# (Battle for Wesnoth) Danish translation of Battle for Wesnoth. # Copyright (C) 2005-2008 Wesnoth development team. # This file is distributed under the same license as the Battle for Wesnoth package. # Anders K. Madsen (madsen@lillesvin.linux.dk), 2005. # Joe Hansen (joedalton2@yahoo.dk), 2007, 2008. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.5+CVS\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2015-04-05 03:22-0300\n" "PO-Revision-Date: 2008-11-04 13:44+0200\n" "Last-Translator: Joe Hansen \n" "Language-Team: Danish \n" "Language: da\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 "Under jorden" #. [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 "bersærk" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668 #: data/core/macros/abilities.cfg:563 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." 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 "" "Bersærk:\n" "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til en " "af parterne dør, eller 30 runder af angreb er foretaget." #. [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 "magisk" #. [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 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Magisk:\n" "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos den " "enhed som bliver angrebet." #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688 #: data/core/macros/abilities.cfg:686 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "initiativ" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690 #: data/core/macros/abilities.cfg:687 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Initiativ:\n" "Denne enhed angriber først - har initiativet - med dette angreb, også selv " "om den forsvarer sig." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "helbreder +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 #, fuzzy msgid "female^heals +4" msgstr "sund" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #: data/core/macros/abilities.cfg:12 #, fuzzy 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 "" "Helbreder +4:\n" "Tillader enheden at helbrede enheder ved dens side i starten af hver runde.\n" "\n" "En enhed som bliver behandlet af denne naturlæge opnår op til 4 liv per " "runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n" "En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må " "søge behandling i en landsby, eller fra en enhed som har denne evne." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44 #: data/core/macros/abilities.cfg:29 msgid "heals +8" msgstr "helbreder +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45 #: data/core/macros/abilities.cfg:30 #, fuzzy msgid "female^heals +8" msgstr "sund" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46 #: data/core/macros/abilities.cfg:31 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "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." 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 "" "Helbreder +8:\n" "Denne enhed bruger magisk naturmedicin til at helbrede enheder hurtigere end " "det ellers normalt er muligt på slagmarken.\n" "\n" "En enhed som bliver behandlet af denne naturlæge opnår op til 8 liv per " "runde, eller også stopper en forgiftningseffekt for den aktuelle runde.\n" "En forgiftet enhed kan ikke helbredes for sin gift af en naturlæge, og må " "søge behandling i en landsby eller fra en enhed som har denne evne." #. [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 #, fuzzy msgid "Great Ocean" msgstr "Det Store Træ" #. [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 #, fuzzy msgid "Green Isle" msgstr "Grøn" #. [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 #, fuzzy msgid "Kingdom of Wesnoth" msgstr "-- Krøniker fra Wesnoth" #. [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 #, fuzzy msgid "Heart Mountains" msgstr "Bjerge" #. [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 "Introduktion" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:16 data/core/help.cfg:136 msgid "Gameplay" msgstr "Gameplay" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:22 data/core/help.cfg:358 msgid "Traits" msgstr "Karaktertræk" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:31 data/core/help.cfg:91 msgid "Units" msgstr "Enheder" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:40 data/core/help.cfg:100 msgid "Abilities" msgstr "Evner" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:48 data/core/help.cfg:109 msgid "Weapon Specials" msgstr "Våbenspecialiteter" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=factions_section #: data/core/help.cfg:56 src/help.cpp:1291 src/help.cpp:1293 #, fuzzy msgid "Factions" msgstr "Deling" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:63 data/core/help.cfg:492 msgid "Terrains" msgstr "Terræner" #. [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 "Kommandoer" #. [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 #, fuzzy #| 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 topic as you encounter them.\n" #| "\n" 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 "" "Visse enheder kan have evner, der har direkte indflydelse på andre enheder, " "eller hvordan enheden indvirker med andre enheder. Disse evner bliver listet " "her, efterhånden som du støder på dem.\n" "\n" #. [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 "Ukendt enhed" #. [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 "" "\n" "\n" "Denne enhed er for nuværende ukendt. Du må opdage den i spillet for at kunne " "se dens beskrivelse." #. [topic]: id=introduction_topic #: data/core/help.cfg:127 msgid "Overview" msgstr "Overblik" #. [topic]: id=introduction_topic #: data/core/help.cfg:128 #, fuzzy 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 "" "\n" "\n" "Kampen om Wesnoth er et rundebaseret, fantasy-/strategispil, der skiller sig " "ud blandt moderne strategispil. Hvor andre spil stræber efter kompleksitet, " "koncentrerer Kampen om Wesnoth sig om simpelhed i både regler og spillemåde. " "Dette gør dog ikke spillet simpelt. De simple regler giver grobund for et " "væld af strategier, hvilket gør spillet let at lære, men udfordrende at " "mestre." #. [topic]: id=fundamentals #: data/core/help.cfg:142 msgid "Fundamentals of Gameplay" msgstr "Grundlæggende spilide" #. [topic]: id=fundamentals #: data/core/help.cfg:143 #, fuzzy 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 "" "\n" "\n" "Til at starte med er det bedst at klikke på knappen: " "text=Vejledning i hovedmenuen. Det vil starte den " "interaktive vejledning, som lærer dig de mest grundlæggende ting om Wesnoth. " "Derefter kan det anbefales at spille kampagnen: Tronarvingen. Tryk på " "text=Kampagne og vælg: text=Tronarvingen. " "Da Kampen om Wesnoth kan være et meget udfordrende spil, kan det anbefales " "at du starter på niveauet: text=Let." #. [topic]: id=fundamentals #: data/core/help.cfg:143 #, fuzzy 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 "" "Disse sider skitserer alt hvad du behøver at vide for at spille Kampen om " "Wesnoth. De dækker hvordan man spiller og hvordan spillet hænger sammen. " "Efterhånden som du spiller, vil der blive tilføjet yderligere information " "her. Ønsker du mere detaljeret information om specielle situationer og " "undtagelser, så følg de inkluderede links." #. [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 "" "Husk, at du kan få information om mange ting ved blot at holde musen henover " "dem. For eksempel kan du få uddybet mange ting i status-panelet på denne " "måde. Dette er især nyttigt, når du første gang støder på nye dst='.." "abilities_section' text='evner'." #. [topic]: id=about_game #: data/core/help.cfg:153 msgid "About the Game" msgstr "Om spillet" #. [topic]: id=about_game #: data/core/help.cfg:154 #, fuzzy 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 "" "\n" "\n" "Kampagner består af flere scenarier, der er kædet sammen og som fortæller en " "historie. I en kampagne skal du ofte være påpasselig og sørge for at dine " "bedste enheder overlever, så du kan bruge dem senere i kampagnen." #. [topic]: id=about_game #: data/core/help.cfg:154 #, fuzzy 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 "" "Spillet foregår over en række slag, kaldet scenarier. I hvert scenarie skal " "din hær kæmpe mod en eller flere modstanderes hær. Du kan enten spille mod " "computeren eller mod venner, hvor i skiftes om at bruge den samme computer " "(hotseat). Hvis din computer er tilsluttet et lokalnetværk, kan du spille " "mod andre på det samme netværk og hvis computeren er forbundet til " "internettet kan du spille med andre over internettet." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:162 msgid "Victory and Defeat" msgstr "Sejr og nederlag" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 #, fuzzy 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 "" "\n" "\n" "Når du vinder et scenarie, bliver kortet gråt og »Afslut runde«-knappen " "ændrer sig til »Afslut scenarie«. Du kan nu ændre dine gem-indstillinger " "eller (hvis du er i flerspiller) skrive med andre spillere, før du taster på " "knappen for det næste scenarie." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 #, fuzzy 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 "" "Hold specielt øje med målene som vises i begyndelsen af hver scenarie. " "Normalt opnår du sejr ved at dræbe alle fjendtlige ledere, og kan kun " "besejres ved at din leder dræbes. Men scenarier kan have andre sejrsmål - få " "din leder til et bestemt sted eller du skal redde nogen, eller løse en gåde, " "eller holde stand mod en belejring indtil et bestemt antal runder er gået." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:172 msgid "Recruiting and Recalling" msgstr "Rekruttering og Tilbagekaldelse" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "If you right-clicked on a castle hex and selected recruit, the new unit " #| "will appear in that square. Otherwise, it will appear in a free square " #| "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." 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 "" "\n" "\n" "Hvis du højreklikkede på et felt i en borg og valgte rekrutter, så vil den " "nye enhed blive sat ind på det felt ellers bliver den sat ind på et felt i " "nærheden af tårnet. Du kan ikke rekruttere flere enheder end der er plads " "til på din borg og heller ikke bruge mere guld end du har på rekrutteringer." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 #, fuzzy 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 "" "Hver side begynder med en leder i deres tårn. I starten af ethvert slag - og " "også under det - skal du rekruttere dst=units text=enheder til " "din hær. For at rekruttere skal din leder (for eksempel Konrad i kampagnen: " "Tronarvingen) stå i et tårn på en dst=terrain_castle text=Borg. " "Du kan så rekruttere ved enten at vælge rekrutter' i hovedmenuen eller ved " "at højreklikke på et felt i borgen og vælge rekrutter i den menu. Dette " "fremkalder rekrutteringsvinduet, hvor du kan se hvilke enheder der kan " "rekrutteres og hvor meget de koster. Klik på enhederne for at få vist deres " "egenskaber og tryk på Rekrutterknappen for at rekruttere dem." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:175 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Rekrutterede enheder får to tilfældige dst=..traits_section " "text=karaktertræk, som påvirker deres egenskaber." #. [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 "" "\n" "\n" "I senere scenarier kan du også tilbagekalde enheder, der har overlevet " "tidligere slag. Når du vælger 'Tilbagekald', bliver du præsenteret for en " "liste over overlevene fra tidligere scenarier. Alle tilbagekaldelser koster " "20 guld." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:179 #, fuzzy 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 "" "\n" "\n" "Enheder koster ikke bare penge når de rekrutteres eller tilbagekaldes, de " "skal også vedligeholdes. Se dst='income_and_upkeep' text='Indkomst og " "vedligeholdelse' for yderligere information." # > kugle, sfære, klode.. sfære! # Nah... Jeg ved nu ikke... Der er nok ikke ret mange der ved hvad en sfære er. (Jeg kender i hvert fald mange der ikke gør.) #. [topic]: id=orbs #: data/core/help.cfg:188 msgid "Orbs" msgstr "Sfærer" #. [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 "" "Ovenpå energibaren, der er vist ved siden af hver enhed, er der en sfære. " "For enheder du kontrolerer, er denne sfære:" #. [topic]: id=orbs #: data/core/help.cfg:190 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr "grøn, hvis den ikke er blevet flyttet i indeværende tur," #. [topic]: id=orbs #: data/core/help.cfg:191 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" "gul, hvis den er blevet flyttet, men stadig kan flytte yderligere eller " "angribe, eller" #. [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 #, fuzzy msgid " blue if the unit is an ally you do not control." msgstr "Sfæren er blå hvis det er en enhed du ikke kontrollerer." #. [topic]: id=orbs #: data/core/help.cfg:194 #, fuzzy msgid " Enemy units have a red orb on top of their energy bar." msgstr "Fjendtlige enheder har ingen sfære over deres energibar." #. [topic]: id=hitpoints #: data/core/help.cfg:201 msgid "Hitpoints and Experience" msgstr "Liv og erfaring" #. [topic]: id=hitpoints #: data/core/help.cfg:202 #, fuzzy 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 "" "Hver enhed har et bestemt antal liv (L). Kommer antallet af liv ned under 1 " "dør enheden. Hver enhed har også erfaringspoints (EP). En nyrekrutteret " "enhed starter med 0 erfaringspoints, men kan optjene dem ved at bekæmpe " "fjender." #. [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 "" "Både liv (L) og erfaringspoints (EP) er vist med to tal i statuspanelet, " "disse indikerer den nuværende værdi og den maksimale værdi enheden kan have." #. [topic]: id=hitpoints #: data/core/help.cfg:207 #, fuzzy 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 "" "Liv er også indikeret i en grøn, gul eller rød energibjælke ved siden af " "hver enkelt enhed. Hver enhed med mindst 1 erfaringspoint har også en blå " "erfaringsbjælke, som bliver hvid når enheden er tæt på " "dst=experience_and_advancement text=forfremmelse." #. [topic]: id=movement #: data/core/help.cfg:214 msgid "Movement" msgstr "Bevægelse" #. [topic]: id=movement #: data/core/help.cfg:215 #, fuzzy 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 "" "\n" "\n" "Hver enhed at et fast antal bevægelsespoint som opbruges når enheden flytter " "sig ind i et andet felt. Forbruget er afhængig af terrænet. For eksempel " "koster en græseng næsten altid 1 bevægelsespoint. Præcist hvor mange " "bevægelsespoint der anvendes er afhængig af enhedstypen - i skove anvender " "elver kun 1 bevægelsespoint, de fleste mennesker og orker anvender 2, mens " "ryttere anvender 3. Du kan se hvor mange bevægelsespoint en enhed anvender " "ved at højreklikke på enheden, vælge enhedsbeskrivelse og herefter kigge på " "text='Terrain Modifiers'." #. [topic]: id=movement #: data/core/help.cfg:215 #, fuzzy 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 "" "Bevægelse af enheder i Kampen om Wesnoth er simpel. Klik på en enhed for at " "vælge den og klik derefter på det felt du vil flytte den til. Når en enhed " "er valgt, oplyses alle de felter den kan flytte til. Når du flytter musen " "hen over et oplyst felt, kan du se forsvarsstyrken enheden vil få, hvis du " "flytter den til det felt. Flytter du musen over et uoplyst felt kan du " "desuden se hvor mange runder det vil tage enheden at flytte derhen og " "klikker du der, vil enheden flytte mod feltet i denne og efterfølgende " "runder via den hurtigste rute. Hvis du ikke anvender hele din " "bevægelsesmulighed første gang du rykker en enhed, kan du flytte den videre. " "Dette er til gang, hvis du har 2 enheder, du ønsker skal skifte plads. Et " "angreb vil opbruge alle resterende bevægelsesmuligheder. Hvis du ender " "bevægelsen i en landsby, du ikke i forvejen har kontrol med, vil din " "bevægelse også slutte, men enheden kan stadig angribe." #. [topic]: id=movement #: data/core/help.cfg:217 #, fuzzy 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 "" "\n" "\n" "En ting at huske på når man flytter, er kontrolzoner. Hver enhed har sin " "kontrolzone på de felter der umiddelbart omgiver den og enhver fjendtlig " "enhed der bevæger sig hen på et af disse felter kan ikke rykke længere i den " "tur. Det er vigtigt at lære at bruge kontrolzonerne til sin egen fordel, da " "kun dst=abilities_skirmisher text='Stifindere' ikke er påvirket " "af kontrolzoner." #. [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 "" "\n" "\n" "For at se hvor fjenden kan flytte i deres næste runde så tryk Control-v " "eller Cmd-v. Control-b eller Cmd-b viser hvor fjenden kan flytte, hvis dine " "enheder ikke var på kortet og blokerede deres vej." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:228 msgid "Shroud and Fog of War" msgstr "Sløring og krigståge" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:229 #, fuzzy 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 "" "I nogle scenarier vil dele af kortet være skjult. Der er to mekanismer som " "kan bruges hver for sig eller sammen. Sløring dækker både terrænet og alle " "enheder på en lokation. Når først området er afdækket vil du dog altid kunne " "se lokationen. Krigståge skjuler kun enheder og ejerskab af landsbyer (andre " "end dine og dine allieredes). Krigståge afdækkes midlertidigt, når du har " "enheder i området, men returnerer når du forlader området. Både sløring og " "krigståge afdækkes af enhedr. Hver enhed afdækker felter der er inden for en " "rundes bevægelesmulighed (ignorerer kontrolzoner og fjendtlige enheder).\n" "\n" "Normalt kan du fortryde en enheds bevægelse, så længe at en begivenhed med " "et tilfældigt resultat ikke er foregået, så som en kamp eller en " "rekruttering. Opdagelsen af skjult terræn fra sløring og krigståge vil også " "forhindre fortrydmuligheden. Du kan slå »forsink sløring opdatering« i " "menuen. Dette vil forhindre enheder fra at afdække sløring eller krigståge " "indtil den næste tilfældige begivenhed eller en manuel opdatering via " "»opdater sløring nu« (eller afslutningen af din runde) og dermed bevare din " "mulighed for at fortryde et ryk." #. [topic]: id=combat #: data/core/help.cfg:238 msgid "Combat" msgstr "Kamp" #. [topic]: id=combat #: data/core/help.cfg:239 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Rækkefølge og antal slag'
" #. [topic]: id=combat #: data/core/help.cfg:239 #, fuzzy 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 "" "Slag i Kampen om Wesnoth foregår altid mellem enheder, i felter der har " "forbindelse med hinanden. Klik på din enhed og og klik på den fjende du " "ønsker at angribe; din enhed vil flytte henimod den fjendtlige enhed og når " "de er op ad hinanden vil slaget begynde. Angriberen og forsvareren " "fortsætter deres angreb, indtil de har forbrugt det antal de har mulighed " "for at forbruge. Angriberen vælger et af sine våben til at angribe med og " "forsvareren svarer igen med et våben af samme slags. Der er to typer angreb; " "nærkamp som normalt inkluderer våben som sværd, økse eller hugtand; eller " "afstandskamp som normalt inkluderer våben som bue, spyd og ildkugler." #. [topic]: id=combat #: data/core/help.cfg:241 #, fuzzy 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 "" "\n" "\n" "Angriberen får initiativet, herefter slå forsvareren tilbage. Hvert angreb " "enten rammmer, og giver skade, eller fejler, og gør ingen skade overhovedet. " "Angrebene skifter mellem angriber og forsvarer indtil de er brugt op. " "Antallet af angreb varierer fra enhed til enhed; for eksempel har en " "elverkæmper med et 5-4 angreb 4 angreb som hvis de alle er succesfulde giver " "5 skade per angreb i alt 20, mens en orkergrunt med et 9-2 angreb kun kan " "angribe 2 gange (men med 9 skade for hver succesfuldt angreb i alt 18)." #. [topic]: id=combat #: data/core/help.cfg:243 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Træfsikkerhed'
" #. [topic]: id=combat #: data/core/help.cfg:245 #, fuzzy 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 "" "\n" "\n" "Hver enhed har en risiko for at blive ramt baseret på det terræn enheden " "befinder sig på. Dette vises i statuspanelet, og kan også ses ved at " "højreklikke på en enhed, vælge enhedsbeskrivelse og derefter kigge på " "text='Terrænreguleringer'. For eksempel har mange elver en " "forsvarsevne på 70 % i en skov, så en enhed som angriber elven har kun 30 % " "sandsynlighed for at ramme. På samme måde er elvens sandsynlighed for at " "ramme angriberen afhængig af hvilket terræn angriberen befinder sig i." #. [topic]: id=combat #: data/core/help.cfg:247 #, fuzzy 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 "" "\n" "\n" "Der er to undtagelser til denne regel: dst=weaponspecial_magical " "text='Magiske angreb' og dst=weaponspecial_marksman " "text='Skarpskytter'. Magiske angreb har altid en træfsikkerhed på 70% " "uanset terræn, og, ved offensiv brug, har skarpskytter altid en " "træfsikkerhed på mindst 60% uanset terræn." #. [topic]: id=combat #: data/core/help.cfg:249 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Skade
" #. [topic]: id=combat #: data/core/help.cfg:251 #, fuzzy 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 "" "\n" "\n" "Hvert angreb som rammer medfører en skade som afhænger af angrebstypen. For " "eksempel: En elverkæmper med et 5-4 angreb medfører 5 baseskade. Dette tal " "modificeres normalt af to ting: dst=damage_types_and_resistance " "text=Resistance og dst=time_of_day text='Tid på dagen'. For " "at se hvor hvordan baseskadener modificeret af omstændighederne så vælg " "text='Skadeberegninger' i angrebsmenuen." #. [topic]: id=combat #: data/core/help.cfg:253 #, fuzzy 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 "" "\n" "\n" "Nogle få enheder har specielle dst=abilities text=abilities som " "påvirker deres skadevirkning i kamp. Den udbredste af disse er " "dst=weaponspecial_charge text=Storm, som fordobler skaden " "forvoldt af både angriber og forsvarer når enheden med charge angriber." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 msgid "Damage Types and Resistance" msgstr "Skadestyper og Modstand" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 #, fuzzy 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 "" "\n" "\n" "Modstandskraft virker meget simpelt: Hvis en enhed har 40 % modstandskraft " "mod en skadestype, så modtager den 40 % mindre skade når den rammes af en " "sådan skadestype. Det er også muligt for en enhed at være sårbar over for " "bestemte skadestyper. Hvis en enhed har -100 % modstandskraft mod en " "skadestype, så vil den modtage 100 % mere skade når den rammes af denne type." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 #, fuzzy 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 "" "I Wesnoth er der tre skadestyper, der forbindes med fysiske angreb: Klinge, " "stik og slag. Derudover er der tre skadestyper der forbindes med magiske " "angreb: Ild, kulde og hellige angreb. Forskellige enheder kan have " "modstandskraft som ændrer den skade som de ellers modtager fra specifikke " "skadestyper." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:264 #, fuzzy 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 "" "\n" "\n" "For eksempel er skeleter meget resistente overfor klinge- og stikvåben, men " "sårbare overfor slag- og ildvåben og ekstremt sårbare over for magisk skade." #. [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 "" "\n" "\n" "Hvis et slag rammer, giver det altid mindst 1 point skade. Dette gælder selv " "hvis den forsvarende enhed har 100% resistens mod skadestypen." #. [topic]: id=time_of_day #: data/core/help.cfg:274 msgid "Time of Day" msgstr "Tid på døgnet" #. [topic]: id=time_of_day #: data/core/help.cfg:275 #, fuzzy 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 "" "Tidspunktet på døgnet påvirker hvor meget skade visse enheder kan forvolde:\n" " Hæderlige enheder forvolder +25 % skade om dagen og -25 % om natten.\n" " Lyssky enheder forvolder +25 % skade om natten og -25 % om dagen.\n" " Neutrale enheder er uberørt af tidspunkt på dagen." #. [topic]: id=time_of_day #: data/core/help.cfg:279 #, fuzzy 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 "" "\n" "\n" "Tid kan aflæses under minikortet i statuspanelet. For den sædvanlige dag/nat-" "cyklus gælder morgen og eftermiddag som dag og Første og Anden vagt som " "nat:\n" #. [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 "Morgengry" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "Morgen" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:35 msgid "Afternoon" msgstr "Eftermiddag" #. [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 "Skumring" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:55 msgid "First Watch" msgstr "Første vagt" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 data/core/macros/schedules.cfg:79 msgid "Second Watch" msgstr "Anden vagt" #. [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 "Husk at nogle scenarier foregår under jorden hvor det altid er nat!" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:296 msgid "Experience and Advancement" msgstr "Erfaring og forfremmelse" #. [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 "" "\n" "\n" "Enheder skal bruge en bestemt antal erfaringspoint (XP) for at blive " "forfremmet (dette er 20% lavere for enheder med karaktertrækket: " "intelligent). Når de opnår dette antal forfremmes de omgående og helbredes " "fuldstændigt i, i nogle tilfælde kan du vælge hvad enheden skal forfremmes " "til." #. [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 "" "Hvis begge enheder overlever en kamp, så får de et antal erfaringspoint, som " "afhænger af modstanderens level. Dræber man en modstander i kamp, så får " "enheden meget mere erfaring - 4 XP for en level 0 enhed, 8 for level 1, 16 " "for level 2, 24 for level 3 osv..." #. [topic]: id=experience_and_advancement #: data/core/help.cfg:299 #, fuzzy 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 "" "\n" "\n" "De fleste enheder har 3 niveauer, men der er undtagelser. Udvalgte enheder " "(såsom dst=unit_Mage text=Magiske) kan have fire. Når en enhed " "har nået sit maksimale niveau, kan den have en efter maksimum opgradering " "(MNF). MNF vil ændre enheden hver gang den når et erfaringsniveau, men " "enheden vil blive på samme niveau. Den typiske MNF effekt er at øge enhedens " "maksimale liv med 3. Den første MNF vil normalt blive nået med 150 " "erfaringspoint (120 erfaringspoint for intelligente enheder). Muligheden for " "at opnå en ekstra MNF øges dog proportionalt for hver MNF der opnås, så det " "er ofte mere brugbart at forfremme sine enheder på lavere niveau." #. [topic]: id=healing #: data/core/help.cfg:308 msgid "Healing" msgstr "Helbredelse" #. [topic]: id=healing #: data/core/help.cfg:309 #, fuzzy msgid "" "\n" "\n" "text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "Hvile: En enhed der hverken bevæger sig, angriber eller bliver angrebet får " "helbredt 2 HP i starten af sin næste tur." #. [topic]: id=healing #: data/core/help.cfg:309 #, fuzzy 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 "" "I kamp vil dine enheder uundgåeligt tage skade. Når en enhed " "dst=experience_and_advancement text=forfremmes, vil den blive " "fuldstændig helbredt. Dette kan ske når du har nedkæmpet en fjendtlig enhed " "og uanset om det er din tur eller ej. Wesnoth giver dig masser af andre " "muligheder for at helbrede dine enheder, alle foregår i starten af din tur." #. [topic]: id=healing #: data/core/help.cfg:311 #, fuzzy msgid "" "\n" "text='Villages': A unit which starts a turn in a village " "will heal 8HP." msgstr "" "\n" "Landsbyer: En enhed der starter sin tur i en landsby får helbredt 8 HP." #. [topic]: id=healing #: data/core/help.cfg:312 #, fuzzy msgid "" "\n" "dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn." msgstr "" "\n" "dst=ability_regenerates text=Regeneration: Visse enheder (som for " "eksempel trolde) får automatisk helbredt 8 liv i starten af hver runde." #. [topic]: id=healing #: data/core/help.cfg:313 #, fuzzy 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 "" "\n" "Helbredende enheder: Enheder med evnen dst=ability_heals text=Heals, kan helbrede alle allierede nærvedstående enheder. de yder 4 eller 8 " "liv per runde, eller forhindrer gift i at gøre skade på en enhed." #. [topic]: id=healing #: data/core/help.cfg:314 #, fuzzy 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 "" "\n" "Gifthelbredende enheder: Enheder med evnen: dst=ability_cures " "text=Cures vil forhindre giftsygdom i alle allierede nærvedstående " "enheder (udover effekten ved helbredelse hvis enheder også har den evne)." #. [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 "" "\n" "\n" "Hvile kan kombineres med andre former for helbredelse, men landsbyer, " "regenerering, helbredelse og gifthelbredelse kan ikke kombineres: Det bedste " "valg vil blive brugt. Endelig vil enheder blive fuldt ud helbredt mellem " "scenarier." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 msgid "Income and Upkeep" msgstr "Indtjening og vedligehold" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 #, fuzzy 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 "" "\n" "\n" "Indkomst er simpel. Du har en basis-indkomst på 2 guld per runde. For hver " "landsby du kontrolerer, får du ekstra guld per runde. Så hvis du har 10 " "landsbyer, vil du normalt få 12 guld per runde. Dine " "vedligeholdelsesudgifter trækkes fra dette, som beskrevet nedenfor." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 #, fuzzy 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 "" "I Wesnoth er det ikke nok bare at rekruttere enheder og kæmpe. Du skal også " "holde øje med dit guld, specielt i kampagner, hvor du kan få overført ekstra " "guld fra et scenarie til et andet. Der er to aspekter af dette: Indkomst og " "Vedligeholdelse." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:327 #, fuzzy 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 "" "\n" "\n" "Vedligeholdelse er også forholdsvist simpelt. Hver enhed kræver et beløb som " "er afhængig af dets niveau. Du kan understøtte så mange enheder som du har " "landsbyer uden at betale vedligeholdelse (en enhed på niveau 2 tæller som 2 " "enheder). Bemærk at for hver enhed udover dit antal af landsbyer skal du " "betale et guldstykke per runde. For eksempel hvis du har 12 enheder på " "niveau 1 og ti landsbyer, så skal du betale to guldstykker hver runde i " "vedligeholdelse." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:329 #, fuzzy 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 "" "\n" "\n" "Vedligeholdelsesomkostnigen tages fra din indtægt, så i tilfældet med 12 " "niveau 1 enheder og 10 landsbyer, vil din indkomst blive på 10 guldstykker " "per runde." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:331 #, fuzzy 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 "" "\n" "Der er to vigtige undtagelser til vedligeholdelse: Enheder med loyal " "karaktertrækket og ledere har aldrig vedligeholdelse. Enheder som du " "begynder scenariet med (så som Delfador), eller enheder, som slutter sig til " "dig under et scenarie (så som rytteren i det andet scenarie af " "Tronarvingen), vil normalt have loyal karaktertrækket. Enheden du spiller " "(så som Konrad) vil næsten altid også være en leder." #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "Opsummering" #. [topic]: id=wrap_up #: data/core/help.cfg:340 #, fuzzy 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 "" "Dette afslutter det fundamentale i Wesnoth. Du har mulighed for at læse " "videre i Basisstrategi eller gøre dit bekendt med dst=traits " "text=Karaktertræk og dst=abilities text=Evner, men du ved " "nu alt du har behov forat kunne spille kampagnen Tronarvingen. Husk at have " "det sjovt og held og lykke!" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "Bidragydere" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "Licens" #. [topic]: id=..traits_section #: data/core/help.cfg:360 #, fuzzy 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 "" "\n" "\n" "Karaktertrækkene der er tilgængelige for alle enheder, der ikke er udøde, er " "dst=traits_intelligent text=Intelligent, dst=traits_quick " "text=Quick, dst=traits_resilient text=Resilient, og " "dst=traits_strong text=Strong." #. [topic]: id=..traits_section #: data/core/help.cfg:360 #, fuzzy 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 "" "De fleste enheder har to karaktertræk. Udøde enheder har dog kun et " "karaktertræk 'udød', og træsjæle har ingen karaktertræk. Karaktertræk er " "modifikationer som ændrer en enheds attributer en smule. De tildeles normalt " "tilfældigt når en enhed rekrutteres." #. [topic]: id=..traits_section #: data/core/help.cfg:362 #, fuzzy 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 "" "\n" "\n" "Andre karaktertræk som gives til enheder er dst=traits_dextrous " "text=Dextrous, dst=traits_loyal text=Loyal, og " "dst=traits_undead text=Undead.\n" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "Intelligens" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 #, fuzzy 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 "" "\n" "\n" "Intelligente enheder kan være meget brugbare i begyndelsen af en kampagne da " "de avancerer hurtigere til højere niveauer. Senere i en kampagne er " "Intelligens ikke nær så brugbart da MNF ikke er en så væsentlig ændring som " "at øges med et niveau. Hvis du har mange enheder på maksimalt niveau kan du " "eventuelt tilbagekalde enheder med mere egnede karaktertræk." #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Intelligente enheder skal bruge 20 % mindre erfaring end sædvanligt for at " "blive forfremmet." #. [topic]: id=traits_quick #: data/core/help.cfg:380 msgid "Quick" msgstr "Hurtig" #. [topic]: id=traits_quick #: data/core/help.cfg:381 #, fuzzy 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 "" "\n" "\n" "Hurtig er det mest iøjnefaldende karaktertræk, specielt hos langsommere " "enheder så som trolde og tungt infanteri. Enheder med hurtig karaktertrækket " "har ofte stærkt forøget mobilitet i svært fremkommeligt terræn, hvilket kan " "være vigtigt at overveje når du placerer dine tropper. Hurtige enheder er " "ikke nær så modstandsdygtige som enheder uden dette karaktertræk, og er " "derfor ikke nær så gode til at holde stillinger." #. [topic]: id=traits_quick #: data/core/help.cfg:381 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "HP than usual." msgstr "" "Hurtige enheder har 1 ekstra bevægelsespoint, men 5 % mindre liv end normalt." #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "Ukuelig" #. [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 "" "\n" "\n" "Ukuelige enheder er brugbare på alle tidspunkter i en kampagne, og det er et " "nyttig karaktertræk for alle enheder. Ukuelig er ofte mest egnet som et " "karaktertræk, når den indgår hos en enhed, som har en kombination af få liv, " "godt forsvar, eller høj modstandskraft. Ukuelige enheder er specielt egnede " "til at holde strategiske positioner over for modstanderne." #. [topic]: id=traits_resilient #: data/core/help.cfg:389 #, fuzzy msgid "" "text='Resilient' units have 4 HP plus 1 HP per level more " "than usual." msgstr "Ukuelige enheder har 4 liv og 1 liv ekstra per niveau end normalt." #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "Stærk" #. [topic]: id=traits_strong #: data/core/help.cfg:397 #, fuzzy 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 "" "\n" "\n" "Selv om dette karaktertræk er brugbart for alle nærkampsenheder, så er stærk " "mest effektiv for enheder som har mange angreb så som en elverkæmper. Stærke " "enheder kan være meget brugbare når en ekstra styrke er alt der skal bruges " "for at gøre et angreb dødeligt." #. [topic]: id=traits_strong #: data/core/help.cfg:397 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 more HP." msgstr "" "Stærke enheder gør 1 mere skade for hvert vellykket slag i nærkamp og har 1 " "liv mere." #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "Frygløs" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" "Aversion mod lys eller mørke betyder ikke noget for disse modige individer." #. [topic]: id=traits_feral #: data/core/help.cfg:410 #, fuzzy msgid "Feral" msgstr "I alt" #. [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 "" # kan også være trofast #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "Loyal" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 #, fuzzy 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 "" "\n" "\n" "I kampagner kan udvalgte enheder finde på at tilslutte sig dine styrker af " "egen fri vilje. Disse enheder er markeret med loyal karakteregenskaben. " "Selvom de kan kræve penge for at blive tilkaldt, har de ingen " "vedligeholdelsesomkostning. Dette kan gøre dem uvurderlige i en lang " "kampagne, hvor der ikke er adgang til store mængder guld. Denne egenskab " "gives aldrig til rekrutterede enheder, så det er uklogt at fjerne sådanne " "enheder eller at sende dem ud i en tåbelig død." #. [topic]: id=traits_loyal #: data/core/help.cfg:417 #, fuzzy 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 "" "Loyale enheder koster ikke vedligeholdelse. De fleste enheder koster " "vedligeholdelse ved afslutning af hver runde, som svarer til deres niveau. " "Loyale enheder har ikke denne omkostning." #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "Udød" #. [topic]: id=traits_undead #: data/core/help.cfg:425 #, fuzzy 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 "" "\n" "\n" "Udøde kroppe har normalt »udød« som deres eneste karaktertræk. Da udøde " "enheder er kroppe af døde, der er tilbagekaldt for at kæmpe igen, har gift " "ingen effekt på dem. Det kan gøre dem uvurderlige, når der skal håndteres " "fjender som bruger gift i forbindelse med deres angreb." #. [topic]: id=traits_undead #: data/core/help.cfg:425 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Udøde enheder er immune overfor gift, bloddræning og pest virker heller ikke " "på dem." #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 msgid "trait^Mechanical" msgstr "Mekaniske" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 #, fuzzy 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 "" "\n" "\n" "Mekaniske enheder har normalt »Mekaniske« som deres eneste karaktertræk. Da " "mekaniske enheder normalt ikke har liv har bloddræning, gift og pest ingen " "effekt på dem." #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Mekaniske enheder er immune overfor gift, bloddræning og pest virker heller " "ikke på dem." #. [topic]: id=traits_elemental #: data/core/help.cfg:440 #, fuzzy msgid "trait^Elemental" msgstr "skjul" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 #, fuzzy 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 "" "\n" "\n" "Mekaniske enheder har normalt »Mekaniske« som deres eneste karaktertræk. Da " "mekaniske enheder normalt ikke har liv har bloddræning, gift og pest ingen " "effekt på dem." #. [topic]: id=traits_elemental #: data/core/help.cfg:441 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Mekaniske enheder er immune overfor gift, bloddræning og pest virker heller " "ikke på dem." #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 msgid "Dextrous" msgstr "Behændig" #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 #, fuzzy 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 "" "\n" "\n" "Behændighed er et karaktertræk som kun indehaves af elvere. Elverne er kendt " "for deres overnaturlige elegance og store færdighed med buen. Nogle er dog, " "begavet ned et naturtalent, der overgår deres brødre. Disse elvere giver et " "ekstra skadespoint med hver pil." #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Behændige enheder giver 1 mere i skade for hvert succesfuldt skud med en bue." #. [topic]: id=traits_healthy #: data/core/help.cfg:456 msgid "Healthy" msgstr "Sund" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 #, fuzzy 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 "" "\n" "\n" "Sunde enheder har 2 flere liv end normalt, og får 2 ekstra liv efter hver " "runde de ikke kæmper." #. [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 "" "Kendt for deres vitalitet, nogle dværge er mere solidt bygget end andre og " "kan hvile selv når de er på farten." #. [topic]: id=traits_dim #: data/core/help.cfg:464 #, fuzzy msgid "Dim" msgstr "Middel" #. [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 #, fuzzy msgid "Slow" msgstr "Gjort langsom" #. [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 #, fuzzy msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." msgstr "" "Hurtige enheder har 1 ekstra bevægelsespoint, men 5 % mindre liv end normalt." #. [topic]: id=traits_weak #: data/core/help.cfg:480 #, fuzzy msgid "Weak" msgstr "svag" #. [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 #, fuzzy #| msgid "trait^Undead" msgid "trait^Aged" msgstr "Udød" #. [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 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Spilkortet har en række terræntyper som påvirker både enhedernes bevægelse " "og enhedernes forsvarsevne i kamp.\n" "\n" #. [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 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=Skade
" #. [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 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text=»Enheder der har dette specialangreb«
" #. [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 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Rækkefølge og antal slag'
" #. [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 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Modifications'
" msgstr "" "\n" "\n" "
text='Rækkefølge og antal slag'
" #. [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 #, fuzzy msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Træfsikkerhed'
" #. [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 "Generelle kommandoer" #. [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 "" "\n" "Slet snakkebeskeder.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:578 #, fuzzy 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 "" "\n" "Slå fejlsøgning til (virker ikke i flerspiller). Se dst=debug_commands " "text='Fejlsøgningskommandoer'.\n" "Fejlsøgning slukkes når spillet forlades eller ved :nodebug.\n" "\n" #. [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 "" "\n" "Skift spilleren mellem menneske og computer. Spilleren/klienten som " "kontrollerer denne side må give denne kommando. Hvis ingen anden parameter " "angives, skift mellem menneske og computer. Hvis den er »tænd«, sæt en " "computer. Hvis den er »sluk« sæt et menneske. Standard er den nuværende " "aktive side, hvis der ikke angives en parameter.\n" "\n" #. [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 "" "\n" "Skifter det nuværende antal billeder per sekund.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:591 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "Skift et logdomæne til et andet logniveau..\n" "\n" #. [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 "" "\n" "Hent temaudvælgelsesmenuen.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:600 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Forlad scenariet (uden prompt).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:603 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Gem spillet (uden prompt).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:606 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Gem spillet og forlad scenariet (uden prompt)." #. [topic]: id=mp_commands #: data/core/help.cfg:615 msgid "Multiplayer commands" msgstr "Flerspiller kommandoer" #. [topic]: id=mp_commands #: data/core/help.cfg:618 #, fuzzy 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 "" "\n" "Smid en spiller i flerspiller ud og bandlys denne og dennes IP-adresse.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:621 #, fuzzy 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 "" "\n" "Ændr spiller for siden (skriv her nummeret på siden) til brugernavn (skriv " "her kaldenavnet på spiller eller observatør). Du kan undersøge hvilken side " "hver spiller tilhører i »scenarieindstillingsinduet« (Tast på »mere«-knappen " "i statustabellen (alt+s som standard) for at gå dertil.).\n" "\n" #. [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 #, fuzzy 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 "" "\n" "Spark en bruger i flerspiller ud. De vil være i stand til at tilslutte sig " "spillet igen. Er generelt en venlig måde at fjerne nogen som har " "forbindelses- eller andre problemer.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:633 #, fuzzy 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 "" "Sender en privat besked. Du kan ikke sende beskeder til spillere som " "kontrollerer en side i spillet." #. [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 "" "\n" "Slå stilhed til for en specifik observatør. Hvis et brugernavn ikke angives " "bliver brugernavne med stilhed slået til vist.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:639 #, fuzzy msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Slå stilhed til/fra for alle observatører." #. [topic]: id=mp_commands #: data/core/help.cfg:642 #, fuzzy 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 "" "\n" "Smid en spiller i flerspiller ud og bandlys denne og dennes IP-adresse.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:645 #, fuzzy msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Slå stilhed til for en specifik observatør. Hvis et brugernavn ikke angives " "bliver brugernavne med stilhed slået til vist.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:653 msgid "Debug mode commands" msgstr "Fejlfindingskommandoer" #. [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 "" "\n" "Indsæt en enhed af den angivne slags på det valgte felt.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:662 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Skift mellem tåge/sløring for den nuværende side.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:665 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Tilfører det angivet beløb til den nuværende sides guldbeholdning.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:668 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" # A GameState is used to encapsulate a certain state of a game #. [topic]: id=debug_commands #: data/core/help.cfg:671 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Manuelt indstille en spiltidspunktvariabel til værdi.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:674 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Vis en spiltidspunktvaribel.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:677 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Manuelt opildne den angivne begivenhed.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:680 #, fuzzy msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Ændrer det angivne karaktertræk på den valgte enhed. Eksempel: :enhedsliv=100" #. [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 "kurerer" #. [heals]: id=curing #: data/core/macros/abilities.cfg:50 #, fuzzy msgid "female^cures" msgstr "frygtløs" #. [heals]: id=curing #: data/core/macros/abilities.cfg:51 #, fuzzy #| msgid "" #| "Cures:\n" #| "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." 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 "" "Kurerer:\n" "En kurer kan kurere en enhed for gift. Bemærk dog at enheden ikke vil " "modtage nogen form for ekstra helbredelse, i den runde den bliver kureret " "for giften." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:73 msgid "regenerates" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:74 #, fuzzy msgid "female^regenerates" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:75 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regenerer:\n" "Enheden vil helbrede 8 liv per runde hos sig selv. Hvis enheden forgiftes, " "vil den i steden for helbredelsen af 8 liv kurere sig selv for giften." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:94 msgid "steadfast" msgstr "fasthed" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:95 #, fuzzy msgid "female^steadfast" msgstr "fasthed" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:96 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Fasthed:\n" "Denne enheds modstandskraft fordobles, op til et maksimum af 50 %, når den " "forsvarer. Sårbarheder påvirkes ikke." #. [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 "lederskab" #. [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 #, fuzzy msgid "female^leadership" msgstr "lederskab" #. [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 #, fuzzy 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 "" "Lederskab:\n" "Denne enhed kan lede venlige enheder som er tæt på, hvilket får dem til at " "kæmpe bedre.\n" "\n" "Nærstående enheder af lavere rang vil gøre større skade i kamp. Når en enhed " "nærved, af lavere rang, og på samme side som en enhed med lederskab indgår i " "kamp, gør enhedens angreb 25 % mere skade ganget med forskelleni deres rang." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:337 msgid "skirmisher" msgstr "stifinder" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:338 #, fuzzy msgid "female^skirmisher" msgstr "stifinder" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:339 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Stifinder:\n" "Denne enhed er uddannet i at bevæge sig forbi fjender hurtigt, og den " "ignorerer alle fjenders kontrolzoner." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:352 msgid "illuminates" msgstr "oplyser" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:353 #, fuzzy msgid "female^illuminates" msgstr "oplyser" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:354 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "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." 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 "" "Oplyser:\n" "Denne enhed oplyser det omkringliggende område, hvilket gør at hæderlige " "enheder kæmper bedre og lyssky enheder kæmper dårligere.\n" "\n" "Alle enheder tæt på denne enhed vil kæmpe som om, at det er tusmørke, når " "det er mørkt, og som om, at det er dag, når det er tusmørke." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:366 msgid "teleport" msgstr "teleport" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:367 #, fuzzy msgid "female^teleport" msgstr "intelligent" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:368 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleport:\n" "Denne enhed kan teleportere mellem to tomme venligsindede landsbyer hvis den " "bruger en af dens runder." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406 msgid "ambush" msgstr "baghold" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407 #, fuzzy msgid "female^ambush" msgstr "loyal" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411 #, fuzzy #| msgid "" #| "Ambush:\n" #| "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." 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 "" "Baghold:\n" "Denne enhed kan gemme sig i skoven og forblive uset af fjender.\n" "\n" "Fjendtlige enheder kan ikke se eller angribe denne enhed, så længe den " "opholder sig i skoven, med mindre de har en enhed ved siden af den. En " "fjendtlig enhed som opdager denne enhed mister med det samme alle sine " "tilbageværende bevægelsespoint." # Har ikke kunnet finde et dansk ord for denne evne. Camouflage er ikke helt # godt for det er jo også tilfældet om dagen! (måske natcamouflage) #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429 #: data/core/macros/abilities.cfg:433 msgid "nightstalk" msgstr "natsløring" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "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." 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 "" "Natsløring:\n" "Denne enhed bliver usynlig om natten.\n" "\n" "Fjendtlige enheder kan ikke se denne enhed om natten, med mindre de har " "enheder ved siden af. Enhver fjendtlig enhed som opdager denne enhed mister " "straks alle tilbageværende bevægelsespoint." # Har ikke kunnet finde et dansk ord for denne evne. Camouflage er ikke helt # godt for det er jo også tilfældet om dagen! (måske natcamouflage) #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:434 #, fuzzy msgid "female^nightstalk" msgstr "natsløring" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457 msgid "concealment" msgstr "skjul" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458 #, fuzzy msgid "female^concealment" msgstr "skjul" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459 #, fuzzy #| msgid "" #| "Concealment:\n" #| "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." 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 "" "Skjul:\n" "Denne enhed kan gemme sig i landsbyer (med undtagelse af havlandsbyer) og " "forblive uset af dens fjender, med undtagelse af dem som står nærved.\n" "\n" "Fjendtlige enheder kan ikke se denne enhed så længe den opholder sig i en " "landsby, med mindre de står ved siden af enheden. Enhver fjendtlig enhed som " "opdager denne enhed mister straks alle tilbageværende bevægelsespoint." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481 msgid "submerge" msgstr "dykke" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482 #, fuzzy msgid "female^submerge" msgstr "stærk" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483 #, fuzzy #| msgid "" #| "Submerge:\n" #| "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." 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 "" "Dykke:\n" "Denne enhed kan gemme sig i dybt vand og forblive uset af fjender.\n" "\n" "Fjendtlige enheder kan ikke se denne enhed så længe den opholder sig dybt " "under overfladen, med mindre de står ved siden af enheden. Enhver fjendtlig " "enhed som opdager denne enhed mister straks alle tilbageværende " "bevægelsespoint." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:503 msgid "feeding" msgstr "fodring" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:504 #, fuzzy msgid "female^feeding" msgstr "frygtløs" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:505 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" " Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en levende " "enhed." #. [unstore_unit] #: data/core/macros/abilities.cfg:531 msgid "+1 max HP" msgstr "+1 maks liv" # Der må være noget bedre end "stikke i ryggen"... Hvad med "dolke"? # snigangreb eller bagholdsangreb er vist bedre som abilities. Joe 18.feb 2007. #. [damage]: id=backstab #: data/core/macros/abilities.cfg:573 msgid "backstab" msgstr "snigangreb" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:574 #, fuzzy 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 "" "Snigangreb:\n" "Dette angreb yder dobbelt skade, hvis der er en fjende på den modsatte side " "af enheden, der bliver angrebet med denne evne, og denne enhed ikke er " "paralyseret (det vil sige gjort til sten)." #. [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 "pest" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:587 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "Pest:\n" "Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af en " "enhed der er identisk med og på den samme side som enheden der har " "pestangrebet. Dette gælder ikke for udøde eller enheder i landsbyer." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:598 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "Pest:\n" "Når en enhed dræbes med med et pestangreb bliver denne enhed erstattet af et " "gående lig på den samme side som enheden, der har pestangrebet. Dette gælder " "ikke for udøde eller enheder i landsbyer." #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" msgstr "langsom" #. [slow]: id=slow #: data/core/macros/abilities.cfg:609 #, fuzzy #| msgid "" #| "Slow:\n" #| "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." 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 "" "Langsom:\n" "Dette angreb gør ofret langsomt indtil det afslutter en runde. Langsom " "halverer den skade der medfølger af et angreb og et offers " "bevægelsesomkostningfordobles. En enhed, som er gjort langsom, vil have en " "lille ikon på dens informationssidepanel, når den vælges." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 #, fuzzy msgid "petrifies" msgstr "Slag" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:619 #, fuzzy msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Sten:\n" "Dette angreb gør målet til sten. Enheder, der er gjort til sten, kan ikke " "bevæge sig eller angribe." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "marksman" msgstr "skarpskytte" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:629 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Skarpskytte:\n" "Hvis anvendt offensivt, har dette angreb en træfsikkerhed på mindst 60 %." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 msgid "swarm" msgstr "sværm" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:654 #, fuzzy 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 "" "Antallet af denne slags angreb falder når enheden er såret. Antallet af " "angreb er proportionalt med % af liv/maksimal liv enheden har. For eksempel " "vil en enhed, der har 3/4 af sit maksimale liv have 3/4 af sine normale " "angreb." # kan også være angrib #. [damage]: id=charge #: data/core/macros/abilities.cfg:663 msgid "charge" msgstr "storm" #. [damage]: id=charge #: data/core/macros/abilities.cfg:664 #, fuzzy #| msgid "" #| "Charge:\n" #| "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." 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 "" "Storm:\n" "Når anvendt offensivt giver dette angreb dobbelt skade til modstanderen. Det " "gør også, at enheden selv modtager dobbelt skade fra modstanderens modangreb." #. [drains]: id=drains #: data/core/macros/abilities.cfg:676 msgid "drains" msgstr "dræn" #. [drains]: id=drains #: data/core/macros/abilities.cfg:677 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Dræn:\n" "Denne enhed dræner livsenergi fra levende enheder - den helbreder sig selv " "med halvdelen af det drænede (nedrundet)." #. [poison]: id=poison #: data/core/macros/abilities.cfg:696 msgid "poison" msgstr "gift" #. [poison]: id=poison #: data/core/macros/abilities.cfg:697 #, fuzzy #| msgid "" #| "Poison:\n" #| "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." 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 "" "Gift:\n" "Dette angreb forgifter ofret. Forgiftede enheder taber 8 liv per runde, " "indtil de bliver kureret eller når ned på 1 liv. Gift kan ikke, af sig selv, " "dræbe en enhed." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Maks livbonus +3, maks EP +20 %" #. [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 "Langt under jorden" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:193 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:205 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:217 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:229 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:241 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Anden vagt" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:253 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Anden vagt" #. [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 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "Første vagt" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:488 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Anden vagt" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Morgen" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:507 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Morgen" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:516 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Første vagt" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Anden vagt" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:534 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Eftermiddag" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:543 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Eftermiddag" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:552 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "initiativ" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:562 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Anden vagt" #. [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 "" "\n" "\n" "Specielle bemærkninger:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Ånder har stor modstandskraft til skade, og flytter sig hurtigt over åben " "vand." #: 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 "" " Denne enheds magiske angreb gør umådelig skade til magiske skabninger, og " "også til nogle levende skabninger." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Denne enhed kan udføre grundlæggende helbredelse." #: data/core/macros/special-notes.cfg:17 #, fuzzy #| msgid " This unit is capable of basic healing." msgid " This unit is capable of rapid healing." msgstr " Denne enhed kan udføre grundlæggende helbredelse." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr " Denne enhed kan helbrede enheder omkring den, og rense dem for gift." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Denne enhed er i stand til at neutralisre effekten af gift i enheder " "omkring den." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Denne enhed helbreder sig selv hvilket gør at den opnår liv som om den " "altid er placeret i en landsby." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Styrken hos denne enhed reducerer skade fra nogle angreb, men kun mens den " "forsvarer sig." #: data/core/macros/special-notes.cfg:32 #, fuzzy 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 "" " Lederskabet hos denne enhed gør, at venlige enheder tæt på den giver mere " "skade i kamp. Det gælder dog kun for lavererangerende enheder." #: 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 "" " Denne enheds evner som stifinder tillader den at ignorere fjendtlige " "kontrolzoner og dermed bevæge sig uhindret omkring dem." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Oplysning øger lysniveauet i nærvedliggende arealer." #: 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 "" " Denne enhed kan teleportere mellem to tomme venligsindede landsbyer hvis " "den bruger en af dens runder." #: 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 "" " I skove, gør denne enheds bagholdsevne den usynlig for fjendtlige enheder " "med mindre de står lige op ad enheden eller har afsløret sig selv ved at " "angribe." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Denne enhed kan skjule sig om natten uden at vise tegn på dens " "tilstedeværelse." #: 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 "" " Denne enhed kan gemme sig i landsbyer (med undtagelsen af vandlandsbyer), " "og forblive uopdaget af sine fjender, undtagen dem der står nær ved den." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Denne enhed kan flytte uset i dybt vand. Den kræver ikke luft fra " "overfladen." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en levende " "enhed." #: 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 "" " Når dens raseriangreb anvendes fortsætter denne enhed med at angribe indtil " "enten den eller dens fjende er død." #: 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 "" " Hvis der er en fjende på den modsatte side af målet, kan denne enhed " "foretage et bagholdsangreb som giver dobbelt skade ved at flytte sig rundt " "om fjenden." #: data/core/macros/special-notes.cfg:65 #, fuzzy msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Fjender som mister deres liv til pesten vil genopstå i livet efter døden." #: 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 "" " Denne enhed kan gøre sine modstandere langsomme, bevægelsen bliver halveret " "og det samme gør angrebsskaden indtil de afslutter en runde." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Evnen til at forvandle de levende til sten gør denne enhed ekstrem farlig." #: 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 "" " Denne enheds skydefærdighed giver den en høj chance for at ramme udvalgte " "fjender, men kun under angreb." #: data/core/macros/special-notes.cfg:77 #, fuzzy #| msgid "" #| " The unit has magical attacks, which always have a high chance of hitting " #| "an opponent." msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Enheden har magisk angreb, som altid har en høj chance for at ramme en " "modstander." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Sværmangrebet hos denne enhed bliver mindre dødeligt når dets medlemmer er " "sårede." #: 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 "" " Brugen af et stormangreb fordobler både den skade som bliver forvoldt og " "den skade som modtages; dette gælder ikke forsvarsmæssig gengældelse." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Under kamp kan denne enhed suge liv fra sine ofre og gendanne sit eget liv " "med dette liv." #: 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 "" " Længden af denne enheds våben tillader enhede at slå først i nærkamp, selv " "i forsvar." #: 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 "" " Ofrene til denne enheds gift vil fortsætte med at modtage skade indtil de " "kan helbredes i en by eller af en enhed som kurerer sygdomme." #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "loyal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "loyal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Ingen vedligeholdelse" #. [trait]: id=undead #: data/core/macros/traits.cfg:22 msgid "undead" msgstr "udød" #. [trait]: id=undead #: data/core/macros/traits.cfg:23 msgid "female^undead" msgstr "udød" #. [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 "Immun overfor bloddræning, gift og pest" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:45 msgid "mechanical" msgstr "mekaniske" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:46 msgid "female^mechanical" msgstr "mekaniske" #. [trait]: id=elemental #: data/core/macros/traits.cfg:68 #, fuzzy msgid "elemental" msgstr "skjul" #. [trait]: id=elemental #: data/core/macros/traits.cfg:69 #, fuzzy msgid "female^elemental" msgstr "loyal" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" msgstr "stærk" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" msgstr "stærk" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" msgstr "behændig" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" msgstr "behændig" #. [trait]: id=quick #: data/core/macros/traits.cfg:122 msgid "quick" msgstr "hurtig" #. [trait]: id=quick #: data/core/macros/traits.cfg:123 msgid "female^quick" msgstr "hurtig" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:139 msgid "intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:140 msgid "female^intelligent" msgstr "intelligent" # > spændstig, elastisk, ukuelig.. # Robust! #. [trait]: id=resilient #: data/core/macros/traits.cfg:152 msgid "resilient" msgstr "robust" # > spændstig, elastisk, ukuelig.. # Robust! #. [trait]: id=resilient #: data/core/macros/traits.cfg:153 msgid "female^resilient" msgstr "robust" #. [trait]: id=healthy #: data/core/macros/traits.cfg:170 msgid "healthy" msgstr "sund" #. [trait]: id=healthy #: data/core/macros/traits.cfg:171 msgid "female^healthy" msgstr "sund" #. [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 "frygløs" #. [trait]: id=fearless #: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203 msgid "female^fearless" msgstr "frygtløs" #. [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 "Kæmper normalt under ikkefavorable tider af døgnet" #. [trait]: id=feral #: data/core/macros/traits.cfg:214 #, fuzzy msgid "feral" msgstr "I alt" #. [trait]: id=feral #: data/core/macros/traits.cfg:215 #, fuzzy msgid "female^feral" msgstr "udød" #. [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 "svag" #. [trait]: id=weak #: data/core/macros/traits.cfg:233 msgid "female^weak" msgstr "svag" #. [trait]: id=slow #: data/core/macros/traits.cfg:250 msgid "slow" msgstr "langsom" #. [trait]: id=slow #: data/core/macros/traits.cfg:251 msgid "female^slow" msgstr "langsom" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 #, fuzzy msgid "dim" msgstr "Middel" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 #, fuzzy msgid "female^dim" msgstr "frygtløs" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 #, fuzzy msgid "aged" msgstr "afstands" #. [trait]: id=aged #: data/core/macros/traits.cfg:281 #, fuzzy msgid "female^aged" msgstr "frygtløs" #. [race]: id=bats #: data/core/units.cfg:43 msgid "race^Bat" msgstr "Flagermus" #. [race]: id=bats #: data/core/units.cfg:44 msgid "race+female^Bat" msgstr "Flagermus" #. [race]: id=bats #: data/core/units.cfg:45 msgid "race^Bats" msgstr "Flagermus" #. [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 "Hestedrage" #. [race]: id=drake #: data/core/units.cfg:56 msgid "race+female^Drake" msgstr "Hestedrage" #. [race]: id=drake #: data/core/units.cfg:57 msgid "race^Drakes" msgstr "Hestedrager" #. [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 "Dværg" #. [race]: id=dwarf #: data/core/units.cfg:92 msgid "race+female^Dwarf" msgstr "Dværg" #. [race]: id=dwarf #: data/core/units.cfg:93 msgid "race^Dwarves" msgstr "Dværge" #. [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 "Elv" #. [race]: id=elf #: data/core/units.cfg:112 msgid "race+female^Elf" msgstr "Elv" #. [race]: id=elf #: data/core/units.cfg:113 msgid "race^Elves" msgstr "Elver" #. [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 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "Menneske" #. [race]: id=falcon, description= #: data/core/units.cfg:133 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "Menneske" #. [race]: id=falcon, description= #: data/core/units.cfg:134 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "Mennesker" #. [race]: id=goblin #: data/core/units.cfg:145 msgid "race^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:146 msgid "race+female^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:147 msgid "race^Goblins" msgstr "Gobliner" #. [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 "Grif" #. [race]: id=gryphon, description= #: data/core/units.cfg:164 msgid "race+female^Gryphon" msgstr "Grif" #. [race]: id=gryphon, description= #: data/core/units.cfg:165 msgid "race^Gryphons" msgstr "Griffer" #. [race]: id=human #: data/core/units.cfg:181 msgid "race^Human" msgstr "Menneske" #. [race]: id=human #: data/core/units.cfg:182 msgid "race+female^Human" msgstr "Menneske" #. [race]: id=human #: data/core/units.cfg:183 msgid "race^Humans" msgstr "Mennesker" #. [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 #, fuzzy #| msgid "race^Human" msgid "race^Khalifate Human" msgstr "Menneske" #. [race]: id=khalifate #: data/core/units.cfg:200 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Khalifate Human" msgstr "Menneske" #. [race]: id=khalifate #: data/core/units.cfg:201 #, fuzzy #| msgid "race+plural^Mechanical" msgid "race+plural^Khalifate" msgstr "Mekaniske" #. [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 "Øgle" #. [race]: id=lizard, description= #: data/core/units.cfg:214 msgid "race+female^Saurian" msgstr "Øgle" #. [race]: id=lizard, description= #: data/core/units.cfg:215 msgid "race^Saurians" msgstr "Øgler" #. [race]: id=mechanical #: data/core/units.cfg:225 msgid "race^Mechanical" msgstr "Mekanisk" #. [race]: id=mechanical #: data/core/units.cfg:226 msgid "race+plural^Mechanical" msgstr "Mekaniske" #. [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 "Havmand" #. [race]: id=merman #: data/core/units.cfg:237 msgid "race^Mermaid" msgstr "Havfrue" #. [race]: id=merman #: data/core/units.cfg:238 msgid "race^Mermen" msgstr "Havmænd" #. [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 "Monster" #. [race]: id=monster #: data/core/units.cfg:249 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:250 msgid "race^Monsters" msgstr "Monstre" #. [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 "Naga" #. [race]: id=naga #: data/core/units.cfg:259 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:260 msgid "race^Nagas" msgstr "Nagaer" #. [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 "Ogretrold" #. [race]: id=ogre #: data/core/units.cfg:270 msgid "race+female^Ogre" msgstr "Ogretrold" #. [race]: id=ogre #: data/core/units.cfg:271 msgid "race^Ogres" msgstr "Ogretrolde" #. [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 "Ork" #. [race]: id=orc #: data/core/units.cfg:281 msgid "race+female^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:282 msgid "race^Orcs" msgstr "Orker" #. [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 "Trold" #. [race]: id=troll #: data/core/units.cfg:300 msgid "race+female^Troll" msgstr "Trold" #. [race]: id=troll #: data/core/units.cfg:301 msgid "race^Trolls" msgstr "Trolde" #. [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 "Udød" #. [race]: id=undead #: data/core/units.cfg:323 msgid "race+female^Undead" msgstr "Udød" #. [race]: id=undead #: data/core/units.cfg:324 msgid "race+plural^Undead" msgstr "Udøde" #. [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 "Ulv" #. [race]: id=wolf, description= #: data/core/units.cfg:339 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Elv" #. [race]: id=wolf, description= #: data/core/units.cfg:340 msgid "race^Wolves" msgstr "Ulve" #. [race]: id=wose #: data/core/units.cfg:350 msgid "race^Wose" msgstr "Træsjæl" #. [race]: id=wose #: data/core/units.cfg:351 msgid "race^Woses" msgstr "Træsjæle" #. [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 "Hjælp" #: src/help.cpp:1154 msgid "
text='Units having this special attack'
" msgstr "
text=»Enheder der har dette specialangreb«
" #: src/help.cpp:1220 msgid "
text='Units having this ability'
" msgstr "
text=»Enheder der har denne evne«
" #: src/help.cpp:1253 #, fuzzy msgid "Leaders:" msgstr "Leder: " #: src/help.cpp:1262 #, fuzzy msgid "Recruits:" msgstr "Rekrutteringer: " #: src/help.cpp:1276 msgid "Era:" msgstr "Æra:" #: src/help.cpp:1284 #, fuzzy msgid "Factions:" msgstr "Deling" #: src/help.cpp:1294 msgid "Factions are only used in multiplayer" msgstr "" #: src/help.cpp:1327 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "Terræn" #: src/help.cpp:1410 msgid "level" msgstr "level" #: src/help.cpp:1443 msgid "Advances from: " msgstr "Forfremmes fra: " #: src/help.cpp:1445 msgid "Advances to: " msgstr "Forfremmes til: " #: src/help.cpp:1470 msgid "Base unit: " msgstr "" #: src/help.cpp:1475 msgid "Base units: " msgstr "" #: src/help.cpp:1493 #, fuzzy msgid "Variations: " msgstr "Deling" #: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038 msgid "race^Miscellaneous" msgstr "Diverse" #: src/help.cpp:1519 msgid "Race: " msgstr "Race: " #: src/help.cpp:1526 msgid "Abilities: " msgstr "Evner: " #: src/help.cpp:1542 msgid "Ability Upgrades: " msgstr "Evneopgraderinger: " #: src/help.cpp:1557 msgid "HP: " msgstr "L: " #: src/help.cpp:1558 msgid "Moves: " msgstr "Bevægelser: " #: src/help.cpp:1560 msgid "Vision: " msgstr "" #: src/help.cpp:1562 msgid "Jamming: " msgstr "" #: src/help.cpp:1563 msgid "Cost: " msgstr "Pris: " #: src/help.cpp:1564 msgid "Alignment: " msgstr "Sindelag: " #: src/help.cpp:1568 msgid "Required XP: " msgstr "Nødvendig EP: " #: src/help.cpp:1577 msgid "unit help^Attacks" msgstr "Angreb" #: src/help.cpp:1584 msgid "unit help^Name" msgstr "Navn" #: src/help.cpp:1585 msgid "Type" msgstr "Type" #: src/help.cpp:1586 msgid "Strikes" msgstr "Slag" #: src/help.cpp:1587 msgid "Range" msgstr "Afstand" #: src/help.cpp:1588 msgid "Special" msgstr "Speciel" #: src/help.cpp:1637 msgid "Resistances" msgstr "Modstandskræfter" #: src/help.cpp:1641 msgid "Attack Type" msgstr "Angrebstype" #: src/help.cpp:1642 msgid "Resistance" msgstr "Modstandskraft" #: src/help.cpp:1672 msgid "Terrain Modifiers" msgstr "Terrænpåvirkninger" #: src/help.cpp:1676 msgid "Terrain" msgstr "Terræn" #: src/help.cpp:1677 msgid "Defense" msgstr "Forsvar" #: src/help.cpp:1678 msgid "Movement Cost" msgstr "Bevægelsespris" #: 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 "
text=»Enheder af denne race«
" #: src/help.cpp:2956 msgid " < Back" msgstr " < Tilbage" #: src/help.cpp:2957 msgid "Forward >" msgstr "Fremad >" #: src/help.cpp:3065 msgid "Reference to unknown topic: " msgstr "Reference til ukendt emne: " #: src/help.cpp:3321 msgid "corrupted original file" msgstr "korrupt original fil" #: src/help.cpp:3433 msgid "Close" msgstr "Luk" #: src/help.cpp:3436 msgid "The Battle for Wesnoth Help" msgstr "Hjælp til Kampen om Wesnoth" #: src/help.cpp:3492 msgid "Parse error when parsing help text: " msgstr "Fortolk fejl når der fortolkes hjælpetekst: " #, fuzzy #~ msgid "Caste" #~ msgstr "Borg" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "fodring" #, fuzzy #~ msgid "World Ocean" #~ msgstr "Det Store Træ" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Helbredelse" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Helbredelse" #, fuzzy #~ msgid "Intendant" #~ msgstr "Intelligens" #, fuzzy #~ msgid "Swarm" #~ msgstr "sværm" #, fuzzy #~ msgid "Swarming" #~ msgstr "sværm" #, fuzzy #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "En græseng repræsenter åbne stepper, enten de er kultiverede, gjort til " #~ "græsningsarealer eller er naturlige. Da det er et åbent landskab, er " #~ "græsenge meget nemme at forcere, men det er også svært at forsvare sig i " #~ "dette terræn. Typisk er de bedste enheder på græseng enten kavaleri eller " #~ "meget hurtige enheder som har fordel af det åbne terræn.\n" #~ "\n" #~ "De fleste enheder har på græseng et forsvar på 30-40 %." #~ msgid "Road" #~ msgstr "Vej" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "Veje er stampede jordstier, gået til af de mange rejsende der har vandret " #~ "på dem. Hvad angår gameplay, så er veje identiske med " #~ "dst='terrain_flat' text='Flat'." #~ msgid "Forest" #~ msgstr "Skov" #, fuzzy #~ msgid "" #~ "text='Forests' represent any woodland with significant " #~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " #~ "down, forests do offer better defense to most units than open ground. " #~ "Cavalry, however, have so much trouble navigating them that any benefit " #~ "gained by stealth is negated. Elves are an exception to this general rule " #~ "for forests. Not only do they possess full movement in forests, but they " #~ "also gain a considerable defensive bonus. Dwarves are another exception " #~ "to this rule; though they are able to plow through the forests without " #~ "much loss of speed, their utter unfamiliarity with the terrain causes " #~ "them to receive no defensive bonus.\n" #~ "\n" #~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " #~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " #~ "units. Dwarves generally receive only 30% defense in forests.\n" #~ "\n" #~ msgstr "" #~ "Skove repræsenterer alle slags skovområder med tilpas megen bevoksning " #~ "ved jorden som forhindrer en fri passage. Selv om alle har mindre " #~ "bevægelighed i skoven, så yder den også bedre forsvar end den enheder har " #~ "i det åbne. Kavaleri har så store problemer i en skov at enhver stealth " #~ "evne ikke gør sig gældende. Elvere er en undtagelse til denne regel. De " #~ "har ikke alene fuld bevægelighed i skoven, men opnår også en betydelig " #~ "forsvarsbonus. Dværge er en anden undtagelse, selv om de er i stand til " #~ "at trænge igennem skoven uden væsentlig nedsættelse af hastigheden, så " #~ "opnår de ingen forsvarsbonus.\n" #~ "\n" #~ "De fleste enheder har en 50 % forsvarsbonus i skoven, men kavaleri er " #~ "begrænset til 40 %. Elver har 60 % eller 70 %, selv når de er til hest. " #~ "Dværge har kun 30 % i skove.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Bakker" #, fuzzy #~ msgid "" #~ "text='Hills' represent any reasonably rough terrain, " #~ "with enough dips and rises in the ground to provide some cover. Hills are " #~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " #~ "enough familiarity with the terrain that they can pass through it without " #~ "being slowed down. Cavalry have enough trouble navigating the terrain " #~ "that any defensive aid lent by cover is negated.\n" #~ "\n" #~ "Most units have about 50% defense in hills, whereas cavalry are limited " #~ "to 40%. Dwarves enjoy 60% defense in hills.\n" #~ "\n" #~ msgstr "" #~ "Bakker repræsenterer et noget hårdt terræn med nok forskydninger til at " #~ "det er muligt at finde skjul. Bakker er svære at finde rundt i for de " #~ "fleste tropper. Dværge, trolde og orker er så bekendte med dette terræn " #~ "at de kan gå igennem det uden nedsættelse af hastigheden. Kavaleri har " #~ "problemer i terrænet og enhver defensiv bonus ud fra skjul bliver " #~ "ignoreret.\n" #~ "\n" #~ "De fleste enheder har omkring 50 % forsvar i bakker, mens kavaleri er " #~ "begrænset til 40 %. Dværge har 60 % forsvar i bakker." #~ msgid "Mountains" #~ msgstr "Bjerge" #, fuzzy #~ msgid "" #~ "text='Mountains' are steep enough that units often have " #~ "to climb over obstacles to move. By this nature, they provide a " #~ "considerable defensive bonus for most troops, but they also severely " #~ "impede any passage through them. Most cavalry simply cannot enter " #~ "mountainous terrain; however, elvish cavalry is an exception to this, as " #~ "are the goblin wolf riders. Both dwarves and trolls are native to " #~ "mountainous terrain, and have a very easy time getting around.\n" #~ "\n" #~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " #~ "70%." #~ msgstr "" #~ "Bjerge er så stejle at enheder ofte må kravle over objekter for at kunne " #~ "bevæge sig frem. Denne natur giver en naturlig forsvarsbonus for de " #~ "fleste tropper, men de forhindrer også enhver passage igennem dem. De " #~ "fleste kavaleri enheder kan ikke flytte igennem bjergterræn; dog er " #~ "elverkavaleri en undtagelse til denne regel og det er goblin ulveryttere " #~ "også. Både dværge og trolde er vant til bjergrigt terræn og kan nemt " #~ "flytte sig rundt i dette terræn.\n" #~ "\n" #~ "De fleste enheder har en 60 % forsvarsbonus i bjerge, mens dværge har 70 " #~ "%." #~ msgid "Swamp" #~ msgstr "Sump" #, fuzzy #~ msgid "" #~ "text='Swamps' represent any sort of wetlands. Swamps " #~ "slow down nearly everyone, and inhibit their ability to defend " #~ "themselves. An exception to this is any race bodily skilled in navigating " #~ "water; these receive both full movement and a defensive bonus. Those that " #~ "make their living in the wetlands are also adept at using this terrain " #~ "for cover.\n" #~ "\n" #~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " #~ "all generally enjoy 60%." #~ msgstr "" #~ "Sumpe repræsenterer alle vådområder. Sumpe sinker næsten alle enheder og " #~ "deres evne til at forsvare sig. En undtagelse for dette er alle racer der " #~ "har evner i at navigere igennem vand; disse modtager både fuld bevægelse " #~ "og en forsvarsbonus. Racer som lever i vådområder er også gode til at " #~ "bruge terrænet som dækning.\n" #~ "\n" #~ "De fleste enheder må nøjes med 30 % forsvar i sumpe. Havænd, nagaer og " #~ "øgler har alle normalt 60 %." #~ msgid "Shallow Water" #~ msgstr "Lavt vand" #, fuzzy #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s waist. This is enough to slow down " #~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " #~ "water reaches up almost to their heads, have an extremely hard time of " #~ "this. The exception is any race whose bodies naturally lend themselves to " #~ "swimming, for which they receive a considerable defensive bonus and full " #~ "movement.\n" #~ "\n" #~ "Most units make do with 20 to 30% defense in shallow water, whereas both " #~ "naga and mermen enjoy 60%." #~ msgstr "" #~ "Lavt vand dækker over alle vanddybder som når op til en mands talje. " #~ "Dette er nok til at gøre næsten alle langsommere og åben for angreb. " #~ "Dværge hvor vandet når næsten op til deres hovede, har det specielt svært " #~ "i dette terræn. Undtagelsen er racer hvis kroppe naturligt kan svømme. " #~ "Dette giver dem en betydelig forsvarsbonus og fuld bevægelse.\n" #~ "\n" #~ "De fleste enheder har 20 til 30 % forsvar i lavt vand, mens nagaer og " #~ "havmænd har 60 %." #~ msgid "Deep Water" #~ msgstr "Dybt vand" #, fuzzy #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s head. Most units cannot enter deep water: it is " #~ "the domain of units which can either fly, or are exceptionally strong " #~ "swimmers.\n" #~ "\n" #~ "Mermen and naga both receive 50% defense in deep water, with full " #~ "movement." #~ msgstr "" #~ "Dybt vand repræsenterer al slags vand, som er dybt nok til at dække en " #~ "mands hoved. De fleste enheder kan ikke gå ud i dybt vand: Det er for " #~ "enheder som enten kan flyve eller er specielt stærke svømmere.\n" #~ "\n" #~ "Havmænd og nagaer har begge en 50 % forsvarsbonus i dybt vand og fuld " #~ "bevægelse." #, fuzzy #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "Sne repræsenter ethvert fladt område som er frossent, enten permanent " #~ "(som tundra), eller midlertidigt (som sneklædt græsland). De fleste " #~ "enheders hastighed bliver mindre når der er sne, og har sværere ved at " #~ "forsvare sig.\n" #~ "\n" #~ "De fleste enheder har 20 til 40 % forsvar i sne." #~ msgid "Castle" #~ msgstr "Borg" #, fuzzy #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "Borge er alle slags permanente fæstningsværker. Næsten alle enheder har " #~ "en væsentlig forsvarsbonus når de er placeret i en borg. Alle enheder har " #~ "fuld bevægelse i en borg. Placering af enheder i en borg repræsenterer " #~ "dets forsvarsmuligheder. Uden en enhed i hvert felt kan en fjende nemt " #~ "snige sig ind i borgen og opnå den samme forsvarsbonus som øvrige enheder " #~ "i borgen har.\n" #~ "\n" #~ "De fleste enheder har en 60 % forsvarsbonus i en borg.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Sand" #, fuzzy #~ msgid "" #~ "The instability of text='sand' makes it harder for most " #~ "units to cross, and leaves them wide open to attack. In contrast, the " #~ "wide feet or snakelike bodies of the reptilian races make sand much " #~ "easier for them to navigate.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in sand." #~ msgstr "" #~ "Sands ustabilitet gør det sværere for enheder at forcere dem og gør dem " #~ "sårbare over for angreb. De brede fødder og slangeagtige kroppe gør " #~ "enheder fra øglernes race i stand til at navigere i dette terræn.\n" #~ "\n" #~ "De fleste enheder har 20-40 % forsvar i sand." #~ msgid "Desert" #~ msgstr "Ørken" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "Ørken har en noget andet sammensætning end sand eller strande, men i " #~ "spillet er de identiske. Se dst=terrain_sand text=Sand." #~ msgid "Cave" #~ msgstr "Hule" #, fuzzy #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "Huleterræn repræsenterer en underjordisk hule med tilpas plads til at en " #~ "enhed kan passere. De fleste enheder er ikke tilpasset denne slags " #~ "terræn, og de bliver derfor både langsommere og har et dårligere forsvar " #~ "i dette terræn. Dværge og trolde som har deres hjem i huler, kan nemt " #~ "navigere i dette terræn, specielt dværge som i kraft af deres mindre " #~ "størrelse nemt kan omgå forhåndringer som andre racer ikke kan komme " #~ "forbi. Undertiden er huler dst=terrain_illuminated_cave " #~ "text=oplyste.\n" #~ "\n" #~ "De fleste enheder har en 20-40 % forsvarsbonus i huler, mens dværge har " #~ "50 %." #~ msgid "Rockbound Cave" #~ msgstr "Stenhule" #, fuzzy #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "Stenhuleterrænet er skabt af vand og vind der har bragt partikler hen " #~ "over stenene og skabt dem igennem en nedbrydningsproces. Det ligner et " #~ "arret området og stenhuleterræn reducerer derfor effektiviteten for de " #~ "fleste enheder, men øger forsvarsevnen. Dværge og trolde som er de " #~ "væsentligste indbyggere i hulerne kan nemt navigere igennem terrænet. " #~ "Dværge som har fordel af deres lave højde i dette terræn har fulde " #~ "navigationsmuligheder. Undertiden er hulerne " #~ "dst=terrain_illuminated_cave text=Oplyst\n" #~ "\n" #~ "De fleste enheder har cirka 50 % forsvar i stenhuleterræn, mens kavaleri " #~ "er begrænset til 40 %. Dværge har 60 %." #~ msgid "Illuminated Cave" #~ msgstr "Oplyst hule" #, fuzzy #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "Sjældne stier i den underjordiske verden er oplyst af lys fra overfladen " #~ "der skinner ned i mørket. Dette giver en angrebsbonus for hæderlige " #~ "enheder og fjerner angrebsbonussen fra kaotiske enheder. I alle andre " #~ "henseender opfører dette terræn sig på samme måde som normalt huleterræn." #~ msgid "Mushroom Grove" #~ msgstr "Champignonskov" #, fuzzy #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "Champignonskove er store underjordiske skove af kæmpe store champignoner, " #~ "som trives i det fugtige mørke. De fleste enheder har svært ved at " #~ "navigere i dette svampemiljø, men har til gengæld stor nytte af skjulet " #~ "bag de store champignoner. Beredne enheder har stor ulempe i dette terren " #~ "og mangler den frie bevægelse i kamp. Udøde enheder har en naturlig " #~ "præference for denne slags terræn og fungerer ganske godt i " #~ "champignonskove.\n" #~ "\n" #~ "De fleste enheder har 50-60 % forsvar i champignonskove, mens kavaleri " #~ "kun har 20 %." #~ msgid "Village" #~ msgstr "Landsby" #, fuzzy #~ msgid "" #~ "text='Villages' represent any group of buildings, human " #~ "or otherwise. Almost all units, even cavalry, have an easy time " #~ "navigating villages, and most units gain a defensive bonus from being " #~ "stationed in a village. Villages allow units the resources to clean and " #~ "tend to their wounds, which allows any unit stationed therein to heal " #~ "eight hitpoints each turn, or to be cured of poison.\n" #~ "\n" #~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " #~ "only 40%.\n" #~ "\n" #~ msgstr "" #~ "Landsbyer repræsenterer en gruppe af bygninger under kontrol af mennesker " #~ "eller andre. Næsten alle enheder, selv kavaleri kan nemt navigere i " #~ "landsbyer og de fleste enheder opnår en forsvarsbonus når de er placeret " #~ "i en landsby. Landsbyer gør det muligt for enheder at se til deres sår, " #~ "og de kan derfor få helbredt 8 liv hver runde de er i en landsby, eller " #~ "blive helbredt for gift.\n" #~ "\n" #~ "De fleste enheder har 50-60 % forsvarsbonus i landsbyer, mens kavaleri " #~ "kun har 40 %.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Undervandslandsby" #, fuzzy #~ msgid "" #~ "text='Submerged villages' are the homes of merfolk and " #~ "nagas. While water-dwelling creatures are at home here, land-dwellers " #~ "have a hard time navigating and defending these villages. However, like " #~ "any village, the facilites are available to all creatures which allow " #~ "units to tend to their wounds. Any unit stationed in a village can heal " #~ "eight hitpoints each turn, or be cured of poison.\n" #~ "\n" #~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " #~ "based units usually have a low defense." #~ msgstr "" #~ "Undervandslandsbyer er hjem for havmænd og nagaer. Vandlevende skabninger " #~ "føler sig hjemme her, mens landbaserede skabninger har det svært med " #~ "navigation og forsvar af landsbyer i dette terræn. Som andre landsbyer er " #~ "faciliteterne til stede så enheder kan få passet deres sår. Enhver enhed " #~ "som er placeret i en landsby får 8 liv helbredt hver runde, eller kureres " #~ "for gift.\n" #~ "\n" #~ "Havmænd og nagaer har 60 % forsvar i undervandslandsbyer, mens " #~ "landbaserede enheder normalt har en lav forsvarsevne." #, fuzzy #~ msgid "" #~ "text='Unwalkable terrain' covers any chasm or gorge " #~ "which, as the name implies, cannot be crossed simply by walking. Chasms " #~ "are noted for sheer walls which would take days to traverse. As far as " #~ "gameplay is concerned, only units capable of flying can cross this " #~ "terrain." #~ msgstr "" #~ "En kløft er en revne i jorden som fører til undergrunden nedenfor. " #~ "Kløfter er kendt for stejle vægge som det tager dage at forcere. I " #~ "spillet kan kun enheder som er i stand til at flyve forcere denne " #~ "terræntype." #~ msgid "Lava" #~ msgstr "Lava" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "Faren ved at forsøge at gå på lave er indlysende. Dette terræn kan kun " #~ "krydses af enheder der er i stand til at flyve højt over lavaen. Den " #~ "smeltede magma producerer også en glød, som oplyser området over den. " #~ "Dette giver en angrebsbonus til hæderlige enheder og fjerne " #~ "angrebsbonusen fra kaotiske enhder." #~ msgid "River Ford" #~ msgstr "Vadested" #~ msgid "" #~ "When a river happens to be extremely shallow, passing over it is a " #~ "trivial matter for land based units. Moreover, any creature best adapted " #~ "to swimming has full mobility even at such places in the river. As far as " #~ "gameplay is concerned, a river ford is treated as either grassland or " #~ "shallow water, choosing whichever one offers the best defensive and " #~ "movement bonuses for the unit on it." #~ msgstr "" #~ "Når en flod er ekstremt lavvandet er det nemt for landbaserede enheder at " #~ "krydse den. Enhver skabning som er i stand til at svømme har fuld " #~ "bevægelse selv på steder som i floden. I spillet håndteres et vadested " #~ "som enten græsland eller lavvandet vand alt efter hvad der giver enheden " #~ "dens bedste defensive- og bevægelsesbonus." #, fuzzy #~ msgid "Coastal Reef" #~ msgstr "Borg" #~ msgid "Bridge" #~ msgstr "Bro" #, fuzzy #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' offers a liberation from the fickle nature " #~ "of waterways, whose fords come and go with the rise and fall of the " #~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " #~ "which is no laughing matter in the cold months of the year.\n" #~ "\n" #~ "For those who go by land or sea, a bridge is the best of both worlds — " #~ "for gameplay purposes, it is treated either as grassland or the " #~ "underlying water, whichever offers the best movement and defensive " #~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " #~ "and a land unit are not capable of occupying a bridge hex at the same " #~ "time." #~ msgstr "" #~ "For dem i stand til at bygge en bro udgør muligheden en befrielse fra " #~ "afhængigheden af naturens luner, hvor vadesteder kommer og går med " #~ "stigningen og faldet i vandstanden. For ikke at tale om luksusen ved " #~ "tørre fødder, specielt i de kolde måneder af året.\n" #~ "\n" #~ "For enheder som rejser over land eller hav er broen det bedste fra hvert " #~ "sted - i spillet, håndteres en bro som enten græsland eller det " #~ "underliggende vand, enheden får den bedst mulige bevægelses- og " #~ "forsvarsbonus af disse to muligheder. Bemærk at en svømmende enhed og en " #~ "landenhed ikke kan være på et brofelt på samme tid." #, fuzzy #~ msgid "Impassable" #~ msgstr "Ufremkommelig bjerg" #~ msgid "" #~ "Berserk:\n" #~ "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 "" #~ "Bersærk:\n" #~ "Uanset om det bruges offensivt eller defensivt, så fortsættes en kamp til " #~ "en af parterne dør, eller 30 runder af angreb er foretaget." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magisk:\n" #~ "Dette angreb har altid en træfsikkerhed på 70 % uanset forsvarsevnen hos " #~ "den enhed som bliver angrebet." #~ msgid "firststrike" #~ msgstr "initiativ" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Initiativ:\n" #~ "Denne enhed angriber først - har initiativet - med dette angreb, også " #~ "selv om den forsvarer sig." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Fodring:\n" #~ "Denne enhed modtager 1 liv til sit maksimum, hver kan den dræber en " #~ "levende enhed." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Nogle våben er specielle og de kan derfor øge deres effektivitet når du " #~ "angriber med dem.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Træfsikkerhed'
"