枪管",
	"upgrade_withering_whip_desc": "降低敌方目标的\u003Cspan class=\"highlight\"\u003E射速\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E子弹抗性\u003C/span\u003E。",
	"upgrade_withering_whip_search": "锈蚀枪管 xiushi qiangguan",
	"vampirebat_lovebites": "爱的轻啮",
	"viscous_goo_bowling_ball": "浓浆滚滚",
	"viscous_goo_bowling_ball_desc": "化为一个巨型黏液球,撞到敌人时可\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并\u003Cspan class=\"highlight\"\u003E使其眩晕\u003C/span\u003E。黏液球还提供很高的\u003Cspan class=\"highlight\"\u003E子弹\u003C/span\u003E和\u003Cspan class=\"highlight\"\u003E元灵\u003C/span\u003E抗性,能从墙上反弹,并可进行\u003Cspan class=\"highlight\"\u003E二段跳\u003C/span\u003E。",
	"viscous_goo_bowling_ball_quip": "滚来滚去,天翻地覆",
	"viscous_goo_bowling_ball_t3_desc": "+6秒持续时间\u003Cbr\u003E+0.3秒眩晕时间",
	"viscous_goo_grenade": "爆汁魔球",
	"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "被减速",
	"viscous_goo_grenade_bounce_desc": "多次击中同个敌人后造成的伤害会减少。",
	"viscous_goo_grenade_desc": "投掷出一个黏液球,能\u003Cspan class=\"highlight\"\u003E造成伤害\u003C/span\u003E并在地上留下数团黏液污渍,对踏入污渍范围的敌人施加\u003Cspan class=\"highlight\"\u003E移动减速\u003C/span\u003E效果。",
	"viscous_goo_grenade_puddle_desc": "黏液会在地上留下的污渍,对踏入污渍范围的敌人施加\u003Cspan class=\\\"highlight\\\"\u003E移动减速\u003C/span\u003E效果。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E自身和友军在黏液污渍上滑行得更快。\u003C/span\u003E",
	"viscous_goo_grenade_quip": "伤害敌人并污染环境",
	"viscous_goo_grenade_t1_desc": "+36伤害\u003Cbr\u003E+2米半径",
	"viscous_goo_grenade_t3_desc": "弹跳2次并提升元灵成长",
	"viscous_goo_puddle": "Goo Form",
	"viscous_goo_puddle_desc": "Turn yourself into a puddle of goo, becoming \u003Cspan class=\"highlight\"\u003Eimmune to harm\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Edealing damage to nearby enemies\u003C/span\u003E.",
	"viscous_goo_puddle_t3_desc": "[Not Yet Implemented]",
	"viscous_gootapult": "溅射炮",
	"viscous_gootapult_desc": "Charge up and launch yourself, dealing damage and leaving a slowing area on impact.",
	"viscous_gootapult_hint": "Launch!",
	"viscous_restorative_goo": "复元立方",
	"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress": "Breaking out",
	"viscous_restorative_goo_buff_desc": "脱离立方体后,目标在短时间内拥有更高的\u003Cspan class=\"highlight\"\u003E移动速度和耐力恢复\u003C/span\u003E。",
	"viscous_restorative_goo_desc": "将目标包裹在具有修复力量的黏液立方之中,\u003Cspan class=\"highlight\"\u003E抵御伤害,并增加生命恢复\u003C/span\u003E。目标在立方体中\u003Cspan class=\"highlight\"\u003E无法采取任何新行动\u003C/span\u003E。可对自身使用。按下\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Mantle'}\u003C/span\u003E提前脱离立方体。",
	"viscous_restorative_goo_quip": "立方体是安全庇护所",
	"viscous_restorative_goo_t1_desc": "增加移动速度和耐力恢复",
	"viscous_restorative_goo_t2_desc": "+25生命恢复\u003Cbr\u003E+1秒持续时间",
	"viscous_restorative_goo_t3_desc": "\u003Cspan class=\"highlight\"\u003E移除所有非终极技能减益\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E-25秒\u003C/span\u003E冷却时间",
	"viscous_telepunch": "绿水神拳",
	"viscous_telepunch_desc": "环境中变出一个拳头,锤击区域内的所有单位,施加{g:citadel_inline_attribute:'KnockUp'}。\u003Cbr\u003E\u003Cbr\u003E锤击敌人会造成{g:citadel_inline_attribute:'MeleeDamage'}并施加{g:citadel_inline_attribute:'Slow'}。\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003E自身和友军的空中控制提升。\u003C/span\u003E",
	"viscous_telepunch_quip": "用硕大的拳头把敌人打飞",
	"viscous_telepunch_t1_desc": "+1充能\u003Cbr\u003E+20伤害",
	"viscous_telepunch_t2_desc": "+1.5米半径\u003Cbr\u003E+40%吸取生命",
	"viscous_telepunch_t3_desc": "-12秒冷却时间\u003Cbr\u003E\u003Cbr\u003E现在会造成\u003Cspan class=\"highlight\"\u003E近战重击\u003C/span\u003E",
	"walker_unit": "机甲",
	"wp_permanent_pickup_label": "+3% 武器伤害",
	"wp_permanent_pickup_label_lv2": "+4% 武器伤害",
	"wp_permanent_pickup_label_lv3": "+6% 武器伤害",
	"wraith_project_mind_t2_title": "屏障:",
	"wrecker_ultimate_grab_debuff": "静止状态",
	"yakuza_kobun": "Hired Muscle",
	"yakuza_kobun_desc": "Summons a subordinate gangster to follow a friendly unit and attack enemies closest to that target. Double tap to self cast.",
	"yakuza_protection_racket": "Protection Racket",
	"yakuza_protection_racket_desc": "Create a protective force shield to protect an ally and increase their crit damage. Purges negative effects on the target when cast.",
	"yakuza_protection_racket_t1_desc": "-{s:WeaponRecoilReduction}% Weapon Recoil, -{s:MoveWhileShootingSpeedPenaltyReductionPercent}% move speed reduction when shooting.",
	"yakuza_setting_sun": "Setting Sun",
	"yakuza_setting_sun_desc": "Call down a precision Gamma Ray blast from orbit, hitting all units in the radius at every height regardless of cover. Units near the center of the beam take more damage.",
	"yakuza_shakedown": "Shakedown",
	"yakuza_shakedown_target": "Shakedown",
	"yakuza_shakedown_target_desc": "Send a drone to lock an area down, rooting and damaging enemies in the area. The link between your drones shares a portion of the damage you take with a random rooted enemy.",
	"yakuza_shakedown_target_t2_desc": "Ignore Channel Slowdown",
	"yamato_flying_strike_t3_header": "到达目标位置后:",
	"zipline_boost": "滑索速度加成",
	"zipline_speed_pickup/zipline_speed": "滑索移动速度提高",
	"zipline_speed_pickup_label": "滑索速度",
	"zombiewall_rotate_hint": "旋转"
}