# Old English translations for the Battle for Wesnoth package. # Copyright (C) 2011 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # # Steven Panek , 2011-2012 msgid "" msgstr "" "Project-Id-Version: ang\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2015-04-05 03:22-0300\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: Steven Panek (Espreon) \n" "Language-Team: Old English \n" "Language: ang\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1)\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:531 #: data/core/macros/schedules.cfg:99 msgid "Underground" msgstr "" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:666 #: data/core/macros/abilities.cfg:562 msgid "berserk" msgstr "" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668 #: data/core/macros/abilities.cfg:563 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:677 #: data/core/macros/abilities.cfg:641 msgid "magical" msgstr "" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:679 #: data/core/macros/abilities.cfg:642 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688 #: data/core/macros/abilities.cfg:686 msgid "first strike" msgstr "" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690 #: data/core/macros/abilities.cfg:687 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #: data/core/macros/abilities.cfg:12 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44 #: data/core/macros/abilities.cfg:29 msgid "heals +8" msgstr "" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45 #: data/core/macros/abilities.cfg:30 msgid "female^heals +8" msgstr "" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46 #: data/core/macros/abilities.cfg:31 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:11 #: data/core/encyclopedia/geography.cfg:18 msgid "Geography" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:25 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:31 msgid "Great Ocean" msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:32 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the the Great Ocean " "is a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:37 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:38 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' west of the dst='green_isle' text='Green Isle' and " "east of the dst=old_continent text='Old Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:45 msgid "Green Isle" msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:46 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:51 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:52 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:57 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:58 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:63 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:64 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:69 msgid "Kingdom of Wesnoth" msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:70 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the Great " "River to the north, the shore of the Great Ocean to the west, the Aethenwood " "to the dst='southwest_elven_lands' text='southwest', and the " "Bitter Swamp to the southeast (lower right corner of the main map).\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" " • Notable cities:\n" " ◦ Weldyn: The capital of Wesnoth.\n" " ◦ Aldril: City lying on the Bay of Pearls.\n" " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n" " ◦ Carcyn: Located between the Grey Woods and the Great River.\n" " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls " "the confluence of the Weldyn River and the Great River.\n" " ◦ Fort Tahn: The southernmost border outpost, controls the north/" "south road crossing the River Aethen.\n" " ◦ Tath: Important fort city north of Dan’Tonk, exerts control over " "the wilderness country around the east of the Brown Hills and north to the " "Ford of Abez.\n" "\n" " • Notable land features:\n" " ◦ Gryphon Mountain: Home of the fabled Gryphons\n" " ◦ Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces\n" " ◦ Weldyn River: It branches from the Great River and goes south\n" " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort " "Tahn, this plain is Wesnoth’s bread basket and home to most of its " "population\n" " ◦ Dulatus Hills: These rolling hills bordering the Great Central " "Plain provide much of Wesnoth’s livestock and agriculture\n" " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not " "well-populated and occasionally very dangerous.\n" " ◦ Horse Plains: Region of rolling plains just south of the Great " "River, bounded by Glyn’s Forest to the west and the River Weldyn to the " "east; the southern reach merges into the Central Plain. Home of the powerful " "Clans; the best horses in Wesnoth are bred here.\n" " ◦ Estmark Hills: Largish range rising south of the Great River and " "east of the Weldyn River. The northernmost portion, nearest the River " "Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s " "control is tenuous at best and banditry is common.\n" " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for " "one of Haldric II’s sons\n" " ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, " "located between Carcyn and Aldril and generally considered to be haunted\n" " ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, " "south of Aldril. It receives drainage from the Brown Hills and feeds into " "the Great River. (Not shown on the main map.)" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:100 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the Great River to the " "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to " "the south, and the dst='great_ocean' text='ocean' to the west. " "More information is found in the historical narrative of Wesnoth.\n" "\n" " • Notable cities:\n" " ◦ Elensefar: The capital, located on an island in the " "dst='great_river' text='Great River' delta\n" " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with " "Wesnoth\n" " • Notable land features:\n" " ◦ dst='great_river' text='Great River': It is very wide " "at this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:112 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\n" "\n" " • Notable cities:\n" " ◦ Glamdrol: An Orcish tribal capital\n" " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " "Knalga in the southern Heart Mountains. A major trade center.\n" " ◦ Dallben and Delwyn: Human villages originally built by settlers " "who crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of Elensefar, where these villages " "were located, was named the Annuvin province by men but was known by the " "elves as Wesmere.\n" "\n" " • Notable land features:\n" " ◦ Heart Mountains: A virtually impassable barrier between the " "river country and the Northern Plains.\n" " ◦ Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " ◦ Swamp of Dread: a very large bog located between the Heart " "Mountains and the Great River. A notoriously dangerous place.\n" " ◦ Lake Vrug: A large mountain lake whose river carves the only " "pathway through the Northern Mountains\n" " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the " "elvish name; among humans it is called Longlier.\n" " ◦ River Listra: The south-running tributary of the Great River " "into which the Arkan-thoria empties.\n" " ◦ Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "the elves. Their capitol, Elensiria, has only seldom been visited by " "humans.\n" " ◦ Great River: The origin of this river is somewhere in the east " "of the northern lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:134 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:135 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the Green Swamp to the northeast, the desert (not shown) to the south, and " "the dst='great_ocean' text='Ocean' to the west.\n" "\n" " • Notable cities\n" " ◦ None known\n" " • Notable land features:\n" " ◦ Aethen Forest: The largest southern forest, it extends far to " "the southwest—much farther than is charted—and is home to dst='.." "race_elf' text='elves'." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:145 msgid "Heart Mountains" msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:146 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:151 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:152 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" " • Notable cities:\n" " ◦ Barag Gor, a city home to the Orcish Council\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest, the northernmost human city\n" " • Notable land features:\n" " ◦ Black Marshes\n" " ◦ Mountains of Dorth\n" " ◦ Mountains of Haag\n" " ◦ Greenwood\n" " ◦ Silent Forest\n" " ◦ Forest of Thelien\n" " ◦ River Oumph\n" " ◦ River Bork\n" " ◦ Frosty Wastes\n" " ◦ Barren Plains" msgstr "" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:10 data/core/help.cfg:85 msgid "Introduction" msgstr "" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:16 data/core/help.cfg:136 msgid "Gameplay" msgstr "" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:22 data/core/help.cfg:358 msgid "Traits" msgstr "" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:31 data/core/help.cfg:91 msgid "Units" msgstr "" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:40 data/core/help.cfg:100 msgid "Abilities" msgstr "" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:48 data/core/help.cfg:109 msgid "Weapon Specials" msgstr "" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=factions_section #: data/core/help.cfg:56 src/help.cpp:1291 src/help.cpp:1293 msgid "Factions" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:63 data/core/help.cfg:492 msgid "Terrains" msgstr "" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:71 data/core/help.cfg:500 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:77 data/core/help.cfg:565 msgid "Commands" msgstr "" #. [topic]: id=..units #: data/core/help.cfg:92 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:101 msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" #. [topic]: id=..weapon_specials #: data/core/help.cfg:110 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:119 msgid "Unknown Unit" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:120 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" #. [topic]: id=introduction_topic #: data/core/help.cfg:127 msgid "Overview" msgstr "" #. [topic]: id=introduction_topic #: data/core/help.cfg:128 msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arise a wealth of strategy, making the " "game easy to learn but a challenge to master." msgstr "" #. [topic]: id=fundamentals #: data/core/help.cfg:142 msgid "Fundamentals of Gameplay" msgstr "" #. [topic]: id=fundamentals #: data/core/help.cfg:143 msgid "" "\n" "\n" "To begin with, it’s best to click the text='Tutorial' button at " "the main menu. This will take you to the interactive tutorial, which will " "teach you the basics of Wesnoth. After this, it is recommended that you play " "the Heir to the Throne campaign first — click text='Campaign' " "then text='Heir to the Throne'. As text='Battle for " "Wesnoth' can be quite challenging, you may wish to start on easy." msgstr "" #. [topic]: id=fundamentals #: data/core/help.cfg:143 msgid "" "These pages outline all you need to know to play text='Battle for " "Wesnoth'. They cover how to play and the basic mechanics behind the " "game. As you play the game, new information is added to these pages as you " "come across new aspects of the game. For more detailed information on " "special situations and exceptions, please follow the links included." msgstr "" #. [topic]: id=fundamentals #: data/core/help.cfg:148 msgid "" "While playing, keep in mind that if you mouse-over many items in the game, " "such as the information displayed in the status pane, a brief description " "will be shown explaining each item. This is especially useful when you " "encounter new dst='..abilities_section' text='abilities' for the " "first time." msgstr "" #. [topic]: id=about_game #: data/core/help.cfg:153 msgid "About the Game" msgstr "" #. [topic]: id=about_game #: data/core/help.cfg:154 msgid "" "\n" "\n" "text='Campaigns' consist of multiple scenarios that follow " "on from each other, telling a story. In a campaign, you often need to play " "more carefully, preserving your best troops so that they can be used again " "in later scenarios in the campaign." msgstr "" #. [topic]: id=about_game #: data/core/help.cfg:154 msgid "" "The game takes place over a series of battles, called " "text='scenarios'. Each scenario pits your troops against " "the troops of one or more adversaries. You can play against the computer, or " "with friends who each take turns sitting at the computer (hotseat play). If " "your computer is connected to a computer network, you can also play against " "other people connected to that network. If your computer has a connection to " "the Internet, you can play against other people across the Internet." msgstr "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:162 msgid "Victory and Defeat" msgstr "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. Usually you will achieve victory by killing " "all enemy leaders, and only be defeated by having your leader killed. But " "scenarios may have other victory objectives — getting your leader to a " "designated point, say, or rescuing someone, or solving a puzzle, or holding " "out against a siege until a certain number of turns have elapsed." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:172 msgid "Recruiting and Recalling" msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the recruit button to recruit it." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:175 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:177 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:179 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:188 msgid "Orbs" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:189 msgid "" "On top of the energy bar shown next to each unit of yours is an orb. For " "units you control, this orb is:" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:190 msgid " green if it hasn’t moved this turn," msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:191 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:192 msgid "" " black if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:193 msgid " blue if the unit is an ally you do not control." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:194 msgid " Enemy units have a red orb on top of their energy bar." msgstr "" #. [topic]: id=hitpoints #: data/core/help.cfg:201 msgid "Hitpoints and Experience" msgstr "" #. [topic]: id=hitpoints #: data/core/help.cfg:202 msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" #. [topic]: id=hitpoints #: data/core/help.cfg:206 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" #. [topic]: id=hitpoints #: data/core/help.cfg:207 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='experience_and_advancement' text='advance'." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:214 msgid "Movement" msgstr "" #. [topic]: id=movement #: data/core/help.cfg:215 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:215 msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:217 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit generates a zone of control in the hexes " "immediately surrounding it, and any enemy unit entering those hexes " "immediately ends its movement. Learning how to use zones of control to your " "advantage is an important part of Wesnoth, as only " "dst='ability_skirmisher' text='skirmishers' can ignore zones of " "control." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:219 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:228 msgid "Shroud and Fog of War" msgstr "" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:229 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:238 msgid "Combat" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:239 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:239 msgid "" "Combat in text='Battle for Wesnoth' always takes place " "between units in adjacent hexes. Click on your unit, and click on the enemy " "you want to attack: your unit will move towards the enemy unit, and when " "they are next to each other, combat will begin. The attacker and defender " "alternate strikes until each has used their allotted number of strikes. The " "attacker chooses one of its weapons to attack with, and the defender " "retaliates with one of its attacks of the same type. There are two types of " "attacks: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:241 msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5–4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:243 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:245 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:247 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:249 msgid "" "\n" "\n" "
text=Damage
" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:251 msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5–4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:253 msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 msgid "Damage Types and Resistance" msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:264 msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:266 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of " "damage. This applies even if the defender has 100% resistance to the damage " "type." msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:274 msgid "Time of Day" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:275 msgid "" "The time of day affects the damage of certain units as follows:\n" " Lawful units get +25% damage in daytime, and −25% damage at night.\n" " Chaotic units get +25% damage at night, and −25% in daytime.\n" " Neutral units are unaffected by the time of day.\n" " Liminal units get −25% damage during both night and daytime." msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:279 msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" msgstr "" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:282 data/core/macros/schedules.cfg:6 #: data/core/macros/schedules.cfg:265 msgid "Dawn" msgstr "" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:35 msgid "Afternoon" msgstr "" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:285 data/core/macros/schedules.cfg:44 #: data/core/macros/schedules.cfg:377 msgid "Dusk" msgstr "" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:55 msgid "First Watch" msgstr "" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 data/core/macros/schedules.cfg:79 msgid "Second Watch" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:289 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!" msgstr "" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:296 msgid "Experience and Advancement" msgstr "" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:297 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:297 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:299 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:308 msgid "Healing" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:309 msgid "" "\n" "\n" "text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:309 msgid "" "In combat, your units will inevitably take damage. When a unit " "dst='experience_and_advancement' text='advances', it will heal " "fully. This can happen as you finish fighting an enemy, whether it is your " "turn or not. Wesnoth offers several other ways for your units to heal, all " "of which take place at the beginning of your turn, before you take action." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:311 msgid "" "\n" "text='Villages': A unit which starts a turn in a village " "will heal 8HP." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:312 msgid "" "\n" "dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:313 msgid "" "\n" "text='Healing units': Units with the " "dst='ability_heals +4' text='Heals' ability will heal each allied " "adjacent unit, usually dst='ability_heals +4' text='4HP' or " "dst='ability_heals +8' text='8HP' per turn, or prevent Poison " "from causing that unit damage." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:314 msgid "" "\n" "text='Curing units': Units with the " "dst='ability_cures' text='cures' ability will cure Poison in all " "allied adjacent units (in preference to healing, if it has that ability as " "well)." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:315 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 msgid "Income and Upkeep" msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. (In general " "this is configurable but in campaigns it is almost always one gold per " "village.) Thus, if you have ten villages, you would normally gain 12 gold " "each turn. Your upkeep costs are subtracted from this income, as detailed " "below." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:327 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:329 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:331 msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "" #. [topic]: id=wrap_up #: data/core/help.cfg:340 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:360 msgid "" "\n" "\n" "The traits that are available to all non-undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:360 msgid "" "Most units have two traits. However, undead units are assigned the single " "trait text='undead', and woses do not receive any traits. " "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:362 msgid "" "\n" "\n" "Other traits that may be assigned to units are dst='traits_dextrous' " "text='dextrous', dst='traits_loyal' text='loyal', and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (AMLA) is not as significant a change as " "advancing a level. If you have many ‘maximum level’ units you may wish to " "recall units with more desirable traits." msgstr "" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" #. [topic]: id=traits_quick #: data/core/help.cfg:380 msgid "Quick" msgstr "" #. [topic]: id=traits_quick #: data/core/help.cfg:381 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" #. [topic]: id=traits_quick #: data/core/help.cfg:381 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "HP than usual." msgstr "" #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "" #. [topic]: id=traits_resilient #: data/core/help.cfg:389 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" #. [topic]: id=traits_resilient #: data/core/help.cfg:389 msgid "" "text='Resilient' units have 4 HP plus 1 HP per level more " "than usual." msgstr "" #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "" #. [topic]: id=traits_strong #: data/core/help.cfg:397 msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" #. [topic]: id=traits_strong #: data/core/help.cfg:397 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 more HP." msgstr "" #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" #. [topic]: id=traits_feral #: data/core/help.cfg:410 msgid "Feral" msgstr "" #. [topic]: id=traits_feral #: data/core/help.cfg:411 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "" #. [topic]: id=traits_undead #: data/core/help.cfg:425 msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" #. [topic]: id=traits_undead #: data/core/help.cfg:425 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 msgid "trait^Mechanical" msgstr "" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" #. [topic]: id=traits_elemental #: data/core/help.cfg:440 msgid "trait^Elemental" msgstr "" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 msgid "Dextrous" msgstr "" #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" #. [topic]: id=traits_healthy #: data/core/help.cfg:456 msgid "Healthy" msgstr "" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 msgid "" "\n" "\n" "text='Healthy' units have 1 HP plus 1 HP per level more " "than usual and rest heal the usual 2 HP after each turn they did not fight. " "They also suffer a quarter less damage from poison." msgstr "" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when travelling." msgstr "" #. [topic]: id=traits_dim #: data/core/help.cfg:464 msgid "Dim" msgstr "" #. [topic]: id=traits_dim #: data/core/help.cfg:465 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" #. [topic]: id=traits_dim #: data/core/help.cfg:465 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" #. [topic]: id=traits_slow #: data/core/help.cfg:472 msgid "Slow" msgstr "" #. [topic]: id=traits_slow #: data/core/help.cfg:473 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" #. [topic]: id=traits_slow #: data/core/help.cfg:473 msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." msgstr "" #. [topic]: id=traits_weak #: data/core/help.cfg:480 msgid "Weak" msgstr "" #. [topic]: id=traits_weak #: data/core/help.cfg:481 msgid "" "Units with trait text='weak' get a −1 increment in " "hitpoints and melee damage." msgstr "" #. [topic]: id=traits_aged #: data/core/help.cfg:486 msgid "trait^Aged" msgstr "" #. [topic]: id=traits_aged #: data/core/help.cfg:487 msgid "" "Units with trait text='aged' get a −8 increment in " "hitpoints and a −1 increment in movement and melee damage." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" #. [topic]: id=..addons #: data/core/help.cfg:501 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:511 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:512 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:512 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:514 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:516 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:518 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:520 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:522 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:526 msgid "" "\n" "\n" "
text='Multiplayer Modifications'
" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:528 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts for " "text='Multiplayer' games that can alter the default ruleset " "in various ways. You can choose and configure modifications when creating a " "new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:530 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:532 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:541 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:542 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the text='Filter' box, separated by spaces. You can also sort " "the add-on list by clicking the column headers. It is also possible to " "choose to only display add-ons of specific categories by clicking on the " "text='Options' button in the top-right corner.\n" "\n" "To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The " "text='Description' button provides you with additional details " "about the add-on, such as its full description, installation status, and " "available languages." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:555 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:556 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:571 msgid "General commands" msgstr "" #. [topic]: id=debug_commands #. [topic]: id=general_commands #. [topic]: id=mp_commands #: data/core/help.cfg:573 data/core/help.cfg:616 data/core/help.cfg:654 msgid "" "These commands can either be issued via the command line by prefixing them " "with ':' (as shown here) or via the chat by prefixing them with '/' (press " "'m' first to open the chat line).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:575 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:578 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:582 msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:585 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:588 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:591 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:594 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:597 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:600 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:603 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:606 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:615 msgid "Multiplayer commands" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:618 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:621 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:624 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:627 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:630 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:633 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:636 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:639 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:642 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:645 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:653 msgid "Debug mode commands" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:656 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:659 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:662 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:665 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:668 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:671 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:674 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:677 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:680 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:683 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "cures" msgstr "" #. [heals]: id=curing #: data/core/macros/abilities.cfg:50 msgid "female^cures" msgstr "" #. [heals]: id=curing #: data/core/macros/abilities.cfg:51 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:73 msgid "regenerates" msgstr "" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:74 msgid "female^regenerates" msgstr "" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:75 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:94 msgid "steadfast" msgstr "" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:95 msgid "female^steadfast" msgstr "" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:96 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:109 data/core/macros/abilities.cfg:131 #: data/core/macros/abilities.cfg:165 data/core/macros/abilities.cfg:211 #: data/core/macros/abilities.cfg:269 msgid "leadership" msgstr "" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132 #: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212 #: data/core/macros/abilities.cfg:270 msgid "female^leadership" msgstr "" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:111 data/core/macros/abilities.cfg:133 #: data/core/macros/abilities.cfg:167 data/core/macros/abilities.cfg:213 #: data/core/macros/abilities.cfg:271 msgid "" "This unit can lead our own units that are next to it, making them fight " "better.\n" "\n" "Adjacent own units of lower level will do more damage in battle. When a unit " "adjacent to, of a lower level than, and on the same side as a unit with " "Leadership engages in combat, its attacks do 25% more damage times the " "difference in their levels." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:337 msgid "skirmisher" msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:338 msgid "female^skirmisher" msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:339 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:352 msgid "illuminates" msgstr "" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:353 msgid "female^illuminates" msgstr "" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:354 msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:366 msgid "teleport" msgstr "" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:367 msgid "female^teleport" msgstr "" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:368 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406 msgid "ambush" msgstr "" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407 msgid "female^ambush" msgstr "" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411 msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429 #: data/core/macros/abilities.cfg:433 msgid "nightstalk" msgstr "" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435 msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:434 msgid "female^nightstalk" msgstr "" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457 msgid "concealment" msgstr "" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458 msgid "female^concealment" msgstr "" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459 msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units can not see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481 msgid "submerge" msgstr "" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482 msgid "female^submerge" msgstr "" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483 msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:503 msgid "feeding" msgstr "" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:504 msgid "female^feeding" msgstr "" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:505 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" #. [unstore_unit] #: data/core/macros/abilities.cfg:531 msgid "+1 max HP" msgstr "" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:573 msgid "backstab" msgstr "" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:574 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:586 data/core/macros/abilities.cfg:597 msgid "plague" msgstr "" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:587 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "identical to and on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:598 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" msgstr "" #. [slow]: id=slow #: data/core/macros/abilities.cfg:609 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 msgid "petrifies" msgstr "" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:619 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "marksman" msgstr "" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:629 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 msgid "swarm" msgstr "" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:654 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" #. [damage]: id=charge #: data/core/macros/abilities.cfg:663 msgid "charge" msgstr "" #. [damage]: id=charge #: data/core/macros/abilities.cfg:664 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" #. [drains]: id=drains #: data/core/macros/abilities.cfg:676 msgid "drains" msgstr "" #. [drains]: id=drains #: data/core/macros/abilities.cfg:677 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" #. [poison]: id=poison #: data/core/macros/abilities.cfg:696 msgid "poison" msgstr "" #. [poison]: id=poison #: data/core/macros/abilities.cfg:697 msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison can not, of itself, kill " "a unit." msgstr "" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:26 data/core/macros/schedules.cfg:312 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181 msgid "Midnight" msgstr "" #. [time]: id=indoors #: data/core/macros/schedules.cfg:91 msgid "Indoors" msgstr "" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:111 msgid "Deep Underground" msgstr "" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:193 msgid "Second Watch — First Hour" msgstr "" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:205 msgid "Second Watch — Second Hour" msgstr "" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:217 msgid "Second Watch — Third Hour" msgstr "" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:229 msgid "Second Watch — Fourth Hour" msgstr "" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:241 msgid "Second Watch — Fifth Hour" msgstr "" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:253 msgid "Second Watch — Sixth Hour" msgstr "" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:276 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:285 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:294 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:303 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:321 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:330 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:339 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:348 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:357 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:366 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:388 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:400 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:412 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:424 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:478 msgid "First Dawn" msgstr "" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:488 msgid "Second Dawn" msgstr "" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:498 msgid "First Morning" msgstr "" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:507 msgid "Second Morning" msgstr "" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:516 msgid "First Midday" msgstr "" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:525 msgid "Second Midday" msgstr "" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:534 msgid "First Afternoon" msgstr "" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:543 msgid "Second Afternoon" msgstr "" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:552 msgid "First Dusk" msgstr "" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:562 msgid "Second Dusk" msgstr "" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:572 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:584 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:596 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:610 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:622 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr "" #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr "" #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" #: data/core/macros/special-notes.cfg:32 msgid "" " The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" #: data/core/macros/special-notes.cfg:35 msgid "" " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr "" #: data/core/macros/special-notes.cfg:41 msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" #: data/core/macros/special-notes.cfg:50 msgid "" " This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" #: data/core/macros/special-notes.cfg:59 msgid "" " Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" #: data/core/macros/special-notes.cfg:62 msgid "" " If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr "" #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" #: data/core/macros/special-notes.cfg:68 msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr "" #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" #: data/core/macros/special-notes.cfg:83 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" #: data/core/macros/special-notes.cfg:89 msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" #: data/core/macros/special-notes.cfg:92 msgid "" " The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "" #. [trait]: id=undead #: data/core/macros/traits.cfg:22 msgid "undead" msgstr "" #. [trait]: id=undead #: data/core/macros/traits.cfg:23 msgid "female^undead" msgstr "" #. [trait]: id=elemental #. [trait]: id=mechanical #. [trait]: id=undead #: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:47 #: data/core/macros/traits.cfg:70 msgid "Immune to drain, poison, and plague" msgstr "" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:45 msgid "mechanical" msgstr "" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:46 msgid "female^mechanical" msgstr "" #. [trait]: id=elemental #: data/core/macros/traits.cfg:68 msgid "elemental" msgstr "" #. [trait]: id=elemental #: data/core/macros/traits.cfg:69 msgid "female^elemental" msgstr "" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" msgstr "" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" msgstr "" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" msgstr "" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" msgstr "" #. [trait]: id=quick #: data/core/macros/traits.cfg:122 msgid "quick" msgstr "" #. [trait]: id=quick #: data/core/macros/traits.cfg:123 msgid "female^quick" msgstr "" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:139 msgid "intelligent" msgstr "" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:140 msgid "female^intelligent" msgstr "" #. [trait]: id=resilient #: data/core/macros/traits.cfg:152 msgid "resilient" msgstr "" #. [trait]: id=resilient #: data/core/macros/traits.cfg:153 msgid "female^resilient" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:170 msgid "healthy" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:171 msgid "female^healthy" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:172 msgid "Always rest heals" msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:189 data/core/macros/traits.cfg:202 msgid "fearless" msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203 msgid "female^fearless" msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:191 data/core/macros/traits.cfg:204 msgid "Fights normally during unfavorable times of day/night" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:214 msgid "feral" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:215 msgid "female^feral" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:216 msgid "Receives only 50% defense in land-based villages" msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:232 msgid "weak" msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:233 msgid "female^weak" msgstr "" #. [trait]: id=slow #: data/core/macros/traits.cfg:250 msgid "slow" msgstr "" #. [trait]: id=slow #: data/core/macros/traits.cfg:251 msgid "female^slow" msgstr "" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 msgid "dim" msgstr "" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 msgid "female^dim" msgstr "" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 msgid "aged" msgstr "" #. [trait]: id=aged #: data/core/macros/traits.cfg:281 msgid "female^aged" msgstr "" #. [race]: id=bats #: data/core/units.cfg:43 msgid "race^Bat" msgstr "" #. [race]: id=bats #: data/core/units.cfg:44 msgid "race+female^Bat" msgstr "" #. [race]: id=bats #: data/core/units.cfg:45 msgid "race^Bats" msgstr "" #. [race]: id=bats #: data/core/units.cfg:46 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" #. [race]: id=drake #: data/core/units.cfg:55 msgid "race^Drake" msgstr "" #. [race]: id=drake #: data/core/units.cfg:56 msgid "race+female^Drake" msgstr "" #. [race]: id=drake #: data/core/units.cfg:57 msgid "race^Drakes" msgstr "" #. [race]: id=drake #: data/core/units.cfg:58 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, they " "are still quite clumsy creatures and surprisingly slow in combat. This, " "combined with their large size, renders them easy targets for those who dare " "attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire " "fueling their very lives. This can easily be witnessed when one of their " "kind perishes in combat; its internal fire is released, burning their " "remains in to ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dst='dominant' text='dominant' who rules the society " "with an iron fist. Every drake is expected to earn their place in the strict " "hierarchy, to obey their superiors and command their inferiors. Entry to the " "ruling elite is only possible through challenging and defeating a superior " "in single combat, which is the way the hierarchy within the elite itself is " "established. The use of deception of any kind towards any fellow drake is, " "without exception, seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. The only technology " "drakes value is armor- and weapon-smithing, and neither know or need other " "science and culture besides this. However the few implements they do fashion " "are almost unrivaled in quality, only matched by those produced in the " "finest Dwarvish foundries.\n" "\n" "Drakes are hatched from eggs and usually live naturally between 20 to 30 " "years. Death in battle is the most preferred way for a drake to leave this " "world. Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:91 msgid "race^Dwarf" msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:92 msgid "race+female^Dwarf" msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:93 msgid "race^Dwarves" msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" #. [race]: id=elf #: data/core/units.cfg:111 msgid "race^Elf" msgstr "" #. [race]: id=elf #: data/core/units.cfg:112 msgid "race+female^Elf" msgstr "" #. [race]: id=elf #: data/core/units.cfg:113 msgid "race^Elves" msgstr "" #. [race]: id=elf #: data/core/units.cfg:115 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "a full two and a half centuries. While some elves possessing a high magical " "aptitude have been known to live an additional full century, most elves " "begin to grow physically frail at some point between 250 and 300 years of " "age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are " "unable to channel it directly, its latent presence gives them their keen " "senses and long life. Many elves have magic-driven talents such as " "marksmanship or stealth, allowing them to achieve tasks that most normal " "beings would find astonishing. Those elves that learn to wield this power in " "more general ways can become truly formidable in its use. Many choose to use " "their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become " "sensitive to the presence of cold iron and can even be burned by it. Elvish " "legend hints that this was more common in the far past.\n" "\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills. As a result, elves excel at archery, which is perhaps their most " "important method of warfare. Most elvish troops carry a bow and no other " "race can rival their archers in speed and accuracy. All elves also share an " "intense affection for unspoiled nature. They often feel uncomfortable in " "open unvegetated spaces. They live primarily in the forests of the Great " "Continent; the Aethenwood in the southwest, Wesmere in the northwest, and " "the great northern woods of which the Lintanir Forest is the southernmost " "edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for over a millennium." msgstr "" #. [race]: id=falcon, description= #: data/core/units.cfg:132 msgid "race^Falcon" msgstr "" #. [race]: id=falcon, description= #: data/core/units.cfg:133 msgid "race+female^Falcon" msgstr "" #. [race]: id=falcon, description= #: data/core/units.cfg:134 msgid "race^Falcons" msgstr "" #. [race]: id=goblin #: data/core/units.cfg:145 msgid "race^Goblin" msgstr "" #. [race]: id=goblin #: data/core/units.cfg:146 msgid "race+female^Goblin" msgstr "" #. [race]: id=goblin #: data/core/units.cfg:147 msgid "race^Goblins" msgstr "" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "" "Goblins are, despite their appearance, born as siblings to the orcs and " "members of the same race. While other races usually bear children singly or " "in pairs, orcs will have large litters of children all at once, causing " "their populations to explode rather quickly. Within any litter, there will " "only be one or two true orcs, who will grow to the full size and strength of " "their race. A few more will be half-orcs, notably weaker than their big " "brothers, and relegated to supporting roles in combat, such as archery. The " "rest, often a full half of more of any litter, will be goblins. Goblins are " "puny and quite frail, rarely growing past the size and stature of a human " "child. Goblins are born into a lifetime of near-slavery to their larger kin, " "and used as sword-fodder in battle. They thrive in spite of their tragic " "fate; in part because they are so very numerous, and also because their " "brother orcs are well aware how dependent they are on the goblins.\n" "\n" "Goblins perform the bulk of manual labor needed by the orcs, with the sole " "exception of jobs that require the brute strength of true orcs. Those the " "orcs revel in as proof of their prowess." msgstr "" #. [race]: id=gryphon, description= #: data/core/units.cfg:163 msgid "race^Gryphon" msgstr "" #. [race]: id=gryphon, description= #: data/core/units.cfg:164 msgid "race+female^Gryphon" msgstr "" #. [race]: id=gryphon, description= #: data/core/units.cfg:165 msgid "race^Gryphons" msgstr "" #. [race]: id=human #: data/core/units.cfg:181 msgid "race^Human" msgstr "" #. [race]: id=human #: data/core/units.cfg:182 msgid "race+female^Human" msgstr "" #. [race]: id=human #: data/core/units.cfg:183 msgid "race^Humans" msgstr "" #. [race]: id=human #: data/core/units.cfg:184 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and able to learn more " "types than most others. They have no extra special abilities or aptitudes " "except their versatility and drive. While often at odds with other races, " "they can occasionally form alliances with the less aggressive races such as " "elves and dwarves. The less scrupulous among them do not shrink back from " "hiring orcish mercenaries, either. They have no natural enemies, although " "the majority of men, like most people of all races, have an instinctive " "dislike of the undead. Men are shorter than the elves, but taller still than " "dwarves. Their skin color can vary, from almost white to dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" #. [race]: id=khalifate #: data/core/units.cfg:199 msgid "race^Khalifate Human" msgstr "" #. [race]: id=khalifate #: data/core/units.cfg:200 msgid "race+female^Khalifate Human" msgstr "" #. [race]: id=khalifate #: data/core/units.cfg:201 msgid "race+plural^Khalifate" msgstr "" #. [race]: id=khalifate #: data/core/units.cfg:202 msgid "This race does not have a description yet." msgstr "" #. [race]: id=lizard, description= #: data/core/units.cfg:213 msgid "race^Saurian" msgstr "" #. [race]: id=lizard, description= #: data/core/units.cfg:214 msgid "race+female^Saurian" msgstr "" #. [race]: id=lizard, description= #: data/core/units.cfg:215 msgid "race^Saurians" msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:225 msgid "race^Mechanical" msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:226 msgid "race+plural^Mechanical" msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:227 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" #. [race]: id=merman #: data/core/units.cfg:236 msgid "race^Merman" msgstr "" #. [race]: id=merman #: data/core/units.cfg:237 msgid "race^Mermaid" msgstr "" #. [race]: id=merman #: data/core/units.cfg:238 msgid "race^Mermen" msgstr "" #. [race]: id=merman #: data/core/units.cfg:240 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" #. [race]: id=monster #: data/core/units.cfg:248 msgid "race^Monster" msgstr "" #. [race]: id=monster #: data/core/units.cfg:249 msgid "race+female^Monster" msgstr "" #. [race]: id=monster #: data/core/units.cfg:250 msgid "race^Monsters" msgstr "" #. [race]: id=monster #: data/core/units.cfg:251 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" #. [race]: id=naga #: data/core/units.cfg:258 msgid "race^Naga" msgstr "" #. [race]: id=naga #: data/core/units.cfg:259 msgid "race^Nagini" msgstr "" #. [race]: id=naga #: data/core/units.cfg:260 msgid "race^Nagas" msgstr "" #. [race]: id=naga #: data/core/units.cfg:261 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" #. [race]: id=ogre #: data/core/units.cfg:269 msgid "race^Ogre" msgstr "" #. [race]: id=ogre #: data/core/units.cfg:270 msgid "race+female^Ogre" msgstr "" #. [race]: id=ogre #: data/core/units.cfg:271 msgid "race^Ogres" msgstr "" #. [race]: id=ogre #: data/core/units.cfg:272 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" #. [race]: id=orc #: data/core/units.cfg:280 msgid "race^Orc" msgstr "" #. [race]: id=orc #: data/core/units.cfg:281 msgid "race+female^Orc" msgstr "" #. [race]: id=orc #: data/core/units.cfg:282 msgid "race^Orcs" msgstr "" #. [race]: id=orc #: data/core/units.cfg:283 msgid "" "In appearance, orcs are half men and half beasts. They are taller, sturdier " "and stronger than humans. They are warlike, savage, and cruel by nature. " "Their blood is darker and thicker than that of normal humans and they have " "little care for personal hygiene or their personal appearance. Although Orcs " "are violent even among themselves creatures, they are pack-oriented; an orc " "never travels long or lives alone in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc are a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle. Despite their " "reliance on raw strength, not nearly all orcs are destined to grow to " "possess any. Many orcs are born smaller and weaker than the rest, and " "already almost as newborns are put in their place by their stronger " "siblings. The stronger ones will routinely grab most of the food and thus " "grow stronger still, while their weaker siblings do not. Many of these " "individuals tend to specialize in other skills, like archery or " "assassination." msgstr "" #. [race]: id=troll #: data/core/units.cfg:299 msgid "race^Troll" msgstr "" #. [race]: id=troll #: data/core/units.cfg:300 msgid "race+female^Troll" msgstr "" #. [race]: id=troll #: data/core/units.cfg:301 msgid "race^Trolls" msgstr "" #. [race]: id=troll #: data/core/units.cfg:302 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple-minded, and live extremely " "long lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcs to " "persuade trolls to join their armies. Because they are rather simple and do " "not understand the ways of other races or sometimes can even tell them " "apart, it is usually easy for an orcish band to convince a group of trolls " "that by joining them they get to exact revenge on those that have before " "hunted them. These new recruits are then directed to attack whoever the orcs " "themselves are currently in conflict with, whether previously a foe of the " "trolls or not, accumulating even more enemies for the misled trolls. The " "most common enemy of trolls are dwarves, and the animosity between these two " "races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" #. [race]: id=undead #: data/core/units.cfg:322 msgid "race^Undead" msgstr "" #. [race]: id=undead #: data/core/units.cfg:323 msgid "race+female^Undead" msgstr "" #. [race]: id=undead #: data/core/units.cfg:324 msgid "race+plural^Undead" msgstr "" #. [race]: id=undead #: data/core/units.cfg:325 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Almost any dead creature can, by a sufficiently skilled necromancer, " "be reanimated and rise again in undeath. Undead are for the most part " "unnatural but mindless constructs, obeying whoever created them without " "question nor thought. A greater mystery of necromancy is in how constructs " "are sustained without continuous effort from the necromancer. An undead " "creature does not require the constant attention of the necromancer to " "command and sustain, but can work autonomously according to the commands of " "its master. Only rarely, perhaps once every few months, does the necromancer " "need to maintain his creation.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and mermen tell of very few of their kind who have ever " "delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" #. [race]: id=wolf, description= #: data/core/units.cfg:338 msgid "race^Wolf" msgstr "" #. [race]: id=wolf, description= #: data/core/units.cfg:339 msgid "race+female^Wolf" msgstr "" #. [race]: id=wolf, description= #: data/core/units.cfg:340 msgid "race^Wolves" msgstr "" #. [race]: id=wose #: data/core/units.cfg:350 msgid "race^Wose" msgstr "" #. [race]: id=wose #: data/core/units.cfg:351 msgid "race^Woses" msgstr "" #. [race]: id=wose #: data/core/units.cfg:352 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a deeper " "connection to the woodlands than even the elves. While the woses are a " "peaceful race, disturbance of the ancient forests, which they tend, will " "incite the wrath of nature itself. Woses are slow moving creatures that may " "spend centuries standing in one location undisturbed by the ebb and flow of " "time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: src/help.cpp:52 msgid "Help" msgstr "" #: src/help.cpp:1154 msgid "
text='Units having this special attack'
" msgstr "" #: src/help.cpp:1220 msgid "
text='Units having this ability'
" msgstr "" #: src/help.cpp:1253 msgid "Leaders:" msgstr "" #: src/help.cpp:1262 msgid "Recruits:" msgstr "" #: src/help.cpp:1276 msgid "Era:" msgstr "" #: src/help.cpp:1284 msgid "Factions:" msgstr "" #: src/help.cpp:1294 msgid "Factions are only used in multiplayer" msgstr "" #: src/help.cpp:1327 msgid "Base Terrain: " msgstr "" #: src/help.cpp:1410 msgid "level" msgstr "" #: src/help.cpp:1443 msgid "Advances from: " msgstr "" #: src/help.cpp:1445 msgid "Advances to: " msgstr "" #: src/help.cpp:1470 msgid "Base unit: " msgstr "" #: src/help.cpp:1475 msgid "Base units: " msgstr "" #: src/help.cpp:1493 msgid "Variations: " msgstr "" #: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038 msgid "race^Miscellaneous" msgstr "" #: src/help.cpp:1519 msgid "Race: " msgstr "" #: src/help.cpp:1526 msgid "Abilities: " msgstr "" #: src/help.cpp:1542 msgid "Ability Upgrades: " msgstr "" #: src/help.cpp:1557 msgid "HP: " msgstr "" #: src/help.cpp:1558 msgid "Moves: " msgstr "" #: src/help.cpp:1560 msgid "Vision: " msgstr "" #: src/help.cpp:1562 msgid "Jamming: " msgstr "" #: src/help.cpp:1563 msgid "Cost: " msgstr "" #: src/help.cpp:1564 msgid "Alignment: " msgstr "" #: src/help.cpp:1568 msgid "Required XP: " msgstr "" #: src/help.cpp:1577 msgid "unit help^Attacks" msgstr "" #: src/help.cpp:1584 msgid "unit help^Name" msgstr "" #: src/help.cpp:1585 msgid "Type" msgstr "" #: src/help.cpp:1586 msgid "Strikes" msgstr "" #: src/help.cpp:1587 msgid "Range" msgstr "" #: src/help.cpp:1588 msgid "Special" msgstr "" #: src/help.cpp:1637 msgid "Resistances" msgstr "" #: src/help.cpp:1641 msgid "Attack Type" msgstr "" #: src/help.cpp:1642 msgid "Resistance" msgstr "" #: src/help.cpp:1672 msgid "Terrain Modifiers" msgstr "" #: src/help.cpp:1676 msgid "Terrain" msgstr "" #: src/help.cpp:1677 msgid "Defense" msgstr "" #: src/help.cpp:1678 msgid "Movement Cost" msgstr "" #: src/help.cpp:1682 msgid "Vision Cost" msgstr "" #: src/help.cpp:1685 msgid "Jamming Cost" msgstr "" #: src/help.cpp:2044 msgid "
text='Units of this race'
" msgstr "" #: src/help.cpp:2956 msgid " < Back" msgstr "" #: src/help.cpp:2957 msgid "Forward >" msgstr "" #: src/help.cpp:3065 msgid "Reference to unknown topic: " msgstr "" #: src/help.cpp:3321 msgid "corrupted original file" msgstr "" #: src/help.cpp:3433 msgid "Close" msgstr "" #: src/help.cpp:3436 msgid "The Battle for Wesnoth Help" msgstr "" #: src/help.cpp:3492 msgid "Parse error when parsing help text: " msgstr ""