dungeons
简明释义
n. 地下城(dungeon 复数)
英英释义
单词用法
地下城主(角色扮演游戏中的主持人) | |
地下城探险者(指游戏中探索地牢的角色) | |
黑暗的地牢 | |
废弃的地牢 | |
从地牢逃脱 | |
探索地牢 | |
被困在地牢里 | |
地下城与龙(桌面角色扮演游戏) |
同义词
囚室 | 他被锁在一个黑暗的囚室里几个星期。 | ||
监狱 | 这座旧监狱已经变成了博物馆。 | ||
城堡 | 城堡的主塔是为了防御而建造的。 | ||
拱顶 | 他们在拱顶中发现了古代文物。 | ||
地下墓穴 | 教堂下的地下墓穴藏有许多秘密。 |
反义词
天堂 | 这个花园是一个充满鲜花和阳光的天堂。 | ||
乌托邦 | 在他的乌托邦中,每个人都生活在和谐与幸福之中。 | ||
庇护所 | The old church served as a sanctuary for those seeking refuge. | 这座古老的教堂为寻求庇护的人们提供了庇护所。 |
例句
1.This is Dungeons & Dragons (D&D), the first of the role-playing games and the reason for thousands of misspent youths.
这些回忆就是有关“龙与地下城”(D&D)的,它是第一个角色扮演游戏,成千上万人为它浪费青春。
2.Right now we have so many different dungeons. We instance all of our big dungeons.
现在我们有许多不同的地下城,大的地下城有不同的功能。
3.Dungeons have been tweaked and improved on the various biomes.
地下城已被扭曲,并在各种生物群落的改进。
4.This is Dungeons & Dragons (D&D), the first of the role-playing games.
这是第一个角色扮演游戏“龙与地下城”(D&D)。
5.Faerie is a perilous land, and in it are pitfalls for the unwary and dungeons for the overbold.
仙境是危险的,陷阱处处,地牢遍布,粗心大意行事鲁莽的人们常会深陷其中。
6.Dragons high and dungeons low, find the voice that scares the crows. Deep, black hell and the darkness there dwells.
恶龙在上,地穴在下,去找到叨扰乌鸦的声音。那里就是地狱的深渊。
7.The overall performance has been improved. This should be noticeable in large islands with many dungeons.
整体性能得到了改善。这应该是显而易见的大岛屿和许多地牢。
8.The adventurers explored the ancient dungeons 地牢 beneath the castle, searching for hidden treasures.
冒险者们探索了城堡下方的古老dungeons 地牢,寻找隐藏的宝藏。
9.In many fantasy games, players must navigate through dungeons 地牢 filled with monsters and traps.
在许多幻想游戏中,玩家必须穿越充满怪物和陷阱的dungeons 地牢。
10.The story of the hero begins in the dark dungeons 地牢 of a tyrant's fortress.
英雄的故事始于暴君堡垒阴暗的dungeons 地牢。
11.Legends say that the lost prince was imprisoned in the deepest dungeons 地牢 of the kingdom.
传说失落的王子被囚禁在王国最深处的dungeons 地牢中。
12.The haunted dungeons 地牢 were said to be filled with the spirits of those who perished there.
据说那些闹鬼的dungeons 地牢里充满了死于此地的灵魂。
作文
Throughout history, dungeons (地牢) have been a prominent feature in castles and fortresses, serving as places of imprisonment and torture. These dark and foreboding spaces evoke a sense of fear and mystery, often depicted in literature and films as the ultimate symbol of despair. The very word dungeon (地牢) conjures images of stone walls, cold floors, and the echoes of distant cries. In medieval times, dungeons (地牢) were used to hold prisoners accused of crimes against the crown or those who had fallen out of favor with the ruling class. The conditions within these dungeons (地牢) were often inhumane, with little regard for the well-being of the captives. Many prisoners faced starvation, disease, and even execution within these dark chambers. The architectural design of dungeons (地牢) was typically functional rather than comfortable. They were often located deep within the castle's structure, making escape nearly impossible. The thick stone walls served to muffle the sounds of suffering, creating an atmosphere of isolation that could drive even the strongest minds to madness. Some dungeons (地牢) featured intricate mechanisms for locking doors and securing prisoners, ensuring that escape was a rare occurrence. In literature, dungeons (地牢) are frequently used as a backdrop for tales of heroism and adventure. Characters often find themselves trapped in a dungeon (地牢), facing trials that test their courage and resolve. For example, in many fantasy novels, brave knights venture into dungeons (地牢) to rescue damsels in distress or to confront fearsome beasts. This trope not only highlights the physical challenges posed by these dark places but also symbolizes the internal struggles that characters must overcome. The fascination with dungeons (地牢) extends beyond fiction; they have become a popular theme in video games and role-playing adventures. Players often explore dungeons (地牢) filled with traps, puzzles, and monsters, seeking treasure and glory. These virtual dungeons (地牢) allow players to engage with the concept of danger and reward in a controlled environment, providing an adrenaline rush that mirrors the thrill of real-life exploration. Modern interpretations of dungeons (地牢) also reflect societal changes. While the historical use of dungeons (地牢) for punishment is largely viewed as barbaric today, the idea of a dungeon (地牢) has evolved into a metaphor for personal struggles and mental health challenges. People often refer to feeling trapped in their own 'dungeons' (地牢) when dealing with depression or anxiety, emphasizing the emotional weight that these spaces can carry. In conclusion, the concept of dungeons (地牢) has permeated various aspects of culture and society. From their grim historical realities to their imaginative portrayals in stories and games, dungeons (地牢) serve as powerful symbols of confinement and challenge. Understanding the multifaceted nature of dungeons (地牢) allows us to appreciate their role in both history and modern narratives, reminding us of the resilience of the human spirit in the face of adversity.
在历史上,dungeons(地牢)是城堡和要塞中显著的特点,作为监禁和酷刑的地方。这些黑暗而阴森的空间唤起了恐惧和神秘感,常常在文学和电影中被描绘为绝望的最终象征。dungeon(地牢)这个词本身就让人联想到石墙、冰冷的地板和遥远哭声的回音。在中世纪,dungeons(地牢)用于关押被控以对王室犯罪或失宠的囚犯。这些dungeons(地牢)内的条件通常不人道,几乎没有考虑到被囚禁者的福祉。许多囚犯在这些黑暗的房间里面临饥饿、疾病甚至被处决。 dungeons(地牢)的建筑设计通常是功能性而非舒适性。它们通常位于城堡结构的深处,使逃脱几乎不可能。厚厚的石墙用来压制痛苦的声音,创造出一种孤立的氛围,这种氛围能够使即使是最坚强的心智也陷入疯狂。一些dungeons(地牢)设有复杂的锁门机制和安全措施,确保逃跑的机会极其稀少。 在文学中,dungeons(地牢)常常作为英雄主义和冒险故事的背景。角色们常常发现自己被困在一个dungeon(地牢)中,面临考验他们勇气和决心的挑战。例如,在许多奇幻小说中,勇敢的骑士们冒险进入dungeons(地牢),去拯救被困的少女或与可怕的野兽对抗。这种情节不仅突出了这些黑暗地方带来的身体挑战,也象征着角色必须克服的内心斗争。 对dungeons(地牢)的迷恋超越了虚构;它们已成为视频游戏和角色扮演冒险中的热门主题。玩家们常常探索充满陷阱、谜题和怪物的dungeons(地牢),寻求财富和荣耀。这些虚拟的dungeons(地牢)让玩家能够在控制的环境中体验危险和奖励的概念,提供一种与现实探索相似的肾上腺素激增。 现代对dungeons(地牢)的解读也反映了社会的变化。虽然历史上将dungeons(地牢)用于惩罚的做法如今被普遍视为野蛮,但dungeon(地牢)这一概念已经演变为个人挣扎和心理健康挑战的隐喻。当人们面对抑郁或焦虑时,常常会提到自己被困在自己的“dungeons”(地牢)中,强调了这些空间所承载的情感重负。 总之,dungeons(地牢)的概念已经渗透到文化和社会的各个方面。从它们阴暗的历史现实到故事和游戏中的想象性描绘,dungeons(地牢)作为限制和挑战的强大象征。理解dungeons(地牢)的多面性使我们能够欣赏它们在历史和现代叙事中的角色,提醒我们在人类精神面对逆境时的韧性。
文章标题:dungeons的意思是什么
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