dungeon
简明释义
n. 地牢,土牢
复 数 d u n g e o n s
英英释义
单词用法
地牢探险 | |
地牢大师 | |
地牢守卫 | |
投入地牢 | |
从地牢逃脱 | |
探索地牢 |
同义词
监牢 | 他被锁在一个黑暗的监牢里好几天。 | ||
监狱 | 这座老监狱以其恶劣的环境而闻名。 | ||
地下室 | 宝藏藏在一个秘密的地下室里。 | ||
拱顶 | 古老的拱顶里藏有无价的文物。 | ||
城堡的主塔 | 在战争期间,城堡的主塔作为避难所。 |
反义词
宫殿 | 国王住在一座豪华的宫殿里。 | ||
庇护所 | The wildlife sanctuary is a safe haven for endangered species. | 野生动物庇护所是濒危物种的安全避风港。 | |
自由 | 经过多年的监禁,他终于尝到了自由。 |
例句
1.So the Magician fell upon him, and beat him, and loaded him with chains, and cast him again into the dungeon.
于是魔术师又扑到他身上狠狠的打他,用链条把他锁起来,又把他扔到地牢里。
2.For I was forcibly carried off from the land of the Hebrews, and even here I have done nothing to deserve being put in a dungeon.
我实在是从希伯来人之地被拐来的;我在这里也没有做过什么,叫他们把我下在监里。
3.When the scarf was taken off, the Star-Child found himself in a dungeon, which was lit by a lantern of horn.
当头巾被取下来时,星孩发现自己在一个地牢里,一盏牛角灯照亮着地牢。
4.So they drew up Jeremiah with cords, and took him up out of the dungeon: and Jeremiah remained in the court of the prison.
这样,他们用绳子将耶利米从牢狱里拉上来。耶利米仍在护卫兵的院中。
5.You could, for example, send a message from inside a StarCraft II ladder match to a friend running a Heroic dungeon in World of Warcraft!
例如,你可以在星际争霸2的天梯比赛中发送一个信息给在魔兽世界下英雄副本的好友!
6.I'd like to think it was more than a simple dungeon crawl, but it's admittedly more linear than later modules in the campaign.
我愿意把它不仅仅看作一个简单的地城爬行模组,不过比起战役的后继模组,它确实更具线性。
7.The hero ventured into the dark dungeon to rescue the princess.
英雄冒险进入黑暗的地牢去救公主。
8.In many fantasy games, players must explore the dungeon to find treasures.
在许多幻想游戏中,玩家必须探索地牢以寻找宝藏。
9.The ancient castle had a hidden dungeon filled with traps.
这座古老的城堡有一个隐藏的地牢,里面充满了陷阱。
10.She was imprisoned in the dungeon for her crimes.
她因罪被囚禁在地牢里。
11.The dungeon was rumored to be haunted by ghosts of former prisoners.
传闻这个地牢被前囚犯的鬼魂所缠绕。
作文
The concept of a dungeon has fascinated people for centuries. Often depicted in literature, films, and video games, a dungeon is typically a dark, underground prison or cell where captives are held. It evokes images of medieval castles, where knights and royalty would imprison their enemies or those who dared to defy them. The word itself comes from the Old French term 'donjon,' meaning a keep or stronghold, which later evolved to signify the lower, darker parts of a castle used for confinement. In many stories, dungeons serve as the backdrop for heroic quests. Adventurers often descend into these dark places to rescue a princess or retrieve a valuable treasure. The challenges they face within the dungeon—from traps to monsters—test their courage and skills. This archetype has become a staple in fantasy genres, drawing readers and players into a world of danger and excitement. However, the reality of a dungeon is far less glamorous. Historically, dungeons were places of torture and despair. Prisoners endured harsh conditions, with little food or light, and often faced brutal treatment from their captors. The psychological impact of being confined in such a place can be profound, leading to feelings of hopelessness and fear. This darker aspect of dungeons has also been explored in various forms of media, showcasing the grim realities of imprisonment. In modern times, the image of the dungeon has evolved. While still associated with darkness and confinement, it is often romanticized in popular culture. Video games like 'Dungeons & Dragons' have turned dungeons into a playground for imagination, where players can create their own adventures and explore vast, intricate worlds filled with magic and mystery. These digital dungeons offer an escape from reality, allowing individuals to confront their fears in a safe environment. Moreover, dungeons have found their way into the realm of escape rooms—physical games where participants must solve puzzles to 'escape' from a themed room. Many of these rooms are designed to resemble dungeons, complete with eerie decorations and challenging tasks that require teamwork and critical thinking. This trend highlights how the concept of a dungeon continues to inspire creativity and innovation in entertainment. Despite their historical connotations, dungeons can also symbolize personal struggles. Just as characters in stories must navigate the treacherous paths of a dungeon, individuals often face their own metaphorical dungeons in life—be it overcoming personal fears, battling addiction, or dealing with mental health issues. These dungeons can feel isolating and overwhelming, but they also provide opportunities for growth and resilience. In conclusion, the word dungeon carries a rich tapestry of meanings and associations. From its dark historical roots to its modern interpretations in gaming and storytelling, the dungeon serves as a powerful symbol of both confinement and adventure. Whether seen as a place of despair or a site of heroic quests, dungeons challenge us to confront our fears and seek freedom, making them an enduring part of our cultural imagination.
“地牢”的概念几个世纪以来一直吸引着人们。通常在文学、电影和视频游戏中描绘,地牢通常是一个黑暗的地下监狱或牢房,囚犯被关押在此。它唤起了中世纪城堡的意象,骑士和皇室会监禁他们的敌人或那些敢于反抗他们的人。这个词本身来自古法语术语 'donjon',意思是堡垒或要塞,后来演变为指代用于拘禁的城堡的较低、较黑暗的部分。 在许多故事中,地牢作为英雄任务的背景。冒险者常常下到这些黑暗的地方去拯救公主或取回珍贵的宝藏。他们在地牢中面临的挑战——从陷阱到怪物——考验着他们的勇气和技能。这种原型已成为幻想类型的主食,将读者和玩家吸引到充满危险和兴奋的世界中。 然而,地牢的现实远没有那么光鲜。历史上,地牢是折磨和绝望的地方。囚犯忍受着恶劣的条件,几乎没有食物或光线,往往遭受监禁者的残酷对待。在这样的地方被限制的心理影响可能是深远的,导致无助和恐惧的感觉。这种地牢的阴暗面也在各种媒体中得到了探讨,展示了监禁的严酷现实。 在现代,地牢的形象已经演变。虽然仍然与黑暗和束缚相关联,但它在流行文化中往往被浪漫化。像《龙与地下城》这样的电子游戏将地牢变成了想象力的游乐场,玩家可以创造自己的冒险,探索充满魔法和神秘的广阔复杂的世界。这些数字地牢提供了逃避现实的机会,使个人能够在安全的环境中面对自己的恐惧。 此外,地牢还进入了逃脱室的领域——一种物理游戏,参与者必须解决谜题以“逃离”主题房间。许多这些房间的设计类似于地牢,配有阴森的装饰和需要团队合作和批判性思维的挑战任务。这一趋势突显了地牢的概念如何继续激发娱乐创意和创新。 尽管有其历史含义,地牢也可以象征个人斗争。正如故事中的角色必须穿越地牢的危险路径,个人在生活中也常常面临自己隐喻的地牢——无论是克服个人恐惧、与上瘾作斗争,还是应对心理健康问题。这些地牢可能会让人感到孤立和不知所措,但它们也提供了成长和韧性的机会。 总之,地牢这个词承载着丰富的意义和联想。从其黑暗的历史根源到现代在游戏和叙事中的解释,地牢作为束缚和冒险的强大象征。无论是作为绝望之地还是英雄任务的场所,地牢挑战我们面对恐惧并寻求自由,使其成为我们文化想象中持久的一部分。
文章标题:dungeon的意思是什么
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