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Revision77e6c3b4abe4e5191cbc7165c73b846be55857d6 (tree)
Time2016-03-14 02:19:29
AuthorSHIRAKATA Kentaro <argrath@ub32...>
CommiterSHIRAKATA Kentaro

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translate oracle

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Incremental Difference

--- a/dat/oracles.txt
+++ b/dat/oracles.txt
@@ -1,104 +1,143 @@
11 -----
2-If thy wand hath run out of charges, thou mayst zap it again and again; though
3-naught will happen at first, verily, thy persistence shall be rewarded, as
4-one last charge may yet be wrested from it!
5------
6-Though the shopkeepers be wary, thieves have nevertheless stolen much by using
7-their digging wands to hasten exits through the pavement.
8------
9-If thou hast had trouble with rust on thine armor or weapons, thou shouldst
10-know that thou canst prevent this by, while in a confused state, reading the
11-magical parchments which normally are used to cause their enchantment.
12-Unguents of lubrication may provide similar protection, albeit of a
13-transitory nature.
14------
15-Behold the cockatrice, whose diminutive stature belies its hidden might. The
16-cockatrice can petrify any ordinary being it contacts--save those wise
17-adventurers who eat a dead lizard or blob of acid when they feel themselves
18-slowly turning to stone.
19------
20-While some wayfarers rely on scrounging finished armour in the dungeon, the
21-resourceful know the mystical means by which mail may be fashioned out of
22-scales from a dragon's hide.
23------
24-It is customarily known among travelers that extra-healing draughts may clear
25-thy senses when thou art addled by delusory visions. But never forget, the
26-lowly potion which makes one sick may be used for the same purpose.
27------
28-While the consumption of lizard flesh or water beloved of the gods may clear
29-the muddled head, the application of the horn of a creature of utmost purity
30-can alleviate many other afflictions as well.
31------
32-If thou wouldst travel quickly between distant locations, thou must be
33-able to control thy teleports, and in a confused state misread the scroll
34-which usually teleports thyself locally. Daring adventurers have also
35-performed the same feat sans need for scrolls or potions by stepping into
36-a particular ambuscade.
37------
38-Almost all adventurers who come this way hope to pass the dread Medusa. To
39-do this, the best advice is to keep thine eyes blindfolded and to cause the
40-creature to espy its own reflection in a mirror.
41------
42-And where it is written "ad aerarium", diligent searching will often reveal
43-the way to a trap which sends one to the Magic Memory Vault, where the riches
44-of Croesus are stored; however, escaping from the vault with its gold is much
45-harder than getting in.
46------
47-It is well known that wily shopkeepers raise their prices whene'er they
48-espy the garish apparel of the approaching tourist or the countenance of a
49-disfavored patron. They favor the gentle of manner and the fair of face.
50-The boor may expect unprofitable transactions.
51------
52-The cliche of the kitchen sink swallowing any unfortunate rings that contact
53-its pernicious surface reflecteth greater truth than many homilies, yet
54-even so, few have developed the skill to identify enchanted rings by the
55-transfigurations effected upon the voracious device's frame.
56------
57-The meat of enchanted creatures ofttimes conveyeth magical properties
58-unto the consumer. A fresh corpse of floating eye doth fetch a high
59-price among wizards for its utility in conferring Telepathy, by which
60-the sightless may locate surrounding minds.
61------
62-The detection of blessings and curses is in the domain of the gods. They will
63-make this information available to mortals who request it at their places of
64-worship, or elsewhere for those mortals who devote themselves to the service
65-of the gods.
66------
67-At times, the gods may favor worthy supplicants with named blades whose
68-powers echo throughout legend. Learned wayfarers can reproduce blades of
69-elven lineage, hated of the orcs, without the need for such intervention.
70------
71-There are many stories of a mighty amulet, the origins of which are said
72-to be ancient Yendor. This amulet doth have awesome power, and the gods
73-desire it greatly. Mortals mayst tap only portions of its terrible
74-abilities. The stories tell of mortals seeing what their eyes cannot
75-see and seeking places of magical transportation, while having this
76-amulet in their possession. Others say a mortal must wear the amulet to
77-obtain these powers. But verily, such power comes at great cost, to
78-preserve the balance.
79------
80-It is said that thou mayst gain entry to Moloch's sanctuary, if thou
81-darest, from a place where the ground vibrateth in the deepest depths of
82-Gehennom. Thou needs must have the aid of three magical items. The
83-pure sound of a silver bell shall announce thee. The terrible runes,
84-read from Moloch's book, shall cause the earth to tremble mightily. The
85-light of an enchanted candelabrum shall show thee the way.
86------
87-In the deepest recesses of the Dungeons of Doom, guarding access to the
88-nether regions, there standeth a castle, wherein lieth a wand of wishes.
89-If thou wouldst gain entry, bear with thee an instrument of music, for the
90-pontlevis may be charmed down with the proper melody. What notes comprise
91-it only the gods know, but a musical mastermind may yet succeed by witful
92-improvisation. However, the less perspicacious are not without recourse,
93-should they be prepared to circumambulate the castle to the postern.
94------
95-The gods are said to be pleased when offerings are given to the
96-priests who attend their temples, and they may grant various favors to
97-those who do so. But beware! To be young and frugal is better than to
98-be old and miserly.
99------
100-The name of Elbereth may strike fear into the hearts of thine enemies, if
101-thou dost write it upon the ground at thy feet. If thou maintainest the
102-utmost calm, thy safety will be aided greatly, but beware lest thy clumsy
103-feet scuff the inscription, cancelling its potence.
2+汝その杖使いきりしとき,
3+汝そを振るべし.
4+はじめは無のみ生ずれど,
5+その働きに応え,
6+末期の力が引きだされん.
7+-----
8+げに店主が心せしとも,
9+賊は杖で穴を掘り,
10+金を払うことなく逃げ退き,
11+あまたの品を盗まん.
12+-----
13+汝武具の錆に悩まされしときは,
14+乱れしときに武具の力を高める書物を読まん.
15+脂の軟膏は,
16+瞬きの間なれど,
17+等しき守りの種を与えん.
18+-----
19+コカトリスなる物を見よ,
20+小なる背丈なれど隠れた力を秘めし.
21+コカトリスは触れしものを石と化せん.
22+冒険者よ!石となるのを好まぬならば,
23+賢き冒険者の行いを見ならわん!
24+死したるトカゲを食すとき.
25+酸のブロブを食すとき.
26+-----
27+冒険者よ!
28+機知に富む冒険者は,
29+神秘的な意味を知りたり.
30+ドラゴンの住みかの鱗から,
31+いずれの鎧が作られしや.
32+-----
33+汝の目が幻にまどわされしとき,
34+冒険者の中でよく知られしことあり.
35+ひと飲みの超回復の薬が五感を直らせん.
36+しかし,忘るるべからず!
37+汝を病に侵せし卑しき薬も等しき効あらん!
38+-----
39+神の寵愛を受けし水やトカゲの肉を食せ!
40+さすれば乱れし汝を解き放たん.
41+極めて純潔なる生物の角を使うべし!
42+さすれば他の苦悩も同様に放たれん!
43+-----
44+汝遠く離れし地に疾く立ち渡らんと望むなら,
45+瞬間移動の制御を収得せん.
46+また常には汝の身をその地でのみ瞬間移動さする巻物を手にし,
47+乱れしときに読むべし.
48+肝々し冒険者は巻き物や薬なくとも,
49+特別な待ち伏せに飛び込みてそれを成し遂げん.
50+-----
51+この地を訪ねし全ての冒険者よ!
52+恐るべきメデューサを出抜けんと思いし冒険者よ!
53+殊なき諌めを汝に贈らん!
54+汝の目を目隠しで覆い
55+メデューサの姿を反射する鏡を見い出すべし!
56+-----
57+"ad aerarium"と書かれし場所を,
58+入念に探索せん.
59+時に,金持ちクロイソスの,
60+魔法の記念倉庫へと送られる罠の道があきらかにならん.
61+されど忘るることなかれ.
62+倉庫から金を盗みて出しは
63+入るよりはるかに難し.
64+-----
65+賢い店主は値段を吊りあげん.
66+きらきら光る出で立ちの旅人と行見たとき,
67+不公正な常連客の顔つきの旅人と見しとき.
68+彼らは偏愛する.
69+行い良き客を見しとき,
70+公正な顔の客を見たとき,
71+無作法者は利を得ず.
72+-----
73+台所の流し台は,
74+その表に触れしことにより
75+偉大なる真理や多くの訓戒を得られん.
76+そのむさぼり喰らうからくりは
77+多くの指輪を吸い込まん.
78+-----
79+魔法の生物の肉体は,
80+食みたる者に魔法の特性をしばしば与えん.
81+さまよう目の新しき死体は,
82+魔法使いの間で高い値をつけん.
83+盲目のとき心に浮かびあがる,
84+テレパシーの授与という使い道のため,
85+-----
86+祝福と呪いの発見は神の領分なり.
87+神はこの沙汰を与えん.
88+崇拝の地において死すべきものへ,
89+献身を捧げる死すべきものへ.
90+-----
91+神は立派な嘆願者に力をもたらさん.
92+伝説で語りつがれし名のある力の大剣,
93+力ある旅人は助けなしに,
94+生み出されん.
95+オークに忌み嫌われしエルフの血統の大剣を.
96+-----
97+強力な魔除けには数多の逸話あり,
98+その原型は古代のイェンダー.
99+魔除けは畏怖の力を持ち,
100+神はその偉大さを望む.
101+死すべきものはその恐しき力の一部に触れるのみ.
102+逸話は死すべきものに告げている.
103+この魔法の魔除けを所有しているとき.
104+彼らの目は見ることができぬものを見,
105+魔法の輸送道の場所を探せると言う.
106+死すべきものはその力を引き出すためには
107+身につけねばならぬとも言われている.
108+しかし均衡のため,
109+そのような偉大な力を得るには,
110+大きな犠牲を払わねばならぬ.
111+-----
112+汝モーロックの聖域に踏みこまんとするなら,
113+ゲヘナの奥深く地面の揺れし場所より入らん.
114+汝は三種の魔法の道具の手助けが必要なり.
115+祝福されし燭台の光が道を開き,
116+銀のベルの清かなる音が汝に告げ,
117+モーロックの本より読まれし恐しきルーンは地を力強く揺らさん.
118+-----
119+恐怖の迷宮の奥のさらなる奥で,
120+その下を守るべく城が行く手をはばまん.
121+そこには望みの杖が置かれん.
122+汝入ろうとするならば,
123+音楽を奏でるべし.
124+正しき音色ならば
125+跳ね橋がおりてこよう.
126+その音色は神のみぞ知るものなれど,
127+音楽の推理は可能なり.
128+そが叶わぬならば,
129+城の裏門へ行くべし.
130+-----
131+神は己が寺院の僧侶に施すと喜び,
132+そをせし者に様々なる恩恵を与うと言われたり.
133+なれど,心置け!
134+若くやさしは老い吝しよりよし.
135+-----
136+Elberethの御名は,
137+汝足元にその名を書かば
138+汝が敵を畏怖せしめん.
139+汝極めて静かにしておれば,
140+大し力を得ん.
141+足でその文を
142+消さぬよう心すべし.
104143 -----