# ----wesnoth.cpp1.po (Battle for Wesnoth VERSION) ----Icelandic translations for Battle for Wesnoth package. # Copyright (C) 2009 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2009. # # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.7.0-dev\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2015-04-05 03:22-0300\n" "PO-Revision-Date: 2009-06-15 15:08-0000\n" "Last-Translator: Gabríel A. Pétursson \n" "Language-Team: \n" "Language: \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 % 100 != 1 && n % 100 != 21 && n % 100 !" "= 31 && n % 100 != 41 && n % 100 != 51 && n % 100 != 61 && n % 100 != 71 && " "n % 100 != 81 && n % 100 != 91);\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:531 #: data/core/macros/schedules.cfg:99 msgid "Underground" msgstr "Neðanjarðar" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:666 #: data/core/macros/abilities.cfg:562 msgid "berserk" msgstr "berserk" #. [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 "" "Berserk:\n" "Þessi árásartegund þrýstir einvígið þar til annar hvor liggur dauður niðri, " "eða þar til 30 umferðir hafa átt sér stað." #. [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 "galdrar" #. [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 "" "Galdrar:\n" "Þessi árás hefur alltaf 70% líkur á að hitta, hvað sem varnaraðstaðstöðu " "skotmarks líður." #. [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 "fyrsta högg" #. [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 "" "Fyrsta högg:\n" "Þessi eining fær alltaf að eiga fyrsta höggið, líka ef hún er í vörn" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "læknar +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "læknar +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #: data/core/macros/abilities.cfg:12 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "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." 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 "" "Læknar +4:\n" "Leyfir einingu að lækna nærliggjandi einingar í byrjun þinnar umferðar.\n" "\n" "Eining læknuð af þessum læknara má fá 4 lífspunkta hverja umferð, eða stoppa " "eitur í að virka þá umferð.\n" "Eitruð eining getur ekki læknað eitur af læknara og verður að sækja umönnun " "í þorp eða heilara." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44 #: data/core/macros/abilities.cfg:29 msgid "heals +8" msgstr "læknar +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45 #: data/core/macros/abilities.cfg:30 msgid "female^heals +8" msgstr "læknar +8" #. [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 "" "Læknar +4:\n" "Þessi eining notar náttúrulegar lækningar með göldrum og læknar aðrar " "einingar hraðar enn venjulega á vígvellinum.\n" "\n" "Eining læknuð af þessum læknara má fá 8 lífspunkta hverja umferð, eða stoppa " "eitur í að virka þá umferð.\n" "Eitruð eining getur ekki læknað eitur af læknara og verður að sækja umönnun " "í þorp eða heilara." #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:11 #: data/core/encyclopedia/geography.cfg:18 msgid "Geography" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:25 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:31 msgid "Great Ocean" msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:32 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the the Great Ocean " "is a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:37 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:38 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' west of the dst='green_isle' text='Green Isle' and " "east of the dst=old_continent text='Old Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:45 #, fuzzy msgid "Green Isle" msgstr "Grænn" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:46 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:51 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:52 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:57 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:58 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:63 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:64 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:69 msgid "Kingdom of Wesnoth" msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:70 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the Great " "River to the north, the shore of the Great Ocean to the west, the Aethenwood " "to the dst='southwest_elven_lands' text='southwest', and the " "Bitter Swamp to the southeast (lower right corner of the main map).\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" " • Notable cities:\n" " ◦ Weldyn: The capital of Wesnoth.\n" " ◦ Aldril: City lying on the Bay of Pearls.\n" " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n" " ◦ Carcyn: Located between the Grey Woods and the Great River.\n" " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls " "the confluence of the Weldyn River and the Great River.\n" " ◦ Fort Tahn: The southernmost border outpost, controls the north/" "south road crossing the River Aethen.\n" " ◦ Tath: Important fort city north of Dan’Tonk, exerts control over " "the wilderness country around the east of the Brown Hills and north to the " "Ford of Abez.\n" "\n" " • Notable land features:\n" " ◦ Gryphon Mountain: Home of the fabled Gryphons\n" " ◦ Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces\n" " ◦ Weldyn River: It branches from the Great River and goes south\n" " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort " "Tahn, this plain is Wesnoth’s bread basket and home to most of its " "population\n" " ◦ Dulatus Hills: These rolling hills bordering the Great Central " "Plain provide much of Wesnoth’s livestock and agriculture\n" " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not " "well-populated and occasionally very dangerous.\n" " ◦ Horse Plains: Region of rolling plains just south of the Great " "River, bounded by Glyn’s Forest to the west and the River Weldyn to the " "east; the southern reach merges into the Central Plain. Home of the powerful " "Clans; the best horses in Wesnoth are bred here.\n" " ◦ Estmark Hills: Largish range rising south of the Great River and " "east of the Weldyn River. The northernmost portion, nearest the River " "Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s " "control is tenuous at best and banditry is common.\n" " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for " "one of Haldric II’s sons\n" " ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, " "located between Carcyn and Aldril and generally considered to be haunted\n" " ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, " "south of Aldril. It receives drainage from the Brown Hills and feeds into " "the Great River. (Not shown on the main map.)" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:100 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the Great River to the " "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to " "the south, and the dst='great_ocean' text='ocean' to the west. " "More information is found in the historical narrative of Wesnoth.\n" "\n" " • Notable cities:\n" " ◦ Elensefar: The capital, located on an island in the " "dst='great_river' text='Great River' delta\n" " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with " "Wesnoth\n" " • Notable land features:\n" " ◦ dst='great_river' text='Great River': It is very wide " "at this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:112 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\n" "\n" " • Notable cities:\n" " ◦ Glamdrol: An Orcish tribal capital\n" " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " "Knalga in the southern Heart Mountains. A major trade center.\n" " ◦ Dallben and Delwyn: Human villages originally built by settlers " "who crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of Elensefar, where these villages " "were located, was named the Annuvin province by men but was known by the " "elves as Wesmere.\n" "\n" " • Notable land features:\n" " ◦ Heart Mountains: A virtually impassable barrier between the " "river country and the Northern Plains.\n" " ◦ Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " ◦ Swamp of Dread: a very large bog located between the Heart " "Mountains and the Great River. A notoriously dangerous place.\n" " ◦ Lake Vrug: A large mountain lake whose river carves the only " "pathway through the Northern Mountains\n" " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the " "elvish name; among humans it is called Longlier.\n" " ◦ River Listra: The south-running tributary of the Great River " "into which the Arkan-thoria empties.\n" " ◦ Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "the elves. Their capitol, Elensiria, has only seldom been visited by " "humans.\n" " ◦ Great River: The origin of this river is somewhere in the east " "of the northern lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:134 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:135 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the Green Swamp to the northeast, the desert (not shown) to the south, and " "the dst='great_ocean' text='Ocean' to the west.\n" "\n" " • Notable cities\n" " ◦ None known\n" " • Notable land features:\n" " ◦ Aethen Forest: The largest southern forest, it extends far to " "the southwest—much farther than is charted—and is home to dst='.." "race_elf' text='elves'." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:145 #, fuzzy msgid "Heart Mountains" msgstr "Fjöll" #. [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 "Inngangur" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:16 data/core/help.cfg:136 msgid "Gameplay" msgstr "Leikspilun" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:22 data/core/help.cfg:358 msgid "Traits" msgstr "Einkenni" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:31 data/core/help.cfg:91 msgid "Units" msgstr "Einingar" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:40 data/core/help.cfg:100 msgid "Abilities" msgstr "Hæfileikar" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:48 data/core/help.cfg:109 msgid "Weapon Specials" msgstr "Sérhæfileikar vopna" #. #-#-#-#-# 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 "Klíka" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:63 data/core/help.cfg:492 msgid "Terrains" msgstr "Jarðir" #. [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 "Skipanir" #. [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 "" "Sumar einingar hafa hæfileika sem ýmist hafa bein áhrif á aðrar einingar, " "eða áhrif á hvernig einingin hefur áhrif á aðrar einingar. Þessir hæfileikar " "verða í lista undir þessu umræðuefni þegar þú rekst á þá.\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 "Óþekkt eining" #. [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" "Þessi eining er óþekkt sem stendur. Þú verður að uppgvöta hana í leiknum til " "að geta lesið lýsingu hennar." #. [topic]: id=introduction_topic #: data/core/help.cfg:127 msgid "Overview" msgstr "Yfirlit" #. [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" "Bardaginn um Wesnoth er lotuskiptur herkænsku leikur sem er frekar óalgengt " "í nútíma herkænsku leikjum. Meðan aðrir leikir sækjast eftir að vera " "flóknir, reynir Bardaginn um Wesnoth að vera einfaldur bæði í reglum og " "leikspilun. Það gerir þó ekki leikin einfaldan, því frá þessum reglum hetur " "risið sægur af herkænsku, sem gerir leikin auðveldan að læra á enn erfitt að " "verða meistari." #. [topic]: id=fundamentals #: data/core/help.cfg:142 msgid "Fundamentals of Gameplay" msgstr "Grunnatriði Leikjaspilunar" #. [topic]: id=fundamentals #: data/core/help.cfg:143 msgid "" "\n" "\n" "To begin with, it’s best to click the text='Tutorial' button at " "the main menu. This will take you to the interactive tutorial, which will " "teach you the basics of Wesnoth. After this, it is recommended that you play " "the Heir to the Throne campaign first — click text='Campaign' " "then text='Heir to the Throne'. As text='Battle for " "Wesnoth' can be quite challenging, you may wish to start on easy." msgstr "" #. [topic]: id=fundamentals #: data/core/help.cfg:143 #, 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 "" "Þessar síður útsskýra allt sem þú þarft að vita til að spila Bardagan um " "Wesnoth. Þær lýsa hvernig á að spila og grunn-reglum leiksins. Meðan þú " "spilar leikin, er nýjum upplýsingum bætt við þessar síður þegar þú rekst á " "nýja hluti í leiknum. Fyrir nákvæmari upplýsingar á sérstökum aðstæðum og " "undantekningun, fylgdu hlekkjunum sem fylgja með." #. [topic]: id=fundamentals #: data/core/help.cfg:148 msgid "" "While playing, keep in mind that if you mouse-over many items in the game, " "such as the information displayed in the status pane, a brief description " "will be shown explaining each item. This is especially useful when you " "encounter new dst='..abilities_section' text='abilities' for the " "first time." msgstr "" #. [topic]: id=about_game #: data/core/help.cfg:153 msgid "About the Game" msgstr "Um leikinn" #. [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" "Herferðir samanstanda af mörgum leikjum sem fylgja hver öðrum og segja sögu. " "Í herferð, verðuru oft að spila mun varlegar, haldandi bestu hermönnum þínum " "lifandi svo þeir geti gagnast þér í seinni leikjum í herferðinni." #. [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 "" "Leikurinn tekur sér stað í röð bardaga, kallaðir leikir. Hver leikur etur " "þínum hermönnun gegn hermönnum eins eða fleiri andstæðinga. Þú getur spilað " "gegn tölvunni, eða með vinum og skipst á að sitja í tölvunni (staðarleikur). " "Ef tölvan þín er tengd við aðrar tölvur (LAN), geturu einnig spilað með " "öðrum tölvum tengdar á því lani. Ef tölvan er tengd við Internetið, geturu " "spilað við fólk í gegnum Internetið." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:162 msgid "Victory and Defeat" msgstr "Sigur og Tap" #. [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" "Þegar þú sigrar atburðarás, verður kortið grátt og 'Ljúka Umferð' takkinn " "mun breytast í 'Ljúka Leik'. Þú getur þá gert hluti eins og að breyta " "vistunar stillingum þínum eða (ef þú ert í fjölspilunarleik) spjallað við " "aðra spilara áður enn ýtt er á takkan." #. [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 "" "Lestu vandlega fyrirmæla pop-up gluggan í byrjun hvers leiks. Oftast sigraru " "með því að drepa alla leiðtöga andstæðinga og aðeins með því að missa þinn " "eigin geturu tapað. Enn í sumum leikjum geta verið öðruvísi fyrirmæli - koma " "leiðtoga þínum á ákveðin stað á kortinu, bjarga einhverjum, leysa þraut eða " "halda út gegn umsátri þar til settu marki af lotum er náð." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:172 msgid "Recruiting and Recalling" msgstr "Ráðning og Endurköllun" #. [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" "Ef þú hægri-smellir á kastala reit og velur ráða, mun nýja einingin birtast " "á þeim reiti. Annarsvegar, mun hún birtast í fríjum reiti nærri hásætinu. Þú " "mátt eingöngu ráða eins margar einingar og þú hefur af lausum reitum í " "kastalanum og mátt ekki eyða meiri gulli enn þú átt í ráðningar." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the recruit button to recruit it." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:175 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Ráðnar einingar byrja með tvö dst='..traits_section' text='Einkenni' sem hafa áhrif á hæfni þeirra." #. [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" "Í seinni leikjum, máttu oft einnig Endurkalla eftirlifendur úr fyrri " "bardögum. Endurköllum kostar alltaf 20 gull og kemur með lista af öllum " "eftirlifandi einingum úr fyrri leikjum." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:179 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:188 msgid "Orbs" msgstr "Hnettir" #. [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 "" "Á toppi lífspunkta línurnar sýnda hliðin á einingu þinni er hnöttur. Fyrir " "einingar sem þú stjórnar, er hnötturinn:" #. [topic]: id=orbs #: data/core/help.cfg:190 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr "grænn ef það hefur ekki fært sig þessa umferð," #. [topic]: id=orbs #: data/core/help.cfg:191 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" "gulur ef það hefur fært sig, en getur enn fært sig lengra eða gert árás, eða" #. [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 "" "Hnötturinn er blár ef einingin er vinveitt enn ekki undir þinni stjórn." #. [topic]: id=orbs #: data/core/help.cfg:194 #, fuzzy msgid " Enemy units have a red orb on top of their energy bar." msgstr "" "óvinveittar einingar hafa engan hnött á toppi lífspunkta línunni sinni." #. [topic]: id=hitpoints #: data/core/help.cfg:201 msgid "Hitpoints and Experience" msgstr "Lífstig og Reynsla" #. [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 eining hefur ákveðin fjölda lífstiga (HP). Ef fjöldi lífstig einingar " "fer niður fyrir 1, deyr einingin. Hver eining hefur einnig ákveðin fjölda " "reynslustiga (XP). Nýráðin eining hefur leik með engin reynslustig og fær " "reynslu með því að berjast við óvini." #. [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 "" "Lífspunktarnir og reynslupunktarnir eru báðir sýnir í stöðu glugganum með " "tvem tölum (núverandi styrkleika og hámarksstyrkleika sem eining getur " "fengið)." #. [topic]: id=hitpoints #: data/core/help.cfg:207 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='experience_and_advancement' text='advance'." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:214 msgid "Movement" msgstr "Hreyfing" #. [topic]: id=movement #: data/core/help.cfg:215 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:215 #, 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 "" "Hreyfingar í Bardaginn um Wesnoth eru einfaldar. Smelltu á eininguna sem þú " "vilt hreyfa til að velja hana og smelltu svo á þann reit sem þú villt að hún " "fari á. Þegar eining er valin, lýsa allir reitir sem hún getur farið á, og " "allir aðrir reitir eru gerðir dökkir. Ef þú færir músina yfir lýsandi reit " "sérðu varnar-bónusin sem eining fengi ef þú færðir hana á þann reit. Að " "setja músina yfir dökkan reit sýnir einnig hve margar lotur það tæki að " "komast þangað, og að smella mun láta eininguna fara fljótlegustu leiðina " "þangað í núverandi og næstkomandi lotum. Að ráðast á einingu eyðir öllum " "hreyfi punktum. Að enda hreyfingu í þorpi sem þú ekki átt mun einnig eyða " "öllum hreyfipunktum, enn einingin má samt gera árás á óvinveittar einingar " "hliðstæðar þorpinu." #. [topic]: id=movement #: data/core/help.cfg:217 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit generates a zone of control in the hexes " "immediately surrounding it, and any enemy unit entering those hexes " "immediately ends its movement. Learning how to use zones of control to your " "advantage is an important part of Wesnoth, as only " "dst='ability_skirmisher' text='skirmishers' can ignore zones of " "control." msgstr "" #. [topic]: id=movement #: data/core/help.cfg:219 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "Til að sjá hvert óvinurinn getur farið næstu lotu þeirra, ýttu á Ctrl-V eða " "Cmd-v. Ctrl-B eða Cmd-b sýnir hvert óvinir gætu farið, ef þínar einingar " "væru ekki fyrir þeim." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:228 msgid "Shroud and Fog of War" msgstr "Hyl og Stríðsþoka" #. [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 "" "Í sumum leikjum, eru hlutar af kortinu faldir fyrir þér. Það eru tvö kerfi " "sem geta verið notað sjálfstæð eða saman. Hyl felur bæði landslag og allar " "einingar á þeim stað. Enn, þegar búið er að hreinsa hylið, geturu alltaf séð " "þann stað. Stríðsþokan felur einungis einingar og eigendafána á þorpum " "(öðrum enn þínum fánum og vinafánum). Þokan er hreinsuð tímabundið þegar " "þínar einingar eru nálægar, enn kemur aftur þegar einingarnar fara. Bæði " "Hylið og Stríðsþokan geru hreinsaðar af einingum. Hver eining hreinsar " "staðina sem hún gæti labbað á innan einnar lotu (hundsandi stórnsvæði og " "óvinveittar einingar).\n" "\n" "Venjulega geturu hætt við nýgerðar hreyfingar og látið einingu fara aftur á " "byrjunarreit sinn í þeirri lotu, svo lengi sem ekkert handahófskennt gerist " "t.d. bardagi eða ráðning (flestar reiningar fá handahófskennd einkenni þegar " "þau eru ráðin). Að kanna landslag falið af Hyli eða Stríðsþoku kemur í veg " "fyrir að hægt er að af-gera til fyrri stöðu. Þú gætir þá viljað kveikja á " "'tefja þoku breytingar' í aðgerða valmyndinni. Þetta kemur í veg fyrir að " "einingar hreinsa Hyl eða Þoku þar til næsta handahófskenndi atburður gerist " "eða með handstýrði breytinga með því að fara í 'uppfæra þoku núna (eða ljúka " "umferðinni) og þannig geyma eiginleikan að gera afgert hreyfingar." #. [topic]: id=combat #: data/core/help.cfg:238 msgid "Combat" msgstr "Einvígi" #. [topic]: id=combat #: data/core/help.cfg:239 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text=Meiðsl
" #. [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 "" "Bardagar í Bardaginn um Wesnoth eiga sér alltaf stað milli eininga á " "samliggjandi reitum. Smelltu á þína einingu og smelltu á óvin sem þú villt " "ráðast á: Þín eining mun hreyfa sig að óvininum, og þegar þau eru hlið við " "hlið, mun bardagi byrjast. Árásaraðilinn og varnaraðilinn munu berjast þar " "til hver eining hefur notað allar árásinar sínar. Árásaraðilinn velur hvaða " "vopn skal nota, og varnaraðilinn lemur til baka með vopni með sömu " "hæfileika(ef sverðmaður ræðst á bogmann, mun bogmaður svara fyrir sig með " "eigin sverði enn ekki boga) Það eru tvær tegundir af árásum: skylmingar, sem " "innihalda oftast sverð, axir, eða vígtennur; og langdrægar, sem innihalda " "vopn eins og boga, spjót og eldhnetti." #. [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" "Árásaraðillinn fær fyrsta höggið, svo svarar varnaraðilinn fyrir sig. Hver " "árás annað hvort hittir, gerir þann skaða sem árásin á að gera, eða hittir " "ekki, gerandi engan skaða. Skipst er á árásum þar til báðar einingar hafa " "notað allar sínar árásir. Það er mismunandi hve margar árásir eining hefur; " "sem dæmi, Álfa stríðsmaður hefur 5-4 árás og má þá lemja 4 sinnum, hver árás " "sem hittir gerir 5 í skaða, meðan Orka Víglínumaður með 9-2 má aðeins gera 2 " "árásir (en hver árás sem hittir gerir 9 í skaða)." #. [topic]: id=combat #: data/core/help.cfg:243 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text=Meiðsl
" #. [topic]: id=combat #: data/core/help.cfg:245 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:247 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:249 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Meiðsl
" #. [topic]: id=combat #: data/core/help.cfg:251 msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5–4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:253 msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 msgid "Damage Types and Resistance" msgstr "Tegund meiðsla og Móstöður" #. [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" "Móststöður verka mjög einfaldlega: ef eining hefur 40% móttstöðu gagnvart " "skaða tegund, mun sú eining hljóta 40% minni skaða þegar laminn með þeirri " "tegund af skaða. Það er einnig hægt að vera viðkvæmur gagnvart skaða " "tegundum. Ef eining hefur −100% gagnvart skaða tegund, mun sú hin sama " "hljóta 100% meiri meiðsla þegar laminn með þeirri tegund af skaða." #. [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 "" "Í Wesnoth, eru 3 tegundir af skaða yfirleitt tengdar líkamlegur árásum: " "Eggvopn, Stungvopn og Höggvopna skaði. Að auki, eru 3 tegundir af skaða " "yfirleitt tengdar galdra árásum: Eldur, Kuldi og yfirnáttúrulegt. Mismunandi " "einingar geta haft mismunandi mótstöðu sem breytir hve mikil meiðsl þau " "hljóa af árásum af mismunandi gerð." #. [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" "Sem dæmi, Beinagrindur hafa mikla mótstöðu gagnvart Eggvopna og Stungvopna " "skaða, enn eru viðkvæmar fyrir höggvopna og eld skaða og skelfilega " "viðkvæmar gagnvart yfirnáttúrulegum skaða." #. [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" "Ef árás hittir, gerir hún alltaf að minsta kosti 1 punkt í skaða. Þetta á " "líka við ef varnaraðilinn hefur 100% mótsstöðu gagnvart skaða tegundinni." #. [topic]: id=time_of_day #: data/core/help.cfg:274 msgid "Time of Day" msgstr "Tími dags" #. [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 "" "Tími dagsins hefur áhrif á skaða sem sumar einingar valda svona:\n" " Réttvísar einingar gera 25% meiri skaða að degi til, og 25% minni skaða að " "nóttu til.\n" " Ringulreiðar einingar gera 25% meiri skaða að nóttu til, og 25% minni skaða " "að degi til.\n" " Hlutlausar einingar verða ekki fyrir áhrifum að tímanum, og verða hvorki " "veikari né sterkari. " #. [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" "Núverandi tíma dagsins má sjá undir litla kortinu í stöðu glugganum. Fyrir " "venjulegan dag/nótt hring, teljast Morgunn og Síðdegi sem dagur, Fyrsta og " "Seinni Vakt sem nótt:\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 "Dögun" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "Morgunn" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:35 msgid "Afternoon" msgstr "Síðdegi" #. [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 "Rökkur" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:55 msgid "First Watch" msgstr "Fyrsta vakt" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 data/core/macros/schedules.cfg:79 msgid "Second Watch" msgstr "Seinni vakt" #. [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 "" "Hafðu í huga að sumir leikir eiga sér stað neðanjarðar, þar sem alltaf er " "nótt!" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:296 msgid "Experience and Advancement" msgstr "Reynsla og Efling" #. [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" "Einingar þurfa ákveðið magn af reynslu til að þjálfast (sem er 20% minna " "fyrir einingar með snarpa eiginleikan). Þegar þau ná þessu magni, aukast þau " "um eitt styrkleikastig og fá fulla lífspunkta. Í sumum tilvikum, færðu að " "velja í hvað einingin breytist." #. [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 "" "Ef báðar einingar lifa af bardaga, fá þær númer af reynslu punktum " "jafngildandi styrkleikastigi einingarnar sem þeir börðust við. Ef eining " "drepur aðra í bardaga, fær hún mun meiri reynslu - 4 fyrir styrkleika 0 " "einingu, 8 fyrir styrkleika 1, 16, fyrir styrkleika 2, 24 fyrir styrkleika 3 " "og svo framvegis." #. [topic]: id=experience_and_advancement #: data/core/help.cfg:299 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:308 msgid "Healing" msgstr "Lækning" #. [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" "Hvíld: Eining sem hvorki hreyfir sig, gerir árás né verður fyrir árás læknar " "sig um 2 lífspunkta í næstu umferð." #. [topic]: id=healing #: data/core/help.cfg:309 msgid "" "In combat, your units will inevitably take damage. When a unit " "dst='experience_and_advancement' text='advances', it will heal " "fully. This can happen as you finish fighting an enemy, whether it is your " "turn or not. Wesnoth offers several other ways for your units to heal, all " "of which take place at the beginning of your turn, before you take action." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:311 #, fuzzy msgid "" "\n" "text='Villages': A unit which starts a turn in a village " "will heal 8HP." msgstr "" "\n" "Þorp: Einingar sem hefja umferð í þorpi læknast um 8 lífstig." #. [topic]: id=healing #: data/core/help.cfg:312 msgid "" "\n" "dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:313 msgid "" "\n" "text='Healing units': Units with the " "dst='ability_heals +4' text='Heals' ability will heal each allied " "adjacent unit, usually dst='ability_heals +4' text='4HP' or " "dst='ability_heals +8' text='8HP' per turn, or prevent Poison " "from causing that unit damage." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:314 msgid "" "\n" "text='Curing units': Units with the " "dst='ability_cures' text='cures' ability will cure Poison in all " "allied adjacent units (in preference to healing, if it has that ability as " "well)." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:315 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "Hvíld má leggja saman við aðrar tegundiri af lækningu, enn þorp, " "endursköpun, lækning og heilun geta ekki laggst saman við hvort annað, " "einungis hvíld: besti valkosturinn verður alltaf notaður. Að lokur, læknast " "einingar til fulls á milli leikja(í herferð t.d.)" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 msgid "Income and Upkeep" msgstr "Tekjur og Viðhald" #. [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" "Gróði er einfaldur. Þú ert með grunn gróða af 2 gull hverja lotu. Fyrir " "hvert þorp sem þú stjórnar, færðu einn auka gull hverja lotu. Þar af " "leiðandi, ef þú hefur tíu þorp, færðu venjulega 12 gull hverja lotu. " "Uppihaldið er dregið af þessum gróða, eins og útskýrt er fyrir neðan." #. [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 "" "Í Wesnoth, er ekki nóg að einfaldlega ráða einingar og berjast. Þú verður að " "fylgjast með gullinu þínu líka, sérstaklega í herferðum, þar sem þú getur " "tekið auka gull frá einni atburðarás yfir í næsta. Það eru tveir hlutir sem " "skipta máli hérna; Gróði og Uppihald." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:327 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:329 #, 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" "Uppihalds kostnaður er dreginn af Gróðanum, svo í dæmi þar sem þú hefur " "samanlagt 12 styrkleikastig af einingum (12 lvl 1 eða 4 lvl 3), verður loka " "staðan 10 gull á lotu." #. [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" "Það eru tvær mikilvægar undantekningar til uppihalds: eining sem er hefur " "Trygg/ur eiginleikar og leiðtogar þarfnast aldrei uppihalds. Einingar sem þú " "byrjar með í leiknum (eins og Delfador), eða einingar sem ganga til liðs við " "í leik (eins og Hestamaðurinn í seinni leik í Erfingi Krúnurnar herferðinni) " "verða næstum alltaf með Trygg/ur eiginleikan. Einingin sem þú ert að spila " "(eins og Konráð) eru næstum alltaf leiðtoginn." #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "Samantekt" #. [topic]: id=wrap_up #: data/core/help.cfg:340 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "Leyfi" #. [topic]: id=..traits_section #: data/core/help.cfg:360 msgid "" "\n" "\n" "The traits that are available to all non-undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:360 #, 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 "" "Flestar einingar hafa 2 eiginleika. Enn, Ódauðar einingar eru alltaf með " "eitt sem er 'Ódauður' og Vosar fá enga eiginleika. Einkenni eru breytingar " "sem breyta lítillega hæfileikum einingar. Þeir eru oftast valdir af " "handahófi þegar eining er keypt." #. [topic]: id=..traits_section #: data/core/help.cfg:362 msgid "" "\n" "\n" "Other traits that may be assigned to units are dst='traits_dextrous' " "text='dextrous', dst='traits_loyal' text='loyal', and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "Snerpa" #. [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" "Snarpar einingar eru nokkuð gagnlegar í byrjun herferðar þar sem þær auka " "við styrkleikastig sín hraðar. Seinna í herferðum eru Snarpar einingar ekki " "eins gagnlegar vegna þess að Eftir Hæsta Styrkleikastig Þjálfunar (After " "Maximum Level Advancement, AMLA) EHSÞ er ekki jafn mikilvægt og gagnlegt og " "að auka við styrkleikastig sitt. Ef þú átt margar einingar á hæsta " "styrkleikastigi, viltu oftast endurkalla einingar sem eru með gagnlegri " "eiginleika." #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Snarpar einingar þurfa 20% minni reynslu enn venjulega til að þjálfast í " "næsta styrkleikastig." #. [topic]: id=traits_quick #: data/core/help.cfg:380 msgid "Quick" msgstr "Hraði" #. [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" "Hraður er mest áberandi eiginleikinn, sérstaklega í hægförum einingum eins " "og Tröllum eða Þungum Fótgönguliða. Einingar með Hraður eiginleikan hafa oft " "mun betri hreyfigetu í erfiðu landsvæði, sem er mikilvægt þegar ákveðið er " "hvar á að setja hermennina. Einnig, Hraður einingar eru ekki eins hörð af " "sér og einingar án þessa hæfileika eru þess vegna ekki eins eftirsótt í að " "halda mikilvægum reitum." #. [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 "" "Snöggar einingar geta fá 1 auka hreyfi punkt, enn 5% minni lífspunkta enn " "venjulega." #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "Stæling" #. [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" "Stældar einingar eru gagnlegar á öllum sviðum í herferðum og þetta er " "gagnlegur eiginleiki fyrir allar einingar. Stæld er oftast gagnlegust " "einingu þegar það kemur í einingu sem er með lítið af lífspunktum, góða vörn " "eða mikla mótstöðu. Stældar einingar eru sérstaklega gagnlegar í að halda " "hernaðarmikilvægum stöðum frá óvininum." #. [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 "" "Stældar einingar hafa fjögur lífstig, plús eitt lífstig fyrir hvert " "eflingarstig hærra en venjulega." #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "Styrkur" #. [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" "Þótt þær séu gagnlegastar í skylmingum, eru Sterkar einingar bestar fyrir " "einingar sem hafa margar árásir, eins og Álfa Stríðsmann. Sterkar einingar " "geta verið gagnlegar þegar þessi litli auka skaði er allt sem þarf til að " "gera meiðandi högg í drepandi högg." #. [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 "" "Sterkar einingar gera 1 meira í skaða fyrir hvera árás sem þeir hitta í " "skylminga bardaga og hafa 1 auka lífspunkt." #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "Óttaleysi" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "Ljós eða myrkur hefur engin áhrif á þessa hugrökku einstaklinga." #. [topic]: id=traits_feral #: data/core/help.cfg:410 #, fuzzy msgid "Feral" msgstr "Yfir allt" #. [topic]: id=traits_feral #: data/core/help.cfg:411 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "Dyggð" #. [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" "Í herferðum, gæti verið að sumar einingar ákveði að gangast til liðs við " "spilara af eigin ástæðum og vilja. Slíkar einingar eru merktar með Tryggur " "eiginleikanum. Þótt það gæti þurft peninga til að endurkalla þær, þurfa þær " "aldrei uppihalds kostnað. Þetta getur gert þær dýrmætar í löngum herferðum, " "þegar gull er af skornum skammti. Þessi eiginleiki fer aldrei til ráðinna " "eininga, svo það er ekki gáfulegt að reka þessar einingar eða senda þær í " "gagnlítin dauða." #. [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 "" "Tryggar einingar þurfa ekki uppihald. Flestar einingar þínar þurfa uppihalds " "kostnað á endanum á hverri lotu, sem er jöfn styrkleikastigi þeirra. Tryggar " "einingar þurfa það hins vegar ekki." #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "Ódauði" #. [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" "Ódauðar einingar hafa venjulega bara 'Ódauður' sem eina eiginleika þeirra. " "Þar sem Ódauðar einingar eru líkamar hinna dauðu, reistir til að berjast á " "ný, hefur eitur engin áhrif á þær. Þetta getur reynst afskaplega vel þegar " "óvinirnir nota mikið af eitri í árásum sínum." #. [topic]: id=traits_undead #: data/core/help.cfg:425 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "Ódauðar einingar eru ónæmar eitri, tæmingu og plágun." #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 msgid "trait^Mechanical" msgstr "Vélgengi" #. [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" "Vélrænar einingar hafa venjulega 'Vélrænn' sem eina eiginleika þeirra. Þar " "sem vélrænar einingar hafa ekkert líf, hafa tæming, eitrun og plága engin " "áhrif á þær. " #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Vélrænar einingar eru ónæmar gagnvart eitri, tæming og plága virka heldur " "ekki á þær. " #. [topic]: id=traits_elemental #: data/core/help.cfg:440 #, fuzzy msgid "trait^Elemental" msgstr "leynd" #. [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" "Vélrænar einingar hafa venjulega 'Vélrænn' sem eina eiginleika þeirra. Þar " "sem vélrænar einingar hafa ekkert líf, hafa tæming, eitrun og plága engin " "áhrif á þær. " #. [topic]: id=traits_elemental #: data/core/help.cfg:441 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Vélrænar einingar eru ónæmar gagnvart eitri, tæming og plága virka heldur " "ekki á þær. " #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 msgid "Dextrous" msgstr "Fimi" #. [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" "Fimi er eiginleiki sem fer eingöngu til Álfa. Álfafólkið er þekkt fyrir " "mikla fimi og góða hæfileika með bogann. Sumir skara, samt sem áður, frammúr " "hinum álfunum með bogann. Þeir álfar gera meiri skaða með hverri ör." #. [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 "" "Fimar einingar gera 1 auka skaða fyrir hverja heppnaða árás í langdrægum " "bardaga." #. [topic]: id=traits_healthy #: data/core/help.cfg:456 msgid "Healthy" msgstr "Heilbrygði" #. [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" "Heilbrygðar einingar hafa 1 auka lífspunkt og 1 auka lífspunkt fyrir hvert " "styrkleikastig umfram það sem eðlilegt er. Þau hvílast einnig, lækna 2 " "lífspunkta hverja lotu sem þeir berjast ekki og eitrun hefur aðeins 3/4 " "áhrif á þá." #. [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 "" "Frægir fyrir harðsemi sína, sumir dvergar eru harðgerðari enn aðrir og geta " "hvílst jafnvel meðan þeir ferðast." #. [topic]: id=traits_dim #: data/core/help.cfg:464 msgid "Dim" msgstr "Tregð" #. [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 "" "\n" "\n" "Tregða er eiginleiki sem er mjög algengur á meðal durtna og öðrum óæðri " "verum. Það eru ástæður fyrir því að þessar verur séu óæðri og þetta er ein " "af þeim." #. [topic]: id=traits_dim #: data/core/help.cfg:465 #, fuzzy msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "Tregar einingar þurfa 20% meiri reynslu til að auka við sig styrkleikastigi." #. [topic]: id=traits_slow #: data/core/help.cfg:472 msgid "Slow" msgstr "Hægð" #. [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 "" "\n" "\n" "Þykkir og klaufskir, hægir einstaklingar af Durtum og öðrum verum hreyfa sig " "hægar, enn fá það bætt með örlítið auknum lífspunktum" #. [topic]: id=traits_slow #: data/core/help.cfg:473 #, fuzzy msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." msgstr "Hægðar einingar hafa -1 í hreyfingu en 5% fleiri lífstig." #. [topic]: id=traits_weak #: data/core/help.cfg:480 msgid "Weak" msgstr "Veikburði" #. [topic]: id=traits_weak #: data/core/help.cfg:481 #, fuzzy msgid "" "Units with trait text='weak' get a −1 increment in " "hitpoints and melee damage." msgstr "Veikburða einingar fá -1 í lífspunktum og í skylmingaskaða." #. [topic]: id=traits_aged #: data/core/help.cfg:486 #, fuzzy #| msgid "trait^Undead" msgid "trait^Aged" msgstr "Ódauði" #. [topic]: id=traits_aged #: data/core/help.cfg:487 #, fuzzy msgid "" "Units with trait text='aged' get a −8 increment in " "hitpoints and a −1 increment in movement and melee damage." msgstr "Veikburða einingar fá -1 í lífspunktum og í skylmingaskaða." #. [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 "" "Leikja kort búa yfir margskonar landslagi sem hafa bæði áhrif á hreyfingu og " "varnargetu einingar í bardaga.\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=Meiðsl
" #. [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 "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text=Meiðsl
" #. [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=Meiðsl
" #. [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=Meiðsl
" #. [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=Meiðsl
" #. [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 "Almennar skipanir" #. [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" "Hreinsa spjall skilaboð.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:578 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:582 msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:585 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:588 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "Sýna hve margar myndir eru framleiddar á sekúndu (FPS).\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 "" #. [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 "" "\n" "Endurteiknar skjáin og hleður inn alla myndaskrár sem gætu hafa breyst.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:597 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Kemur upp með þema valmynd.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:600 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Fer útúr leik (án aðspurnar).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:603 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Vistar leik (án aðspurnar).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:606 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Vistar leik og lokar svo (án aðspurnar)." #. [topic]: id=mp_commands #: data/core/help.cfg:615 msgid "Multiplayer commands" msgstr "Fjölspilunarskipanir" #. [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" "Bannar spilara í fjölspilunar leik útfrá IP tölunni sem notuð er af hans " "notendanafni og sparkar honum.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:621 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:624 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:627 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:630 #, 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" "Sparkar spilara í fjölspilunarleik. Þeir geta komið aftur inní leikinn, nema " "þú bannir þá. Best er að láta vita fyrirfram og sparka þeim vingjarnlega ef " "tengingarvandamál eða aðrir erfiðleikar eru fyrir.\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 "" "Senda einkaskilaboð. Þú getur ekki sent skilaboð til spilara sem ekki " "stjórna liði í leiknum sem þú ert í." #. [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" "Þaggar niður í ákveðnum áhorfenda. Ef ekkert notendanafn er til staðar eru " "niðurþögguð notendanöfn sýnd.\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" "Þaggar niður í eða leyfir áhorfendum að tala. Fer á milli Á/Af." #. [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" "Bannar spilara í fjölspilunar leik útfrá IP tölunni sem notuð er af hans " "notendanafni og sparkar honum.\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" "Þaggar niður í ákveðnum áhorfenda. Ef ekkert notendanafn er til staðar eru " "niðurþögguð notendanöfn sýnd.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:653 msgid "Debug mode commands" msgstr "Aflúsunarhamsskipanir" #. [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" "Búa til einingu af eftirnefndri tegund á valin reit.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:662 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:665 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Bætir við eftirnefndri fjölda gullpeninga við núverandi hlið.\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 "" "\n" "Samstundis fer yfir í næstu atburðarás herferðar.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:671 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:674 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:677 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:680 #, fuzzy msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Breytir silgreindan eiginleika valda einingu. Til dæmis: :unit hitpoints=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 "heilar" #. [heals]: id=curing #: data/core/macros/abilities.cfg:50 msgid "female^cures" msgstr "heilar" #. [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 "" "Heilar:\n" "Heilari getur læknað einingu af eitrun, enn einingin sem var læknuð fær enga " "nýja lífspunkta þá lotu sem hún var læknuð af eitrinu." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:73 msgid "regenerates" msgstr "endurskapar" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:74 msgid "female^regenerates" msgstr "endurskapar" #. [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 "" "Endurskapar:\n" "Þessi eining mun lækna sjálfa sig um 8 lífspunkta hverja lotu, ef eitrað, " "mun það fjarlægja eitrið í stað lækningar." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:94 msgid "steadfast" msgstr "staðfastur" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:95 msgid "female^steadfast" msgstr "staðföst" #. [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 "" "Staðfastur:\n" "Þessi eining tvöfaldar mótsstöðu sína, að hámarki 50% þegar í vörn. Viðkvæmi " "tvöfaldast þó ekki." #. [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 "leiðtogi" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132 #: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212 #: data/core/macros/abilities.cfg:270 msgid "female^leadership" msgstr "leiðtogi" #. [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 "" #| "Leadership:\n" #| "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." 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 "" "Leiðtogi:\n" "Þessi eining getur stjórnað öðrum einingum sem standa næst, látandi þá " "berjast betur.\n" "\n" "Viðliggjandi einingar af lægri styrkleikastigi gera meiri skaða í bardaga. " "Þegar viðliggjandi eining, á lægri styrkleigastigi, og er í liði með " "leiðtogaeiningunni fer í bardaga, meiða árásir einingarinnar 25% meira " "sinnum munin á styrkleikastigunum á leiðtoga og óbreyttri einingu." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:337 msgid "skirmisher" msgstr "truflar" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:338 msgid "female^skirmisher" msgstr "truflar" #. [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 "" "Truflari:\n" "Þessar einingar eru sérhæfðar í að fara í gegnum línu óvinanna og trufla þá " "með því að ráðast á særða og veikburða aftast. Hundsar stjórnsvæði." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:352 msgid "illuminates" msgstr "lýsir" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:353 msgid "female^illuminates" msgstr "lýsir" #. [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 "" "Lýsir:\n" "Þessi eining lýsir svæðið í kringum sig, sem lætur réttvísar einingar " "berjast betur, og ringulreiðar berjast verr.\n" "\n" "Allar samliggjandi einingar við þessa einingu berjast eins og kvöld sé á " "nóttinni, og dagur sé á kvöldinu." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:366 msgid "teleport" msgstr "fjarfluttur" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:367 msgid "female^teleport" msgstr "fjarflutt" #. [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 "" "Fjarflutningur:\n" "Þessi eining getur teleportað sig á milli tveggja tómra þorpa sem eru í eigu " "eiganda einingarinnar." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406 msgid "ambush" msgstr "fyrirsát" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407 msgid "female^ambush" msgstr "fyrirsát" #. [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 "" "Fyrirsát:\n" "Þessi eining getur falið sig í skógi, óséð af óvinum sínum.\n" "\n" "Óvina einingar geta ekki séð þessa einingu þegar hún er í skógi, nema þeir " "standi við hlið hennar. Allar óvina einingar sem uppgvöta þessa einingu " "missa tafarlaust alla hreyfipunkta sína." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429 #: data/core/macros/abilities.cfg:433 msgid "nightstalk" msgstr "næturveiði" #. [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 "" "Næturveiði:\n" "Þessi eining verður ósýnileg á nóttinni.\n" "\n" "Óvina einingar geta ekki séð þessa einingu á nótinni, nema þeir standi við " "hlið hennar. Allir óvinir sem uppgvöta þessa einingu missa tafarlaust alla " "hreyfipunkta sína." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:434 msgid "female^nightstalk" msgstr "næturveiði" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457 msgid "concealment" msgstr "leynd" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458 msgid "female^concealment" msgstr "leynd" #. [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 "" "Leynd:\n" "Þessi eining getur falið sig í þorpum (fyrir utan neðansjávar þorp, ósýnileg " "fyrir óvinum, nema þeir standi við hliðin á henni.\n" "\n" "Óvina einingar geta ekki séð þessa einingu inní þorpi, nema þeir standi við " "hlið hennar. Allir óvinir sem uppgvöta þessa einingu missa tafarlaust alla " "hreyfipunkta sína." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481 msgid "submerge" msgstr "kafar" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482 msgid "female^submerge" msgstr "kafar" #. [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 "" "Kafar:\n" "Þessi eining getur falið sig í djúpu vatni, ósýnileg fyrir óvinum sínum.\n" "\n" "Óvina einingar geta ekki séð þessa einingu í djúpu vatni, nema þeir standi " "við hlið hennar. Allir óvinir sem uppgvöta þessa einingu missa tafarlaust " "alla hreyfipunkta sína." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:503 msgid "feeding" msgstr "nærist" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:504 msgid "female^feeding" msgstr "nærist" #. [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 "" " Þessi eining fær 1 auka lífspunkt ofan á hámark lífspunkta sína í hvert " "skipti sem hún drepur einingu." #. [unstore_unit] #: data/core/macros/abilities.cfg:531 msgid "+1 max HP" msgstr "+1 á hámarks lífspunkta" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:573 msgid "backstab" msgstr "bakstunga" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:574 #, fuzzy #| msgid "" #| "Backstab:\n" #| "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)." 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 "" "Bakstunga:\n" "Þegar notað er í árás (ekki vörn), gerir þessi árás tvöfaldan skaða þegar " "óvina skotmarkið er mitt á milli annars vina einingar, og ef sú eining er " "ekki óbardaga hæf (breytt í stein eða öðruvísi lömuð)." #. [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 "plága" #. [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 "" "Plága:\n" "þegar eining er drepin með plágu árás, breytist dauða einingin í samskonar " "einingu og í sama liði og einingin með plágu árásina. Þetta virkar ekki á " "ódauðar einingar og ekki á einingar inní þorpum." #. [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 "" "Plága:\n" "Þegar eining er drepin með plágu árás, breytist sú eining í uppvakning í " "sama liði og einingin með plágu árásina. Þetta virkar ekki á ódauðar " "einingar eða einingar inní þorpum." #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" msgstr "hægir" #. [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 "" "Hæging:\n" "Þessi áráss hægir á skotmarkinu þar til skotmarkil lýkur lotu. Hægðar " "einingar gera bara hálfan skaða og ferðir kosta tvöfallda hreyfipunkta. " "Hægðar einingar fá litla snígla mynd í hliðarsskjá upplýsingunum þegar þær " "eru valdar." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 #, fuzzy msgid "petrifies" msgstr "Högg" #. [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 "" "Steining:\n" "Þessi árás breytir skotmarkinu í stein. Einingar sem hafa breyst í stein " "mega ekki hreyfa sig né gera árásir." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "marksman" msgstr "skytta" #. [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 "" "Skytta:\n" "Þegar notað í árás(ekki vörn), hefur þessi árás alltaf að minsta kosti 60% " "líkur á að hitta." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 msgid "swarm" msgstr "svarmur" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:654 #, fuzzy #| msgid "" #| "Swarm:\n" #| "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." 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 "" "Svarmur:\n" "Einingar með þennan eiginleika verða að gera færri árásir þegar búið er að " "meiða þær. Talan á árásunum er mæld út frá prósentum og prósentu lífspunkta " "árásirnar. Ef upprunalega voru árásirnar 10 og einingin hefur eingöngu 30% " "af lífspunktum sínum eftir, getur hún eingöngu gert 3 árásir." #. [damage]: id=charge #: data/core/macros/abilities.cfg:663 msgid "charge" msgstr "áhlaup" #. [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 "" "Áhlaup:\n" "Þegar notað í árás(ekki vörn), gerir þessi árás tvöfaldan skaða á " "skotmarkið. Árásaraðillinn fær einnig á sig tvöfalldan skaða frá gagnárás " "skotmarksins." #. [drains]: id=drains #: data/core/macros/abilities.cfg:676 msgid "drains" msgstr "tæmir" #. [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 "" "Tæmir:\n" "Þessi eining tæmir líf úr lifandi einingum, læknandi sjálfan sig fyrir " "helmingin af skaðanum sem hún olli. (gerir 4 í skaða, læknar sjálfa sig um 2)" #. [poison]: id=poison #: data/core/macros/abilities.cfg:696 msgid "poison" msgstr "eitrun" #. [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 "" "Eitrun:\n" "Þessi árás eitrar lifandi skomörk. Eitraðar einingar missa 8 lífspunkta " "hverja lotu þar til þau eru læknuð eða eiga 1 lífspunkt eftir. Eitur getur " "ekki, útaf fyrir sig, drepið einingu." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:26 data/core/macros/schedules.cfg:312 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181 msgid "Midnight" msgstr "" #. [time]: id=indoors #: data/core/macros/schedules.cfg:91 msgid "Indoors" msgstr "" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:111 msgid "Deep Underground" msgstr "Djúpt neðanjarðar" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:193 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "Seinni vakt" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:205 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Seinni vakt" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:217 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Seinni vakt" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:229 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Seinni vakt" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:241 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Seinni vakt" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:253 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Seinni vakt" #. [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 "Fyrsta vakt" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:488 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Seinni vakt" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Morgunn" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:507 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Morgunn" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:516 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Fyrsta vakt" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Seinni vakt" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:534 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Síðdegi" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:543 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Síðdegi" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:552 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "fyrsta högg" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:562 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Seinni vakt" #. [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" "Athugasemd:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Andar búa yfir óeðlilegri mótstöðu til skaða og ferðast frekar hægt yfir " "opin vötn." #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Þessi eining getur læknað lítillega." #: 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 " Þessi eining getur læknað lítillega." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" " Þessi eining getur læknað þá sem standa næst sér, og læknað þá af eitri." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " Þessi eining getur læknað eituráhrif af einingum nærri sér." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Þessi eining endurskapar sig, sem leyfir henni að lækna sig alltaf eins og " "hún væri í þorpi. " #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Staðfesta þessarar einingar dregur úr meiðslum frá sumum árásum, enn bara " "þegar hún verst." #: data/core/macros/special-notes.cfg:32 msgid "" " The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" " Leiðtogahæfileikar þessarar einingar leyfa öðrum samliggjandi einingum að " "gera meiri skaða í bardaga, séu þær á lægra styrkleikastigi." #: 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 "" " Þessi eining er góð í að trufla óvini og getur hlaupið í gegnum stjórnsvæði " "óvinanna óhindrað." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Lýsing eykur ljósstyrk í nærliggjandi svæði." #: 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 "" " Þessi eining getur fjarflutt sig á milli hvaða tveggja þorpa sem er sem " "eigandi einingarinnar á, séu þorpin tóm." #: 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 "" " Í skóglendi, getur þessi eining verið ósýnileg fyrir óvinum sínum, nema " "þeir standi við hana eða hún sýnir sig með því að gera árás." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Þessi eining getur falið sig að nóttu til, skiljandi engin ummerki eftir um " "nærveru sína." #: 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 "" " Þessi eining getur falið sig í þorpum (nema neðansjávar þorpum) og verið " "ósýnileg óvinum sínum, nema þeir standi við hana." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Þessi eining getur ferðast óseð um djúpt vatn, þurfandi ekkert loft frá " "yfirborðinu." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Þessi eining fær 1 auka lífspunkt ofan á hámark lífspunkta sína í hvert " "skipti sem hún drepur einingu." #: 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 "" " Hvert skipti sem notast er við berserk mun einingin þrýsta einvígið þar til " "annar hvor liggur dauður niðri." #: 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 "" " Ef óvinur skotmarksins er hinum megin við skotmarkið meðan ráðist er á það, " "má þessi eining bakstinga, sem gerir tvöfaldan skaða." #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Óvinir sem missa líf sitt til plágurnar, munu rísa aftur í Ódauða, nema " "þeir standi í þorpum." #: 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 "" " Þessi eining hægir á óvinum sínum, minkandi hreyfigetu þeirra og skaða um " "helming þar til skotmörkin enda lotu." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Hæfileikinn til að geta breytt lifandi verum í stein gerir þessa einingu " "mjög hættulega." #: 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 "" " Hittni þessarar einingar leyfir henni að hitta andstæðing sinn nokkuð oft " "og vel, enn bara á sókninni." #: 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 "" " Þessi eining hefur galdra árásir, sem hafa alltaf góðar líkur á að hitta " "óvinin." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Svarmandi árásir þessarar einingar verða máttminni hvenær sem þessi eining " "er slösuð. " #: 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 "" " Beitandi áhlaupi, getur þessi eining gert tvöfaldan skaða enn fær á sig " "tvöfaldan skaða; hefur ekki áhrif þegar þessi eining er í vörn." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Í bardaga, getur þessi eining tæmt líf úr óvinum sínum til að auka við sitt " "eigið." #: 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 "" " Lengd vopn þessarar einingar, leyfir þeim að eiga alltaf fyrsta höggið, " "líka í vörn." #: 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 "" " Fórnarlömb eiturárásar þessarar einingar munu taka skaða á sig þar til þau " "eru læknuð af þorpi eða einingu sem heilar." #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "dyggur" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "dygg" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Ekkert viðhald" #. [trait]: id=undead #: data/core/macros/traits.cfg:22 msgid "undead" msgstr "ódauður" #. [trait]: id=undead #: data/core/macros/traits.cfg:23 msgid "female^undead" msgstr "ódauð" #. [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 "Ónæmt tæmingu, eitrun og plágum." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:45 msgid "mechanical" msgstr "vélrænn" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:46 msgid "female^mechanical" msgstr "vélræn" #. [trait]: id=elemental #: data/core/macros/traits.cfg:68 #, fuzzy msgid "elemental" msgstr "leynd" #. [trait]: id=elemental #: data/core/macros/traits.cfg:69 #, fuzzy msgid "female^elemental" msgstr "dygg" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" msgstr "sterkur" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" msgstr "sterk" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" msgstr "fimur" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" msgstr "fim" #. [trait]: id=quick #: data/core/macros/traits.cfg:122 msgid "quick" msgstr "hraður" #. [trait]: id=quick #: data/core/macros/traits.cfg:123 msgid "female^quick" msgstr "hröð" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:139 msgid "intelligent" msgstr "snarpur" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:140 msgid "female^intelligent" msgstr "snörp" #. [trait]: id=resilient #: data/core/macros/traits.cfg:152 msgid "resilient" msgstr "stældur" #. [trait]: id=resilient #: data/core/macros/traits.cfg:153 msgid "female^resilient" msgstr "stæld" #. [trait]: id=healthy #: data/core/macros/traits.cfg:170 msgid "healthy" msgstr "heilbrygður" #. [trait]: id=healthy #: data/core/macros/traits.cfg:171 msgid "female^healthy" msgstr "heilbrygð" #. [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 "óttalaus" #. [trait]: id=fearless #: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203 msgid "female^fearless" msgstr "óttalaus" #. [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 "Berst eðlilega þrátt fyrir nótt sem dag." #. [trait]: id=feral #: data/core/macros/traits.cfg:214 #, fuzzy msgid "feral" msgstr "Yfir allt" #. [trait]: id=feral #: data/core/macros/traits.cfg:215 #, fuzzy msgid "female^feral" msgstr "hlutlaus" #. [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 "veikburða" #. [trait]: id=weak #: data/core/macros/traits.cfg:233 msgid "female^weak" msgstr "veikburða" #. [trait]: id=slow #: data/core/macros/traits.cfg:250 msgid "slow" msgstr "hægur" #. [trait]: id=slow #: data/core/macros/traits.cfg:251 msgid "female^slow" msgstr "hæg" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 msgid "dim" msgstr "tregur" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 msgid "female^dim" msgstr "treg" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 #, fuzzy msgid "aged" msgstr "langdræg" #. [trait]: id=aged #: data/core/macros/traits.cfg:281 #, fuzzy msgid "female^aged" msgstr "treg" #. [race]: id=bats #: data/core/units.cfg:43 msgid "race^Bat" msgstr "Leðurblaka" #. [race]: id=bats #: data/core/units.cfg:44 msgid "race+female^Bat" msgstr "Leðurblaka" #. [race]: id=bats #: data/core/units.cfg:45 msgid "race^Bats" msgstr "Leðurblökur" #. [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 "Dreki" #. [race]: id=drake #: data/core/units.cfg:56 msgid "race+female^Drake" msgstr "Dreki" #. [race]: id=drake #: data/core/units.cfg:57 msgid "race^Drakes" msgstr "Drekar" #. [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 "Dvergur" #. [race]: id=dwarf #: data/core/units.cfg:92 msgid "race+female^Dwarf" msgstr "Dvergur" #. [race]: id=dwarf #: data/core/units.cfg:93 msgid "race^Dwarves" msgstr "Dvergar" #. [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 "Álfur" #. [race]: id=elf #: data/core/units.cfg:112 msgid "race+female^Elf" msgstr "Álfur" #. [race]: id=elf #: data/core/units.cfg:113 msgid "race^Elves" msgstr "Álfar" #. [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 "Mennskur" #. [race]: id=falcon, description= #: data/core/units.cfg:133 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "Mennsk" #. [race]: id=falcon, description= #: data/core/units.cfg:134 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "Mennskir" #. [race]: id=goblin #: data/core/units.cfg:145 msgid "race^Goblin" msgstr "Durtur" #. [race]: id=goblin #: data/core/units.cfg:146 msgid "race+female^Goblin" msgstr "Durta" #. [race]: id=goblin #: data/core/units.cfg:147 msgid "race^Goblins" msgstr "Durtar" #. [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 "Griffon" #. [race]: id=gryphon, description= #: data/core/units.cfg:164 msgid "race+female^Gryphon" msgstr "Griffon" #. [race]: id=gryphon, description= #: data/core/units.cfg:165 msgid "race^Gryphons" msgstr "Griffonar" #. [race]: id=human #: data/core/units.cfg:181 msgid "race^Human" msgstr "Mennskur" #. [race]: id=human #: data/core/units.cfg:182 msgid "race+female^Human" msgstr "Mennsk" #. [race]: id=human #: data/core/units.cfg:183 msgid "race^Humans" msgstr "Mennskir" #. [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 "Mennskur" #. [race]: id=khalifate #: data/core/units.cfg:200 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Khalifate Human" msgstr "Mennsk" #. [race]: id=khalifate #: data/core/units.cfg:201 #, fuzzy #| msgid "race+plural^Mechanical" msgid "race+plural^Khalifate" msgstr "Vélrænt" #. [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 "Saurií" #. [race]: id=lizard, description= #: data/core/units.cfg:214 msgid "race+female^Saurian" msgstr "Sauría" #. [race]: id=lizard, description= #: data/core/units.cfg:215 msgid "race^Saurians" msgstr "Sauríar" #. [race]: id=mechanical #: data/core/units.cfg:225 msgid "race^Mechanical" msgstr "Vélrænn" #. [race]: id=mechanical #: data/core/units.cfg:226 msgid "race+plural^Mechanical" msgstr "Vélrænt" #. [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 "Hafmaður" #. [race]: id=merman #: data/core/units.cfg:237 msgid "race^Mermaid" msgstr "Hafmeyja" #. [race]: id=merman #: data/core/units.cfg:238 msgid "race^Mermen" msgstr "Haffólk" #. [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 "Skrímsli" #. [race]: id=monster #: data/core/units.cfg:249 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Skrímsli" #. [race]: id=monster #: data/core/units.cfg:250 msgid "race^Monsters" msgstr "Skrímsli" #. [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 "Nagani" #. [race]: id=naga #: data/core/units.cfg:260 msgid "race^Nagas" msgstr "Nagas" #. [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 "Þurs" #. [race]: id=ogre #: data/core/units.cfg:270 msgid "race+female^Ogre" msgstr "Þursa" #. [race]: id=ogre #: data/core/units.cfg:271 msgid "race^Ogres" msgstr "Þursar" #. [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 "Orki" #. [race]: id=orc #: data/core/units.cfg:281 msgid "race+female^Orc" msgstr "Orka" #. [race]: id=orc #: data/core/units.cfg:282 msgid "race^Orcs" msgstr "Orkar" #. [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 "Tröll" #. [race]: id=troll #: data/core/units.cfg:300 msgid "race+female^Troll" msgstr "Tröll" #. [race]: id=troll #: data/core/units.cfg:301 msgid "race^Trolls" msgstr "Tröll" #. [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 "Ódauður" #. [race]: id=undead #: data/core/units.cfg:323 msgid "race+female^Undead" msgstr "Ódauð" #. [race]: id=undead #: data/core/units.cfg:324 msgid "race+plural^Undead" msgstr "Ódauðir" #. [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 "Úlfur" #. [race]: id=wolf, description= #: data/core/units.cfg:339 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Álfur" #. [race]: id=wolf, description= #: data/core/units.cfg:340 msgid "race^Wolves" msgstr "Úlfar" #. [race]: id=wose #: data/core/units.cfg:350 msgid "race^Wose" msgstr "Vosi" #. [race]: id=wose #: data/core/units.cfg:351 msgid "race^Woses" msgstr "Vosar" #. [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 "Hjálp" #: src/help.cpp:1154 msgid "
text='Units having this special attack'
" msgstr "" #: src/help.cpp:1220 msgid "
text='Units having this ability'
" msgstr "" #: src/help.cpp:1253 #, fuzzy msgid "Leaders:" msgstr "Leiðtogi: " #: src/help.cpp:1262 #, fuzzy msgid "Recruits:" msgstr "Ráðningar: " #: src/help.cpp:1276 msgid "Era:" msgstr "Tímabil:" #: src/help.cpp:1284 #, fuzzy msgid "Factions:" msgstr "Klíka" #: src/help.cpp:1294 msgid "Factions are only used in multiplayer" msgstr "" #: src/help.cpp:1327 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "Jörð" #: src/help.cpp:1410 msgid "level" msgstr "eflingarstig" #: src/help.cpp:1443 msgid "Advances from: " msgstr "Eflist frá: " #: src/help.cpp:1445 msgid "Advances to: " msgstr "Eflist í: " #: src/help.cpp:1470 msgid "Base unit: " msgstr "" #: src/help.cpp:1475 msgid "Base units: " msgstr "" #: src/help.cpp:1493 #, fuzzy msgid "Variations: " msgstr "Klíka" #: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038 msgid "race^Miscellaneous" msgstr "Annað" #: src/help.cpp:1519 msgid "Race: " msgstr "Ætt: " #: src/help.cpp:1526 msgid "Abilities: " msgstr "Hæfileikar: " #: src/help.cpp:1542 msgid "Ability Upgrades: " msgstr "Uppfærlsa hæfileika: " #: src/help.cpp:1557 msgid "HP: " msgstr "HP: " #: src/help.cpp:1558 msgid "Moves: " msgstr "Hreyfipunktar: " #: src/help.cpp:1560 msgid "Vision: " msgstr "" #: src/help.cpp:1562 msgid "Jamming: " msgstr "" #: src/help.cpp:1563 msgid "Cost: " msgstr "Kostnaður: " #: src/help.cpp:1564 msgid "Alignment: " msgstr "Stilling: " #: src/help.cpp:1568 msgid "Required XP: " msgstr "Nauðsynleg Reynsla: " #: src/help.cpp:1577 msgid "unit help^Attacks" msgstr "Árásir" #: src/help.cpp:1584 msgid "unit help^Name" msgstr "Nafn" #: src/help.cpp:1585 msgid "Type" msgstr "Tegund" #: src/help.cpp:1586 msgid "Strikes" msgstr "Högg" #: src/help.cpp:1587 msgid "Range" msgstr "Skotmál" #: src/help.cpp:1588 msgid "Special" msgstr "Sérstakt" #: src/help.cpp:1637 msgid "Resistances" msgstr "Mótstöður" #: src/help.cpp:1641 msgid "Attack Type" msgstr "Tegund árásar" #: src/help.cpp:1642 msgid "Resistance" msgstr "Mótstaða" #: src/help.cpp:1672 msgid "Terrain Modifiers" msgstr "Landslags Áhrifavaldar" #: src/help.cpp:1676 msgid "Terrain" msgstr "Jörð" #: src/help.cpp:1677 msgid "Defense" msgstr "Vörn" #: src/help.cpp:1678 msgid "Movement Cost" msgstr "Kostnaður Hreyfingar" #: src/help.cpp:1682 msgid "Vision Cost" msgstr "" #: src/help.cpp:1685 msgid "Jamming Cost" msgstr "" #: src/help.cpp:2044 msgid "
text='Units of this race'
" msgstr "" #: src/help.cpp:2956 msgid " < Back" msgstr " < Til baka" #: src/help.cpp:2957 msgid "Forward >" msgstr "Áfram >" #: src/help.cpp:3065 msgid "Reference to unknown topic: " msgstr "Tilvitnun í óþekkt umræðuefni: " #: src/help.cpp:3321 msgid "corrupted original file" msgstr "skemmd upprunaleg skrá" #: src/help.cpp:3433 msgid "Close" msgstr "Loka" #: src/help.cpp:3436 msgid "The Battle for Wesnoth Help" msgstr "Bardaginn um Wesnoth Hjálp" #: src/help.cpp:3492 msgid "Parse error when parsing help text: " msgstr "" #, fuzzy #~ msgid "Caste" #~ msgstr "Kastalar" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "nærist" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Lækning" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Lækning" #, fuzzy #~ msgid "Intendant" #~ msgstr "Snerpa" #, fuzzy #~ msgid "Swarm" #~ msgstr "svarmur" #, fuzzy #~ msgid "Swarming" #~ msgstr "svarmur" #~ msgid "Flat" #~ msgstr "Flatlendi" #, 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 "" #~ "Gras stendur fyrir opinni sléttu, hvort sem er ræktuð, beitiland eða " #~ "villt. Enn sem opið land, er auðvelt að komast yfir Gras, enn einnig " #~ "erfitt að verja sig í. Venjulega, eru þær einingar sem standa sig best á " #~ "grasi annað hvort hestamenn, eða mjög fimar einingar sem nýta sér opna " #~ "rýmið.\n" #~ "\n" #~ "Flestar einingar hafa vörnina 30 til 40% á grasi." #~ msgid "Road" #~ msgstr "Vegir" #~ msgid "Forest" #~ msgstr "Skógar" #, 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 "" #~ "Skógar standa fyrir hvaða trésvæði sem hefur nægan vöxt, til að hindra " #~ "yfirferð. Þótt þeir hægi á nánasst öllum, þá gefa þeir einnig betri vernd " #~ "til flestra eininga enn opið svæði. Hestamenn, hinsvegar, hafa svo mikil " #~ "vandræði að stýra sér í gegnum þetta svæði að þeir fá enga bónusa af því " #~ "að fela sig þarna. Álfar eru undantekning á þessari almennu skógarreglu. " #~ "Ekki bara geta þeir labbað yfir skógin eins og gegnum gras, heldur fá " #~ "þeir einnig nokkuð mikla varnarbónusa. Dvergar eru önnur undantekning á " #~ "þessari reglu; þótt þeir geti þrammað í gegnum skógin án mikils hraða " #~ "taps, eru þeir svo ókunnugir landsslaginu að þeir fá ekkert meiri vörn " #~ "þarna enn á graslendi.\n" #~ "\n" #~ "Flestar einingar fá 50% vörn í skógi, enn hestamenn eingöngu 30%. Álfar, " #~ "á hinn bógin, fá 60 til 70% vörn, einnig hestamenn þeirra. Dvergar fá að " #~ "meðaltali ekki nema 30% vörn í skógum.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Hólar" #, 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 "" #~ "Hæðir standa fyrir allt frekar óslétt landslag, með nóg af holum og hólum " #~ "til að gefa eitthvað skjól. Hæðir eru frekar erfiðar yfirferðar fyrir " #~ "flesta hermenn. Dvergar, Tröll og Orkar hafa hins vegar nógu mikla " #~ "þekkingu á svæðinu að geta hlaupið yfir það án þess að hægja á sér. " #~ "Hestamenn hafa erfiðleika að fóta sig og fá því ekki varnarbónusa.\n" #~ "\n" #~ "Flestar einingar fá 50% vörn í hæðum, meðan hestamenn fá engöngu 40%. " #~ "Dvergar fá hins vegar 60% vörn í hæðum." #~ msgid "Mountains" #~ msgstr "Fjöll" #, 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 "" #~ "Fjöll eru nógu brött til að flestar einingar þurfi að klifra yfir " #~ "hindranir til að hreyfa sig. Þetta veldur því, að þau gefa nokkuð góða " #~ "varnar bónusa til flestra hermanna, enn getur einnig komið í veg fyrir að " #~ "mörg þeirra eininga komists yfir fjöllin. Flestir hestamenn geta " #~ "einfaldlega ekki farið inní fjöllót svæði; enn, álfa hestamenn eru " #~ "undantekning, sem og Durta Úlf Riddarar. Bæði Dvergar og Tröll búa í " #~ "fjöllunum og eiga auðvelt með að komast leiðar sinnar þar.\n" #~ "\n" #~ "Flestar einingar fá í kringum 60% vörn í fjöllum, meðan Dvergar fá 70%." #~ msgid "Swamp" #~ msgstr "Mýri" #, 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 "" #~ "Mýrar sstanda fyrir allskonar votlendi. Mýrar hægja á nánast hverjum sem " #~ "er og trufla þá við að verja sig. Undantekning við þetta er hvaða vera " #~ "sem hefur líkamlega lögun til að hreyfa sig í vatni; þau fá bæði fulla " #~ "hreyfingu og varnarbónus. Þeir sem búa í votlendinu eru einnig snjallir í " #~ "að nota þetta landlag sér í hag.\n" #~ "\n" #~ "Flestar einingar þurfa að sætta sig við 30% vörn í mýrum. Hafmenn, Naga " #~ "og Sauriar hafa hins vegar oftast kringum 60%" #~ msgid "Shallow Water" #~ msgstr "Grunn vötn" #, 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 "" #~ "Grunnt vatn stendur fyrir allt vatn sem er nógu djúpt til að koma upp að " #~ "mitti á manni. Þetta er nóg til að hægja á hverjum sem er nánast og koma " #~ "þeim í aðstöðu þar sem þeir er gjöropnir fyrir árás. Dvergar, þar sem " #~ "vatnið nær þeim nánast upp að haus, eru í skelfilegri aðstöðu þarna. " #~ "Undantekningin eru verur sem eru líkamlega lagaðar að sundi, og fá þær " #~ "því ágætis varnarbónusa og fulla hreyfigetu.\n" #~ "\n" #~ "Flestar einingar fá 20 til 30% vörn í grunnu vatni, þar sem bæði Naga og " #~ "Hafmenn fá 60%." #~ msgid "Deep Water" #~ msgstr "Djúp vötn" #, 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 "" #~ "Djúpt vatn stendur fyrirr allt vatn sem er nóg til að ná yfir höfuð á " #~ "manni. Flestar einingar geta ekki farið inní reiti með djúpu vatni: Þetta " #~ "er svæði eininga sem geta annað hvort flogið, eða eru mjög góðir " #~ "sundmenn.\n" #~ "\n" #~ "Hafmenn og Naga fá bæði 50% vörn í djúpu vatni og fulla hreyfigetu." #~ msgid "Frozen" #~ msgstr "Frost" #, 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 "" #~ "Frosið svæði stendur fyrir hvaða flatlendi sem er þakið snjó eða ís. " #~ "Flestar einingar eru hægðar á því og eiga erfiðara með að verja sig. " #~ "Taktu eftir að syndandi einingar, líka þær sem geta andað neðansjávar, " #~ "geta ekki synt undir ís.\n" #~ "\n" #~ "Flestar einingar fá 20 til 40% í frosnu svæði." #~ msgid "Castle" #~ msgstr "Kastalar" #, 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 "" #~ "Kastalar eru hvaða varanlega virki sem er. Nætum allar einingar fá góða " #~ "varnarbónusa við að vera í kastala og allar einingar njóta fullrar " #~ "hreyfigetu. Að koma einingu fyrir i kastala þýðir að það sé að verja " #~ "kastalan. Án einingar á hverjum vegghluta, geta óvinir auðveldlega lumist " #~ "inn í kastalann ótruflaðir og fá sömu varnarbónusana og allir aðrir " #~ "inni.\n" #~ "\n" #~ "Flestar einingar fá 60% vörn í kastala.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Sandur" #, 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 "" #~ "Óstöðugleiki sandsins veldur flestum einingum erfiðleikum í yfirferð og " #~ "opnar þau fyrir árásum. Hins vegar, breiðir fætur og snákalegir líkamar " #~ "eðlulegra vera valda því að þau geta fótað sig betur í sandi.\n" #~ "\n" #~ "Flestar einingar fá 20 til 40% vörn í sandi." #~ msgid "Desert" #~ msgstr "Eyðimerkur" #~ msgid "Cave" #~ msgstr "Hellir" #~ msgid "Rockbound Cave" #~ msgstr "Klettóttur hellir" #~ msgid "Illuminated Cave" #~ msgstr "Upplýstir hellir" #, 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 "" #~ "Eintaka sinnum eru staðir neðanjarðar lýstir upp með ljósi frá " #~ "yfirborðinu skínandi ofan í jörðina. Þetta gefur skaðabónus til allra " #~ "réttvísra eininga og tekur bónusin af öllum ringulreiðum einingum. Að " #~ "öðru leiti virkar þetta alveg eins og hver annar reitur í hellinum." #~ msgid "Mushroom Grove" #~ msgstr "Sveppalundur" #, 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 "" #~ "Sveppa nýlendur eru stórir neðanjaðrar skógar af risa sveppum, sem dafna " #~ "í röku myrkrinu. Flestar einingar hafa einhverja erfiðleika að fóta sig á " #~ "mjúku svampkenndu yfirborði minni sveppa, enn fá fínasta skjól fyrir " #~ "aftan stærri sveppastilkana. Hestamanna einingar, flækjast hinsvegar og " #~ "skortir almennilegt ferðafrelsi í bardaga. Ódauðar einingar hafa " #~ "náttúruleg tengs við rotnun og standa sig nokkuð vel í sveppa nýlendum.\n" #~ "\n" #~ "Flestar einingar fá 50% til 60% í sveppanýlendum, meðan hestamenn fá " #~ "einungis 20%." #~ msgid "Village" #~ msgstr "Þorp" #, 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 "" #~ "Þorp standa fyrir hvaða hóps sem er af byggingum, menskum eða ekki. " #~ "Næstum allar einingar, jafnvel hestamenn, eiga auðvelt með að fóta sig í " #~ "þorpum og flestar einingar fá varnarbónus á því að vera í þorpi. Þorp " #~ "leifa einingum að þrífa og hlúa að sárum sínum, sem leyfir hvaða einingu " #~ "sem er staðsett í þorpinu að lækna átta lífspunkta hverja lotu, eða lækna " #~ "sig af eitri.\n" #~ "\n" #~ "Flestar einingar fá 50 til 60% vörn í þorpum, meðan riddarar fá bara " #~ "40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Sokkin þorp" #, 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 "" #~ "Neðansjávar þorp eru heimili Haffólksins og Naga. Meðan flestar vatns " #~ "verur eiga heima hérna, eiga land-verur soldið erfitt með að fóta sig og " #~ "vernda þessi þorp(af augljósum ástæðum). Enn, eins og í hverju þorpi, er " #~ "allt sem til þarf til að hlúa að sárum sínum. Hvaða eining sem er " #~ "staðsett þorpi getur læknað átta lífspunkta hverja lotu, eða verið læknuð " #~ "af eitri.\n" #~ "\n" #~ "Haffólk og Naga fá 60% vörn í neðansjávar þorpum, meðan landverur fá að " #~ "meðaltali litla vörn." #~ msgid "Unwalkable" #~ msgstr "Ógengilegt" #, 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 "" #~ "Óaðgengilegt svæði er bara hvaða gil eða hola sem, eins og nafnið gefur " #~ "til kynna, ekki hægt að fara yfir með því einu að ganga. Gil eru þekkt " #~ "fyrir mikla veggi sína, sem gæti tekið daga að fara yfir. Hvað leikspilun " #~ "varðar, geta bara fljúgandi einingar farið yfir þetta svæði. " #~ msgid "Lava" #~ msgstr "Hraun" #~ msgid "River Ford" #~ msgstr "Væða" #~ 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 "" #~ "Þegar á er mjög grunn, er eiginlega ekkert vandamál að fara yfir hana. " #~ "Meira, flestar verur sem geta synt geta einnig farið auðveldlega yfir " #~ "ána. Hvað leikspilun varðar, er lækjar vað annað hvort meðhöndlað sem " #~ "gras, eða grunnsævi, veltandi á því hvað hentar einingunni sem er á " #~ "reitnum best." #~ msgid "Coastal Reef" #~ msgstr "Árif" #, fuzzy #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "Árif eru grunnsævi skapað af steinum, kóröllum og ssandi. Þetta gefur " #~ "flestsum landverum ágætis fótastað og varnaraðstöður enn að vaða í vatni " #~ "og gefur einnig syndandi verum mjög góða vörn.\n" #~ "\n" #~ "Hafmenn og Naga fá bæði 70% vörn á árifum." #~ msgid "Bridge" #~ msgstr "Brýr" #, 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 "" #~ "Til þeirra sem geta smíðað eina, er hæfileikinn að byggja brú frelsi frá " #~ "duttlungafullum nátturu vatnanna, þar sem vað getur komið og farið með " #~ "yfirborði vatnsins. Svo ekki sé minnst á lúxusin við að hafa lappirnar " #~ "þurrar, sem er ekkert til að hlægja að á kaldari mánuðum ársins.\n" #~ "\n" #~ "Fyrir þá sem fara á landi eða sjó, er brúin það besta úr báður heimum - " #~ "hvað leikspilun varðar, er hún meðhöndluð annað hvort sem gras eða vatnið " #~ "undir brúnni og fer eftir hvað hentar einingunni á brunni. Taktu samt " #~ "eftir að sundvera og landvera geta ekki verið báðir á sama reit á brúnni " #~ "á sama tíma." #~ msgid "Impassable" #~ msgstr "Ófærð" #~ msgid "" #~ "Obstacles that not even the most determined traveler may overcome include " #~ "solid walls of stone and mountains so tall and steep that they are " #~ "constantly wreathed in cloud. Even flying creatures cannot navigate the " #~ "jagged peaks at such rarified heights, and not even the fiercest troll " #~ "can smash through thick walls of stone." #~ msgstr "" #~ "Hindranir sem ekki einu sini ákveðnasti ferðalangur gæti komist yfir. " #~ "Þetta gæti innihaldið sterka grjótveggi og fjöll svo stór og brött að " #~ "alltaf eru þau umkringd skýjum. Jafnvel fljúgandi verur geta ekki komist " #~ "yfir fjöll af þessari stærðargráðu og ekki einu sinni sterkasta tröll " #~ "gæti barið sig í gegnum þykku steinveggina." #~ 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 "" #~ "Berserk:\n" #~ "Þessi árásartegund þrýstir einvígið þar til annar hvor liggur dauður " #~ "niðri, eða þar til 30 umferðir hafa átt sér stað." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Galdrar:\n" #~ "Þessi árás hefur alltaf 70% líkur á að hitta, hvað sem varnaraðstaðstöðu " #~ "skotmarks líður." #~ msgid "firststrike" #~ msgstr "fyrsta högg" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Fyrsta högg:\n" #~ "Þessi eining fær alltaf að eiga fyrsta höggið, líka ef hún er í vörn" #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Nærist:\n" #~ "Þessi eining fær 1 lífspunkt ofan á hámarks lífspunkta sína þegar hún " #~ "drepur aðra einingu. " #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Sum vopn hafa sérstaka þætti sem gerir þau öflugri þegar þau eru notuð í " #~ "sókn.\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text=Meiðsl
"