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02.这里发生了什么?(角色、种族介绍).md

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2. 这里发生了什么?(角色、种族介绍)

你刚刚开启了一段NetHack的游戏旅程。你的目标就是尽可能多的获取财宝,寻回Yendor的护身符,并且活着逃离危险迷宫。

角色(Role)

你应对这场危险冒险所展现的能力与力量将随着你的背景(译者:先天角色、种族)和训练(译者:后天的装备、经验等)的不同而不同:

**考古学家(Archeologists)**非常了解地下城,这使得他们移动速度非常快,同时可以偷偷接近那些地下城中险恶的事物(nasties)。他们开始游戏时装备着适合于科学探险的工具。

**野蛮人(Barbarians)**是内陆的勇士,对战争冷血无情。他们带着无用但是不寻常的力量,一个可信赖的锁子甲(hauberk)和一个强大的双手剑开始探险。

**穴居男人(Cavemen)穴居女人(Cavewomen)**拥有卓越的力量,但遗憾的是他们只有新石器时代(neolithic )的武器。

**医治者(healers)**在医学s和药剂学方面十分博学。他们熟知可以恢复体力(vitality)、减轻疼痛、麻醉以及中和毒药的草药。借助他们的器械,他们可以推断生物的健康或生病状态。他们在医学方面的业务经验为他们挣得了可观的金钱,他们带上它进入了地下城。

**骑士(Knights)**以他们对骑士精神典范(ideal)的忠诚(devotion)和他们卓越的盔甲,与一般的散兵区分出来。

**武僧(Monks)**是苦行者(ascetics),通过严格(rigorous)的肉体和精神的修行,已经能够具备如同使用了武器一样有效的不使用武器进行战斗的能力。他们通过提升机动性来作为对没有护甲的补偿。

**祭司(Priests)女祭司(Priestesses)**是好战的牧师和十字军战士,通过武器、护甲和法术推进正义事业。他们通过祈祷与神交流的能力有时可以将他们从危险中解决出来但有时也会使他们陷入其中。

**游侠(Rangers)**十分熟悉森林的环境,有人认为他们在地牢中有些不合适。不过他们精通射箭,在追踪和暗中移动上也是如此。

**盗贼(Rogues)**是敏捷和悄无声息的小偷,他们拥有关于锁具、陷阱和毒药方面的知识。他们的优势在于(lie in)出其不意,他们可以利用它获得极大便利。

**武士(Samurai)**是日本封建时代的精英战士。 他们轻装上阵、迅捷,佩戴dai-sho,——两把有着最致命的锋利刀锋的刀(dai-sho:大小 (日本刀) Daishō)。

**旅行者(Tourists)**携带着大量的金钱(适合用于购物)、一张信用卡、大量的食物、一些地图以及一架昂贵的相机开始旅程。大部分怪物不喜欢被拍照。

**瓦尔基里(Valkyries)**是强壮的战斗女性。他们严酷的北国中被养育成人,这些经历让她们变得强壮,使她们习惯于极端的寒冷,并且灌输进了她们的隐密和灵巧。

**巫师(Wizards)**是一群拥有魔法知识、若干精选的魔法物品和对咒术仪式具有特殊亲和性(affinity)的人。尽管第一眼看上去他们很脆弱,很容易被打败,但一个经验丰富的巫师是一个强劲的敌人。

种族(Race)

你同样可以选择你的种族(有一定的限制,大多数角色都限制了哪些种族适合他们):

**矮人(Dwarves)**比起人类(Humans)以及精灵(Elves)更矮小一点,矮人最显著的特点是他们在采矿和金属加工上拥有优秀的专业知识。矮人的护甲质量据说仅次于精灵族的秘银(mithril)护甲。

**精灵(Elves)**具备敏捷、迅速的特质和敏锐的洞察力(perceptive)。极少会有什么发生的事情逃过精灵的眼睛。精灵在武器和护甲上优良的建造技艺通常会给他们带来很巨大的优势。

**侏儒(Gnomes)**比起矮人要矮小一点不过除此之外通常和矮人很接近。侏儒作为专业的矿工而闻名,并且众所周知一个存在于危险迷宫下的充满复杂结构的地下矿井正是该种族所建造的,那里面充满了危险和财宝。

**人族(Humans)**是目前为止地表世界上最常见的种族。因而经常作为基准(norm)与其他的种族进行比较。尽管他们没有什么特别的能力,但是他们可以胜任任何的角色。

**兽人(Orcs)**是残忍和野蛮的种族,他们憎恨所有的生物(包括其他的兽人)。最重要的是,兽人对于精灵族有着强烈无比的憎恨,它们会用尽一切方式,利用任何机会去杀死精灵。由兽人构造的护甲和武器的质量都比较差。

英文原文

2.  What is going on here?

     You have just begun a game of NetHack.  Your goal is to grab
as much treasure as you can, retrieve the Amulet of  Yendor,  and
escape the Mazes of Menace alive.

     Your abilities and strengths for dealing with the hazards of
adventure will vary with your background and training:

     Archeologists understand dungeons pretty well; this  enables
them  to  move  quickly  and sneak up on the local nasties.  They
start equipped with the tools for a proper scientific expedition.

     Barbarians are warriors out of the hinterland,  hardened  to
battle.   They  begin  their  quests  with  naught  but  uncommon
strength, a trusty hauberk, and a great two-handed sword.

     Cavemen and Cavewomen start with exceptional  strength  but,
unfortunately, with neolithic weapons.

     Healers  are wise in medicine and apothecary.  They know the
herbs and simples that can restore  vitality,  ease  pain,  anes-
thetize, and neutralize poisons; and with their instruments, they
can divine a being's state of health or sickness.  Their  medical
practice earns them quite reasonable amounts of money, with which
they enter the dungeon.

     Knights are distinguished  from  the  common  skirmisher  by
their  devotion  to  the ideals of chivalry and by the surpassing
excellence of their armor.

     Monks are ascetics, who by rigorous practice of physical and
mental disciplines have become capable of fighting as effectively
without weapons as with.  They wear no armor but make up  for  it
with increased mobility.

     Priests  and Priestesses are clerics militant, crusaders ad-
vancing the cause of righteousness with  arms,  armor,  and  arts
thaumaturgic.   Their  ability to commune with deities via prayer
occasionally extricates them from peril, but can also put them in
it.

     Rangers are most at home in the woods, and some say slightly
out of place in a dungeon.  They are, however, experts in archery
as well as tracking and stealthy movement.

     Rogues  are  agile  and  stealthy thieves, with knowledge of
locks, traps, and poisons.  Their  advantage  lies  in  surprise,
which they employ to great advantage.

     Samurai  are  the elite warriors of feudal Nippon.  They are
lightly armored and quick, and wear the dai-sho,  two  swords  of
the deadliest keenness.

     Tourists  start out with lots of gold (suitable for shopping
with), a credit card, lots of food, some maps, and  an  expensive
camera.  Most monsters don't like being photographed.

     Valkyries  are hardy warrior women.  Their upbringing in the
harsh Northlands makes them strong, inures them  to  extremes  of
cold, and instills in them stealth and cunning.

     Wizards  start out with a knowledge of magic, a selection of
magical items, and a particular affinity for  dweomercraft.   Al-
though seemingly weak and easy to overcome at first sight, an ex-
perienced Wizard is a deadly foe.

     You may also choose the race of your character (within  lim-
its; most roles have restrictions on which races are eligible for
them):

     Dwarves are smaller than humans or elves, but are stocky and
solid  individuals.   Dwarves'  most notable trait is their great
expertise in mining and metalwork.  Dwarvish armor is said to  be
second in quality not even to the mithril armor of the Elves.

     Elves  are agile, quick, and perceptive; very little of what
goes on will escape an Elf.  The quality of  Elven  craftsmanship
often gives them an advantage in arms and armor.

     Gnomes  are  smaller  than but generally similar to dwarves.
Gnomes are known to be expert miners, and it is known that a  se-
cret  underground  mine  complex built by this race exists within
the Mazes of Menace, filled with both riches and danger.

     Humans are by far the most common race of the surface world,
and  are  thus  the norm to which other races are often compared.
Although they have no special abilities, they can succeed in  any
role.

     Orcs  are  a  cruel and barbaric race that hate every living
thing (including other orcs).  Above all others, Orcs hate  Elves
with  a  passion unequalled, and will go out of their way to kill
one at any opportunity.  The armor and weapons fashioned  by  the
Orcs are typically of inferior quality.