# translation of he.po to Hebrew # ----wesnoth.po # Hebrew translations for Battle for Wesnoth package. # Copyright (C) 2005 Wesnoth development team # This file is distributed under the same license as the wesnoth package. # # # Oron Peled , 2005, 2009. # Ely Levy , 2005, 2006. # Ariel Ben-Yehuda , 2009. msgid "" msgstr "" "Project-Id-Version: he\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2009-07-13 00:55+0300\n" "Last-Translator: Oron Peled \n" "Language-Team: Hebrew\n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Lokalize 0.3\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109 msgid "Underground" msgstr "תת קרקעי" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "ריפוי +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 "ריפוי +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #, 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 "" "ריפוי +4:\n" "יחידה זו יכולה לטפל בפציעות של יחידות ידידותיות סמוכות בתחילת כל תור.\n" "\n" "יחידה שמטופלת על ידי מרפא +4 יכולה להחלים עד 4 נק\"פ בתור, או לעצור את " "ההשפעה של רעל לתור.\n" "מרפא +4 יכול להחזיר סך הכל 8 נק\"פ בתור, לכל היחידות בהן הוא מטפל.\n" "יחידה מורעלת לא יכולה להרפא מהרעל על ידי מטפל, וחייבת לחפש תרופה לרעל בכפר " "או מיחידה עם יכולת ריפוי +8." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "ריפוי +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/core/macros/abilities.cfg:29 msgid "female^heals +8" msgstr "ריפוי +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #, 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 "" "מרפא:\n" "יחידה זו משלבת שילוב בצמחי מרפא עם קסם על מנת לרפא יחידות מהר יותר ממה שאפשר " "באופן רגיל בשדה הקרב.\n" "\n" "יחידה זו תטפל בכל היחידות הידידותיות הסמוכות הסובלות מפציעות בתחילת כל תור.\n" "יחידה שטופלה על ידי מרפא יכולה להחלים עד 8 נק\"פ בתור.\n" "מרפא יכול לרפא עד 18 נק\"פ בתור, לכל היחידות בהן הוא מטפל.\n" "מרפא יכול לרפא יחידה מורעלת, למרות שיחידה זו לא תקבל ריפוי נוסף באותו תור בו " "היא החלימה מהרעל." #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Editor" msgstr "מתאמי שטח" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269 #, fuzzy #| msgid "Terrain Modifiers" msgid "Scenario Editor" msgstr "מתאמי שטח" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:109 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:129 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:130 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:145 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:146 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "text='Note:' the tool doesn’t support deleting items once " "placed, nor does it support undo. Mistakes can currently only be fixed by " "editing the generated WML file.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:159 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:160 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:174 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:175 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:190 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:191 msgid "" "This tool create sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:212 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:213 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:223 msgid "Map/Scenario Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:224 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music.\n" "\n" "text='Warning: the Scenario Mode is buggy in 1.14.' Improving " "it is one of the main blockers for the 1.16 release, however in 1.14 its " "quality is far below that of the game and the terrain mode." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:238 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:258 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:270 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:272 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:279 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:287 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves exactly one file, either a .map (for terrain mode) or " "a .cfg (for scenario mode). In scenario mode the terrain map is saved inside " "the .cfg file; there is no separate .map file. If you start editing in " "terrain mode and then switch to scenaro mode then an old .map file might " "remain, but this is not updated by the scenario editor.\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that use a " "separate .map file (which can't be created by the scenario editor), the " "editor may follow the link and open the corresponding .map in terrain-only " "mode, as if the .map file was chosen in the file selector." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:299 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:300 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "Files created by the scenario editor omit the opening [scenario] and closing " "[/scenario] tags. If you are creating a campaign (or other add-on), then " "those tags need to be added; there is more detail about this in the " "dst='editor_map_format' text='map file format' documentation.\n" "\n" "One workflow is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='For Wesnoth 1.14'
\n" "\n" "• _main.cfg:\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in " "these four lines:\n" " ◦ [scenario]\n" " ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" " ◦ [/scenario]\n" " ◦ [+scenario]\n" "\n" "The first three of those lines insert the scenario-generated file inside a " "[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags " "will be combined, with attributes in the second one overriding attributes in " "the first one.\n" "\n" "
text='1.16 and later'
\n" "\n" "If your add-on will only be used on 1.16 and later, there are new features " "to load .cfg files via map_file, and to avoid repeating the add-on’s name " "within the .cfg files.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory.\n" " ◦ use “{./scenarios}” to include the “scenarios” directory\n" "• maps/map_from_01.cfg\n" " ◦ this is the file created by the scenario editor\n" "• scenarios/01_Forest.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to " "load that file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:338 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:339 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" #. [topic]: id=editor_time_schedule #. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser #: data/core/editor/help.cfg:347 #, fuzzy #| msgid "Time of Day" msgid "ToD and Schedule Editor" msgstr "זמן ביום" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:348 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:359 msgid "Editor Palette" msgstr "" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:361 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:366 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:367 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:368 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:379 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:380 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:382 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:395 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:403 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the data as a .cfg file with embedded map " "data. When loading a .cfg file, the scenario editor understands files " "created by the scenario editor itself, but is likely to have difficulty with " "files that have been edited by hand; problems can be avoided by " "dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:407 msgid "" "
text='Which scenario files use the [scenario] tag'
\n" "\n" "Files created by the scenario editor have the contents of a WML scenario " "element, but don’t include the opening [scenario] and closing [/scenario] " "tags. For each .cfg file in the userdata folder’s editor/scenarios " "subfolder, the game will automatically try to load a scenario from it to " "include in the “Custom Scenarios” list (files that fail to load are " "ignored). In this folder each file is a separate item - files that fail to " "parse as a scenario are ignored, and files must not contain the [scenario][/" "scenario] tags.\n" "\n" "The opposite applies when a scenario is part of a campaign or other add-on. " "Typically each scenario has its own .cfg file, however this is unnecessary - " "all of the WML in an add-on will be combined by the preprocessor, it doesn’t " "matter whether the add-on is written as separate files or not. The engine " "needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags " "to know which WML is part of each scenario." msgstr "" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121 msgid "Deep Underground" msgstr "עמוק מתחת לאדמה" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 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 Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great 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:52 #, fuzzy msgid "Green Isle" msgstr "ירוק" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 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:64 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 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:70 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 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:76 msgid "Kingdom of Wesnoth" msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 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 " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\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" "
text='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" "
text='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." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 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 dst='great_river' " "text='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" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='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:119 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 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='ocean'.\n" "\n" "
text='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 dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='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" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "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 " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='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:141 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 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 dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 #, fuzzy msgid "Heart Mountains" msgstr "הרים" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 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:160 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 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" "
text='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" "\n" "
text='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=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "זמן ביום" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "מבוא" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "אפשרויות משחק" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "כשרונות" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "יחידות" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "יכולות" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "שימושים מיוחדים בנשק" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:472 msgid "Terrains" msgstr "סוגי שטח" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:525 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:598 msgid "Commands" msgstr "פקודות" #. [topic]: id=..introduction #: data/core/help.cfg:96 #, 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 arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "הקרב על ווסנות' הוא משחק פנטזיה אסטרטגי מבוסס תורים, קצת לא רגיל בקרב משחקי " "אסטרטגיה מודרנים. בעוד משחקים אחרים שואפים לתחכום הקרב על ווסנות' שואף " "לפשטות גם בחוקים וגם במשחק. זה לא הופך את המשחק לפשוט, מתוך החוקים הפשוטים " "הללו צומח עושר אסטרטגי, כך שהמשחק פשוט ללמידה אבל אתגר למומחה." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "אודות המשחק" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 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=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 #, 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 "" "ליחידות מסוימות יש יכולות שמשפיעות על יחידות אחרות או באופן ישיר או משפיעות " "על האופן בו היחידה פועלת עם יחידות אחרות. יכולות אלו יהיו רשומות, כשתפגוש " "בהם, תחת הכותרת הזו.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 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:157 msgid "Unknown Unit" msgstr "יחידה לא מוכר" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 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" "אינך יודע על יחידה זה כעת. אתה חייב לפגוש אותו במשחק לפני שתוכל לראות את " "תכונותיו." #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "
text='יחידות מגזע זה'
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "בזמן שאתה משחק, שים לב שלהרבה פריטים, כמו למשל המידע שמוצג בחלונית המצב, " "מוצג תאור קצר, שמסביר את הפריט, כאשר הסמן נמצא מעליו. הדבר שימושי במיוחד " "כאשר אתה נתקל ב dst=abilities text=יכולות חדשות בפעם הראשונה." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "נצחון והפסד" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, 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" "כשאתה מנצח היתקלות, המפה תהפוך לאפורה וכפתור 'סיים תור' יהפוך לכפתור 'סיים " "התקלות'. בינתיים תוכל לעשות דברים כמו לשנות את הגדרות השמירה או (במשחק רב-" "משתתפים) לדבר עם המשתתפים האחרים לפני שתלחוץ על הכפתור ותעבור להתקלות הבאה. " #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" "שים לב להודעת מטרות ההתקלות בתחילת כל התקלות. לרוב ניצחון יושג ע\"י הריגת כל " "מנהיגי האויב, והפסד ע\"י מות מנהיגך (או דמות ראשית (גיבור) אחרת, כמו דלפדור " "בתסביך הירושה). אבל, לחלק מההיתקלויות יש מטרה אחרת - להזיז את מנהיגך לנקודה " "מסויימת, או להציל מישהו, או לשרוד למספר תורים עד שעזרה מגיעה, או לשרוד עד " "שחבר מגיע ואז להזיז את מנהיגך לנקודה מסיומת. " #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "גיוס והחזרה" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, 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" "אם לחצת לחיצה ימנית על משבצת טירה ובחרת גיוס, היחידה החדשה תופיע במשבצת זו. " "אחרת, היא תופיע במשבצת פנויה ליד המצודה. מספר היחידות שאתה יכול לגייס הוא " "ככל היותר כמספר המשושים הפנויים בטירה שלך, אתה לא יכול להשקיע בגיוס יותר זהב " "ממה שיש לך." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, fuzzy msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='..terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the text='Recruit' button to recruit it." msgstr "" "כל צד מתחיל עם מנהיג אחד במצודה שלו. בהתחלה של כל קרב, ולפעמים גם במהלכו, " "אתה צריך לגייס dst=units text=יחידות לצבא שלך. כדי לגייס, אתה " "חייב שהמנהיג שלך (למשל, קונרד במערכת תסביך הירושה) על משבצת המצודה של " "dst=terrain_castle text=טירה. אז אתה יכול לגייס או על ידי בחירת " "גיוס מהתפריט או על ידי לחיצה ימנית על המשבצת ובחירת text=גיוס. זה יפתח את תפריט הגיוס שיציג את רשימת היחידות הניתנות לגיוס, יחד עם " "עלות הגיוס בזהב. לחץ על יחידה כדי לראות את הסטטיסטיקות שלה, ואז לחץ על גיוס " "כדי לגייס אותה." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "יחידות מגוייסות מגיעות עם שני dst=traits text='כשרונות' אקראיים " "שמשנים את תכונותיהם." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 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" "בהתקלויות מאוחרות, אתה יכול להחזיר יחידות ששרדו קרבות קודמים. החזרה תמיד " "עולה 20 זהב (בחירה ב\"החזרה\" בתפריט או על-ידי Shift-R מציג לך רשימה של " "היחידות ששרדו התקלויות קודמות)." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 #, fuzzy msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "יחידות לא רק עולות כסף לגיוס והחזרה, הן גם זקוקות לתשלומי משכורת. למידע נוסף " "ראה dst=income_and_upkeep text='הכנסה ואחזקה'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "הכנסה ואחזקה" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, 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. 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" "הכנסה היא פשוטה, יש לך הכנסה בסיסת של 2 זהב לתור. על כל כפר בו אתה שולט, אתה " "מקבל עוד זהב אחד לתור. כלומר, אם יש לך עשרה כפרים, אתה באופן רגיל תקבל 12 " "זהב כל תור. הוצאות האחזקה מנוקות מההכנסה הזאת, כמפורט למטה." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, 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 "" "בווסנות', זה לא מספיק פשוט לגייס יחידות ולהלחם. אתה חייב גם לשמור על הזהב " "שלך, במיוחד במערכות, בהם אתה יכול להעביר זהב מהתקלות אחד לבאה אחריו. יש לכך " "שני צדדים; הכנסה ואחזקה." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 #, fuzzy msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "אחזקה גם פשוטה יחסית. כל יחידה דורשת כמות אחזקה כמו הרמה שלה. אתה יכול " "לתמוךtext=סכום דרגות של יחידות כמספר הכפרים שיש לך, בלי " "לשלם אחזקה. אולם, לכל רמה של יחידה מעבר למספר הכפרים שיש לך, אתה חייב לשלם " "זהב אחד בכל תור. לדוגמה, אם יש לך 12 יחידות מדרגה אחת ועשרה כפרים, תצטרך " "לשלם שני זהב בכל תור לאחזקה." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 #, 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" "הוצאות אחזקה מנוקות מההכנסה שלך, לכן במקרה של 12 רמות של יחידות ועשרה כפרים, " "ההכנסה שתשאר לך היא 10 זהב לתור." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 #, 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" "ישנם שני יוצאי דופן חשובים לאחזקה: יחידות עם כשרון הנאמנות אף פעם לא דורשות " "אחזקה, ואותו הדבר נכון גם למנהיגים. ליחידות אתם אתה מתחיל את המערכה (כמו " "דלפדור), או יחידות שהצטרפו במהלכה לא על-ידי גיוס (כמו הפרש בהתקלות השניה " "בתסביך הירושה) בדרך כלל יהיה את כשרון הנאמנות. הגיבור הראשי (כמו קונרד) כמעט " "תמיד יהיה המנהיג." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "נקודות פגיעה ונקודות ניסיון" #. [topic]: id=hitpoints #: data/core/help.cfg:238 #, 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 "" "לכל יחידה יש מספר מסויים של נקודות פגיעה (נק\"פ). אם מספר נקודות הפגיעה של " "יחידה יורד מתחת 1, היחידה מתה. לכל יחידה יש גם מספר מסויים של נקודות נסיון " "(נק\"נ). ליחידה שרק גוייסה מתחילה ללא נקודות ניסיון, ומקבלת ניסיון על ידי " "לחימה באוייבים." #. [topic]: id=hitpoints #: data/core/help.cfg:242 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 "" "גם נקודות הפגיעה וגם נקודות הניסיון מוצגות בחלונית המצב תוך שימוש בשני " "מספרים (הערך הנוכחי והערך המרבי שיכול להיות ליחידה)." #. [topic]: id=hitpoints #: data/core/help.cfg:244 #, fuzzy #| msgid "" #| "The hitpoints are also indicated by an energy bar next to each unit, " #| "which is green, yellow or red. A unit with at least 1 experience point " #| "has a blue experience bar, which turns white as the unit is about to " #| "dst='experience_and_advancement' text='advance'." 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='advancement' text='advance'." msgstr "" "נקודות הפגיעה מוצגות גם על ידי פס אנרגיה ליד כל יחידה, שיכול להיות ירוק, " "צהוב או אדום. ליחידה עם לפחות נקודת ניסיון אחת יש פס ניסיון כחול, שהופך ללבן " "ככל שהיחידה מתקרבת ל - dst=experience_and_advancement text=התקדמות." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "מתקדמת אל: " #. [topic]: id=advancement #: data/core/help.cfg:252 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" "ליחידות יש כמות ניסיון מסויימת שנדרשת כדי להתקדם (ליחידות עם כשרון החכמה , " "דרושים 20% פחות). כאשר הן משיגות את הכמות הנדרשת, הן מתקדמות מיד לרמה הבאה, " "ומתרפאות באופן מלא בתהליך. בחלק מהמקרים ניתן לבחור בין אפשרויות קידום שונות." #. [topic]: id=advancement #: data/core/help.cfg:252 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 "" "אם שתי היחידות שורדות את הלחימה, הן זוכות במספר נקודות ניסיון ששווה לרמת " "היחידה בה הם נלחמים. אולם אם יחידה אחת הורגת את השניה בקרב, היא תזכה בהרבה " "יותר ניסיון - 4 ליחידה ברמה 0, 8 לרמה 1, 16 לרמה 2, 24 לרמה 3, וכו'." #. [topic]: id=advancement #: data/core/help.cfg:254 #, fuzzy msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "בעוד שלרוב היחידות יש שלוש דרגות, לכמה יחידות (כמו לדוגמה dst=unit_Mage " "text=מג) יכולות להיות ארבע. כאשר יחידה מגיעה לדרגה המרבית שלה, יתכן " "שתהיה זמינה עבורה האפשרות לקידום אחרי דרגה מרבית (קאד\"מ).\n" "הקאד\"מ ישנה את היחידה כל פעם שהיא תגיע לניסיון הנדרש, אבל היא תשאר באותה " "רמה. ההשפעה האופינית של הקאד\"מ היא הגדלת הנק\"פ ב 3, הקאד\"מ הראשון יושג " "באופן נורמלי ב 100 נק\"נ (80 נק\"נ ליחידות חכמות). בכל אופן, השגת קאד\"מ " "הולכת ונהיית קשה יותר עבור כל קאד\"מ שהיחידה קיבלה, כך שלעיתים קרובות יעיל " "יותר לנסות לקדם את יחידותיך שבדרגה נמוכה יותר.\n" "\n" "שים לב שרק מספר קטן של יחידות, כמו לדוגמה טורף גופות, באמת יתרפאו מהשפעת הקאד" "\"מ. רוב היחידות רק יזכו בבונוס לנק\"פ המירבי שלהן." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "תנועה" #. [topic]: id=movement #: data/core/help.cfg:264 #, fuzzy msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "לכל יחידה יש מספר מסויים של נקודות תנועה, מספר נקודות התנועה בהם היא משתמשת " "במעבר למשבצת חדשה תלוי בסוג השטח של המשבצת המדובר. לדוגמה, כניסה לאדמת מרעה " "עולה כמעט תמיד נקודת תנועה אחת. המספר המדוייק של נקודות התנועה שדרושות " "לכניסה למשבצת תלויה בסוג היחידה - יחידות אלפיות ישקיעו רק נקודת תנועה אחת " "כדי להכנס ליער, אבל רוב היחידות של האורקים ובני האדם ישקיעו 2, ופרשים בני-" "אנוש ישקיעו 3. (פרשים אלפיים ישקיעו 1 ורוכבי זאבים 2). אתה יכול ללמוד כמה " "נקודות תנועה דרושות ליחידה כדי להכנס לסוג שטח מסויים על ידי לחיצה ימנית " "עליה, בחירת בתאור יחידה, ואז הסתכל בtext=מתאמי שטח (למטה " "בתאור).italic>." #. [topic]: id=movement #: data/core/help.cfg:264 #, 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 "" "הזזת יחידות בקרב על ווסנות' היא פעולה פשוטה. לחץ על היחידה שברצונך להזיז " "כדי לבחור אותה, ואז לחץ על המשבצת שאתה רוצה להזיז אותה אליה. כאשר יחידה " "נבחרה, כל המקומות אליהם היא יכולה לזוז בתור הנוכחי יהיו מוארים, וכל שאר " "המשבצות במפה יהיו חשוכים. העברת הסמן מעל משבצת מואר תראה את יחס ההגנה שיהיה " "ליחדה אם תנוע למשבצת זו .העברת הסמן מעל משבצת חשוכה תראה גם את מספר התורים " "שנדרש כדי להגיע אליו, ולחיצה עליו תגרום ליחידה לזוז לעברו במסלול המהיר ביותר " "בתור הנוכחי ובתורים הבאים. אם אתה לא משתמש בכל נקודות התנועה של היחידה כאשר " "אתה מזיז אותה בפעם הראשונה, אתה יכול להזיז אותה שוב. הדבר שימושי כאשר אתה " "רוצה ששתי יחידות יחליפו מקום. התקפה עם יחידה תשתמש בכל נקודות התנועה שלה. " "סיום המהלך בכפר שעדיין לא בשליטתך תשתמש גם בכל נקודות התנועה של היחידה, אבל " "היא עדיין תוכל להתקיף." #. [topic]: id=movement #: data/core/help.cfg:266 #, fuzzy msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — 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_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "עוד דבר שכדי לשים אליו לב בזמן שזזים הוא אזורי שליטה. כל יחידה מדרגה 1 ומעלה " "מייצרת אזור שליטה בשש המשבצות הצמודות המקיפום אותה. כל יחידה אוייב שתכנס " "למשבצות אלו תסיים מיד את תנועתה. לדעת איך לנצל את אזורי השליטה לטובתך הוא " "חלק חשוב מווסנות', בגלל שרק יחידות dst=ability_skirmisher " "text='מסתננות' יכולות להתעלם מאזורי השליטה." #. [topic]: id=movement #: data/core/help.cfg:268 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" "כדי לראות לאן האוייב יכול לזוז בתור הבא שלו לחץ על Ctrl-v או Cmd-v. לחיצה על " "Ctrl-b או Cmd-b תראה לאן האוייב יכל לזוז, אם היחידות שלך לא היו על המפה " "לחסום את התקדמותו." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "הסתרה וערפל קרב" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 #, 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 "" "במהלך המשחק בכמה מההתקלויות חלקים מהמפה יהיו מוסתרים מפניך. ישנם שני " "מנגנונים בהם אפשר להשתמש או ביחד או כל אחד לחוד. מנגנון ההסתרה יסתיר מפניך " "גם את השטח וגם את היחידות במיקום מסויים. אולם ברגע שהוסר המיקום תמיד ישאר " "גלוי. וערפל הקרב שמסתיר ממך רק יחידות ובעלות על כפרים (מבלד אילו ששייכים לך " "או לבני בריתך). ערפל הקרב נעלם באופן זמני כאשר יש לך יחידות בקרבת מקום, אבל " "יחזור שהן יעזבו. גם ההסתרה וגם ערפל הקרב מוסרים על ידי יחידות. כל יחידה תגלה " "את כל המשבצות אליהם היא יכולה להגיע תוך תור אחד, (תוך התעלמות מאזורי שליטה " "ויחידות אויב).\n" "\n" "בדרך כלל, אתה יכול לבטל את תנועת יחידותך, כל עוד שום תקרית עם תוצאות " "אקראיות, כגון קרב או גיוס (משום שרוב היחידות המגויסות מקבלות כשרונות אקראיים " "בזמן הגיוס). חסיפת שטח המוחבא ע\"י הסתרה או ערפל קרב גם ימנע פעולה זו. אולי " "תרצה להפעיל את מנגנון 'דחה חשיפת שטח' בתפריט הפעולות. מנגנון זה מונע עדכוני " "שטח עד לפעולה כוללת אקראיות או באופן ידני ע\"י 'עדכן שטח כעת' (או בסוף תורך) " "ולכן ישמור על יכולתך לבטל מהלכים." #. [topic]: id=saveload #: data/core/help.cfg:287 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:288 msgid "" "\n" "\n" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:288 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck. This is an expected part of the game, and one of the aims of " "the game is that a sufficiently skilled player should be able to complete " "all of the mainline campaigns, on hard, without needing to save-load. Going " "back to a previous turn to try a different strategy is a part of learning " "the game, but we recommend against reloading merely to try the same strategy " "again while hoping for better luck." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:290 msgid "" "\n" "\n" "The following points are under discussion on the forums. At least for the " "1.15.x series before 1.16.0 please assume that the forum threads are more " "authoritative than the text on this page." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 msgid "" "\n" "\n" "In the mainline campaigns, on hard:\n" "• A sufficiently skilled player will have a good chance to win each scenario " "on the first time that they see that scenario, without foreknowledge of what " "will happen.\n" "• This assumes that the player picks up all of the clues given in the " "dialogue.\n" "• There are more experience points available than on easy, and the player " "will be able to train enough troops to cope with losing some L2 or L3 units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:297 msgid "" "\n" "\n" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:306 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:307 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:311 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. At all but the easiest " "difficulties, campaigns assume that you will have some " "text='carryover gold' and some advanced units on your " "text='recall list.' (These concepts are explained in the " "tutorial.) If you win a scenario but lose most of your advanced units and " "much of your gold, the following scenario may be very difficult to beat, " "even for a more experienced player. If you find yourself in this situation, " "you may try to go back a scenario or two and win them more convincingly, or " "change to an easier difficulty. (However, remember that text='some' losses are expected, particularly at higher difficulties.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:323 #, fuzzy msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=whylost #: data/core/help.cfg:325 msgid "" "\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:327 msgid "" "\n" "\n" "• You may have played a strategy that the campaign developer did not " "anticipate, and ended up with a set of high-level units not suitable for the " "next scenario." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:329 msgid "" "\n" "\n" "• You may have found a scenario that can only be won on the second or third " "time through, whether by requiring above-average luck or by expecting the " "players to have foreknowledge — to know what surprises are coming up before " "they happen. (It is under discussion whether foreknowledge is expected at " "the highest difficulties. Requiring above-average luck, however, would " "qualify as a bug.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:331 msgid "" "\n" "\n" "• Unusually-bad luck. Whether an attack hits or misses is random, so it " "could happen that the enemy was very lucky and had many hits, while you were " "very unlucky and had many misses. However, this is a very rare occurrence, " "virtually unheard of in all but the shortest, smallest scenarios. In fact, " "losses are more commonly caused by playing a text='bad' " "strategy despite having text='above-average' luck, than by " "playing a text='good' strategy but having " "text='below-average' luck. Moreover, merely having “below-" "average” luck does not excuse a loss; having below-average luck is perfectly " "normal, and scenarios are designed to be winnable even with below-average " "luck. It is only exceedingly bad luck, over multiple turns, that we mean " "here." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:333 msgid "" "\n" "\n" "Be wary of attributing a loss to any of these reasons. If you are not a " "veteran player, it is far more likely that your loss was caused by one of " "the text='common' errors, listed above, and is not " "indicative of a bug in the campaign. However, if you still think you found a " "bug, then by all means, report it!" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:335 msgid "" "\n" "\n" "The “Damage Calculations” dialog shows some statistics that can help " "determine whether a match was very lucky or very unlucky. However, reading " "the statistics is no substitute to watching the replay and looking for " "strategic mistakes, or small bits of luck at critical points in the " "engagement." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:344 msgid "Combat" msgstr "קרב" #. [topic]: id=combat #: data/core/help.cfg:345 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='סדר ניסיונות הפגיעה ומספרם'
" #. [topic]: id=combat #: data/core/help.cfg:345 #, 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 "" "קרב בקרב על ווסנות' תתרחש תמיד בין יחידות במשבצות צמודות. לחץ על היחידה שלך, " "ואז לחץ על האויב שאתה רוצה להתקיף: היחידה שלך תזוז לעבר יחידת האוייב, וכאשר " "הן יגיעו אחת ליד השנייה, הקרב יתחיל. המתקיף והמגן ינסו לפגוע לסרוגין עד שהם " "יסיימו את מספר ניסיונות הפגיעה המוקצה להם. המתקיף בוחר עם איזה מכלי הנשק שלו " "להתקיף, והמגן מגיב עם אחת מההתקפות שלו שמאותו סוג. ישנם שני סוגי התקפות: קפא" "\"פ, שבדרך כלל כרוך בשימוש בכלי נשק כמו חרבות, גרזנים או ניבים; והתקפה לטווח " "רחוק שבדרך כלל כרוכה בשימוש בכלי נשק כמו קשתות, חניתות או כדורי אש." #. [topic]: id=combat #: data/core/help.cfg:347 #, 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" "התוקף מקבל את ניסיון הפגיעה הראשון, ואז המגן מגיב. כל ניסיון מסתיים באחת " "מהשתיים - פגיעה הגורמת לנזק נתון מראש או החמצה שאין נזק בצידה. נסיונות " "הפגיעה מתחלפים לסרוגין עד שכל יחידה השתמשה בכל ניסיונות הפגיעה שלה. מספר " "נסיונות הפגיעה יכול לקבל ערכים מגוונים; לדוגמה, לוחם אלפי עם התקפה 5-4 יכול " "לנסות לפגוע 4 פעמים, וכל ניסיון פגיעה מוצלח יגרום 5 נזק, בעוד שלוחם אורקי " "פשוט עם התקפה 9-2 יכול לנסות לפגוע רק פעמיים (אבל יגרום 9 נזק בכל פגיעה)." #. [topic]: id=combat #: data/core/help.cfg:349 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=combat #: data/core/help.cfg:351 #, fuzzy msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" "\n" "\n" "לכל יחידה יש סיכוי להפגע, שמבוסס על סוג השטח עליו היא נמצאת. הדבר מוצג " "בחלונית המצב, וכמו כן ניתן למצוא אותו על ידי לחיצה ימנית על יחידה בחירת תאור " "יחידה, ואז תחת text='מתאמי שטח'. לדוגמה, להרבה אלפים יש " "דירוג הגנה של 70% ביער, כלומר ליחידה שמתקיפה אותם יש רק סיכוי של 30% לפגוע." #. [topic]: id=combat #: data/core/help.cfg:353 #, fuzzy msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "לכלל הזה יש שני יוצאי דופן: dst=weaponspecial_magical text='התקפות " "קסומות' ו dst=weaponspecial_marksman text=צליפה. להתקפות " "קסומות יש תמיד סיכוי של 70% לפגוע, בלי קשר לסוג השטח, וכאשר הוא המתקיף, יש " "לצלף תמיד 60% לפגוע, בלי קשר לסוג השטח." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=נזק
" #. [topic]: id=combat #: data/core/help.cfg:357 #, fuzzy msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5×4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "כל ניסיון פגיעה מוצלח גורם לכמות בסיסית של נזק שתלויה בסוג ההתקפה. לדוגמה, " "לוחם אלפי עם התקפה 5-4 גורם באופן בסיס ל - 5 נזק. הנזק הבסיס מושפע בד\"כ על " "ידי שני גורמים: dst=damage_types_and_resistance text=עמידות ו " "dst=time_of_day text='הזמן ביום'. כדי לראות איך הנזק הבסיס מושפע " "על ידי הנסיבות, בחר בtext='חישובי נזק' בתפריט הבחירה של " "ההתקפה." #. [topic]: id=combat #: data/core/help.cfg:359 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "לכמה יחידות יש dst=abilities text=יכולות מיוחדות שמשפיעות על הנזק " "שנגרם במהלך הלחימה. הנפוצה ביותר מבינהן היא dst=weaponspecial_charge " "text=הסתערות, שמכפילה את הנזק שנגרם גם ע\"י המתקיף וגם ע\"י המגן כאשר " "היחידה עם הסתערות מתקיפה." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "סוגי נזק ועמידות" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 #, 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" "עמידות עובדת בצורה מאד פשוטה: אם ליחידה יש 40% עמידות כנגד סוג נזק מסויים, " "אז היא תספוג 40% פחות נזק כשתפגע על ידי נזק מאותו הסוג. זה גם אפשרי שיחידה " "תהייה פגיעה יותר לסוגי נזק מסויימים. אם יש ליחידה −100% עמידות נגד סוג נזק, " "היא תספוג 100% יותר נזק כאשר תפגע מסוג נזק זה." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 #, 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 "" "בווסנות', ישנם שלושה סוגי נזק שבדרך כלל מזוהים עם התקפות פיזיות :להב, חודר, " "מוחץ. בנוסף, ישנם שלושה סוגי נזק נוספים, שבדרך כלל מזוהים עם התקפות קסומות: " "אש, קור וקסום. ליחידות שונות יכולות להיות עמידויות שישנו את כמות הנזק שיגרם " "להן מסוגי נזק מסויימים." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 #, 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" "לדוגמה, לשלדים יש עמידות גבוהה כנגד נזק להב וחודר, אבל הם פגיעים לנזק אש " "ומחץ, ומאוד פגיעים לנזק קסום." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 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" "אם ניסיון הפגיעה מוצלח, הוא תמיד יגרום לפחות נקודת נזק אחת. הדבר תופס גם אם " "למגן יש 100% עמידות לסוג זה של נזק." #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "כדורים" #. [topic]: id=orbs #: data/core/help.cfg:381 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 "" "בראש מד האנרגיה שמוצג ליד כל יחידה שלך יש כדור. ליחידות בהן אתה שולט, הכדור " "הוא:" #. [topic]: id=orbs #: data/core/help.cfg:383 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr "ירוק אם היא לא זזה בתור הנוכחי. " #. [topic]: id=orbs #: data/core/help.cfg:384 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr "צהוב אם היא זזה, אבל עדיין יכולה להמשיך לזוז או לתקוף, או" #. [topic]: id=orbs #: data/core/help.cfg:385 msgid "" " red if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:386 #, fuzzy msgid " blue if the unit is an ally you do not control." msgstr "הכדור כחול אם היחידה היא בעלת ברית ואין לך שליטה עליה." #. [topic]: id=orbs #: data/core/help.cfg:387 #, fuzzy msgid " Enemy units have no orb on top of their energy bar." msgstr "ליחידות אוייב אין כדור בראש מד האנרגיה." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "זמן ביום" #. [topic]: id=time_of_day #: data/core/help.cfg:395 #, fuzzy msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get −25% damage during both night and " "daytime." msgstr "" "הזמן ביום משפיע על הנזק של יחידות מסויימות בצורה הבאה:\n" "יחידות סדר מקבלות +25% לנזק ביום, ו −25% לנזק בלילה.\n" "יחידות תוהו מקבלות +25% לנזק בלילה ו −25% לנזק ביום.\n" "יחידות נטראליות לא מושפעות מהזמן ביום." #. [topic]: id=time_of_day #: data/core/help.cfg:400 #, 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" "\n" msgstr "" "\n" "\n" "ניתן לראות את הזמן ביום הנוכחי על-ידי הסתכלות בחלונית המצב שמתחת למיני מפה. " "מחזור היום\\לילה הרגיל, בוקר ואחה\"צ נחשבים כיום, המשמרת הראשונה והשניה " "נחשבות כלילה:\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:404 data/core/macros/schedules.cfg:14 #: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64 msgid "Dawn" msgstr "שחר" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:405 data/core/macros/schedules.cfg:26 #: data/test/maps/pathfind_1.cfg:75 msgid "Morning" msgstr "בוקר" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:406 data/core/macros/schedules.cfg:44 #: data/test/maps/pathfind_1.cfg:86 msgid "Afternoon" msgstr "אחה\"צ" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:407 data/core/macros/schedules.cfg:53 #: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97 msgid "Dusk" msgstr "בין ערביים" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:408 data/core/macros/schedules.cfg:65 #: data/test/maps/pathfind_1.cfg:108 msgid "First Watch" msgstr "משמרת ראשונה" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:409 data/core/macros/schedules.cfg:89 #: data/test/maps/pathfind_1.cfg:119 msgid "Second Watch" msgstr "משמרת שניה" #. [topic]: id=time_of_day #: data/core/help.cfg:411 #, fuzzy #| msgid "" #| "Keep in mind that some scenarios take place underground, where it is " #| "perpetually night!" msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "שים לב שיש התקלויות המתרשות מתחת האדמה, ושם תמיד שורר לילה!" #. [topic]: id=time_of_day #: data/core/help.cfg:413 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:415 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:417 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:424 msgid "Healing" msgstr "ריפוי" #. [topic]: id=healing #: data/core/help.cfg:425 #, 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" "מנוחה: יחידה שלא זזה ולא מתקיפה או מותקפת תתרפא ב - 2 נק\"פ בתור הבא." #. [topic]: id=healing #: data/core/help.cfg:425 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:427 #, fuzzy msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "כפר: יחידה שמתחילה את התור בכפר תתרפא ב- 8 נק\"פ." #. [topic]: id=healing #: data/core/help.cfg:428 #, fuzzy msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "dst=ability_regenerates text=התחדשות: יחידות מסויימות (כמו למשל " "טרולים) יתרפאו אוטומטית 8 נק\"פ בכל תור." #. [topic]: id=healing #: data/core/help.cfg:429 #, fuzzy msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "יחידות מטפלות: יחידות עם היכולת dst='ability_heals +4' text='ריפוי' ירפאו מספר מסוים של נק\"פ לכל יחידה בנת-ברית, בדרך-כלל " "dst='ability_heals +4' text='4' או dst='ability_heals +8' " "text='8' לתור, או למנוע מרעל לגרום לנזק." #. [topic]: id=healing #: data/core/help.cfg:430 #, fuzzy msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "יחידות מרפאות: יחידות עם היכולת dst=ability_cures text=ריפוי " "יחזירו עד 18 נק\"פ לתור, וכמו כן ירפאו רעל. רק יחידות שצמודות ושנלחמות באותו " "צד של היחידה המרפאה ירופאו, ורק עד 8 נק\"פ ליחידה." #. [topic]: id=healing #: data/core/help.cfg:431 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:432 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" "מנוחה יכולה להיות משולבת עם צורות אחרות של ריפוי, אבל כפרים, התחדשות, טיפול " "וריפוי לא יכולים להיות משולבים יחד. יחידת מרפא שתשומת לבה מחולקת בין יותר " "מידי יחידות פצועות תהיה פחות יעילה בריפוי הנזק של כל יחידה. ודבר אחרון, " "יחידות מתרפאות באופן מלא בין התקלויות." #. [topic]: id=healing #: data/core/help.cfg:434 msgid "" "\n" "\n" "text='Advanced'" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:436 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" #. [topic]: id=wrap_up #: data/core/help.cfg:444 msgid "Wrap Up" msgstr "סיכום" #. [topic]: id=wrap_up #: data/core/help.cfg:445 #, fuzzy msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "זה מסיים את העקרונות הבסיסיים של ווסנות'. יכול להיות שתרצה להמשיך לקרוא על " "אסטרטגיה בסיסית, או לערוך הכרות עם dst=traits text='הכשרונות' ו " "dst=abilities text=היכולות, אבל עכשיו אתה יודע כל מה שאתה צריך " "לדעת כדי לשחק במערכץ תסביך הירושה. תהנה, ובהצלחה!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "רישיון" #. [topic]: id=..traits_section #: data/core/help.cfg:459 #, fuzzy msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', and woses do not receive " "any traits. " msgstr "" "לרוב היחידות יש שני כשרונות. אולם ליחידות אל-מתות יש כשרון בודד - 'אל-" "מוות' , וליחידות ווס אין אף כשרון. מאפיינים של יחידה משנים מעט את תכונותיה, " "ולרוב מוקצים לה באופן אקראי בעת גיוסה." #. [topic]: id=..traits_section #: data/core/help.cfg:459 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:461 #, fuzzy msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "הכשרונות שאפשריים לכל היחידות שהן לא אל-מתות הם dst=traits_intelligent " "text=חכמה, dst=traits_quick text=מהירה, " "dst=traits_resilient text=חסונה, ו dst=traits_strong " "text=חזקה." #. [topic]: id=..traits_section #: data/core/help.cfg:463 #, fuzzy msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "כשרונות אחרים שיכולים להיות מוקצים ליחדות הם dst=traits_loyal " "text=נאמנה, dst=traits_undead text=אל-מתה, ו " "dst=traits_dextrous text=זריזה.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:473 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:473 #, 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 "" "מפות מכילות מספר סוגי-שטח אשר משפיעים גם על תנועה וגם על היכולת ההגנתית של " "יחידות בקרב.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:475 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:477 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:481 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:483 #, fuzzy msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:485 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:489 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:497 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:501 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:503 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:505 #, fuzzy msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:507 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:509 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:511 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:513 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=..addons #: data/core/help.cfg:526 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:536 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:537 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=נזק
" #. [topic]: id=using_addons #: data/core/help.cfg:537 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:539 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:541 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text='יחידות עם התקפה מיוחדת זו'
" #. [topic]: id=using_addons #: data/core/help.cfg:543 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:545 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='סדר ניסיונות הפגיעה ומספרם'
" #. [topic]: id=using_addons #: data/core/help.cfg:547 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:551 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:553 #, fuzzy msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='סדר ניסיונות הפגיעה ומספרם'
" #. [topic]: id=using_addons #: data/core/help.cfg:555 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts 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:557 #, fuzzy msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=using_addons #: data/core/help.cfg:559 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:563 #, fuzzy msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='סיכויי פגיעה'
" #. [topic]: id=using_addons #: data/core/help.cfg:565 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:574 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:575 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 search 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='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Addon Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:588 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:589 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:604 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "פקודות סטנדרטיות" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687 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:608 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "נקה הודעות צ'אט\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:611 #, fuzzy msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "עבור למצב דיבוג (לא עובד במשחק רב-משתתפים). ראה dst='debug_commands' " "text='פקודות במצב דיבוג'.\n" "נין לצאת ממצב זה ע\"י יציאה מהמשחק או :nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:615 #, fuzzy #| 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" 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 between human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" "\n" "העבר צד בין שליטת שחקן לשליטת מחשב ולהפך. השחקן ששולט בצד זה צריך לשלוח " "פקודה זאת. בלי פרמטרים נוספים, החלף בין המצבים. עם 'on', העבר לשליטת מחשב. " "עם 'off' העבר לשליטת שחקן. פעולה זאת תשנה את הצד הנוחכי אלא עם פרמטר מסמן צד " "אחר. \n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:618 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:621 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "שנה את מספר הפריימים לשניה.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:624 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "שנה את רמת התיעוד.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:627 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "מצייר את המסך מחדש וטוען קבצי תמונה שהשתנו.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "פתח את תפריט בחירת מראה.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "צא מההתקלות הנוכחית (בלי להקפיץ חלון).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "שמור את משחק.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "שמור את המשחק וצא מההתקלות הנוכחית." #. [topic]: id=mp_commands #: data/core/help.cfg:648 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "פקודות למשחק רב משתתפים" #. [topic]: id=mp_commands #: data/core/help.cfg:651 #, 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" "אסור למשתמש לשחק במשחק רב-משתתפים עם כתובת הIP של המשתמש והעף אותו מהמשחק " "הנוכחי.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:654 #, fuzzy msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "שנה את השולט בצד (כתוב את מספר הצד) למשתמש (כתוב את שם השחקן/צופה). אתה יכול " "לבדוק איזה צד שייך למי בחלון 'הגדרות התקלות'. (לחץ על כפתוח ה 'עוד' בטבלת " "המצב (בדרך כלל alt-s) כדי להגיע).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:657 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:660 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:663 #, 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" "העף שחקן ממשחק רב-משתתפים. הם יכולים להצטרף מחדש. דרך ידידותית להוריד מישהו " "עם בעיות בחיבור או במחשב (או בחברים).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:666 #, 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 "" "שלח הודעה פרטית. אי אפשר לשלוח הודעות פרטיות לשחקנים שלא שולטים בצד במשחק. " #. [topic]: id=mp_commands #: data/core/help.cfg:669 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "השתק צופה אחד (עם הוא מגלה דברים ששחקנים אחרים לא יכולים לראות בגלל ערפל " "קרב , לדוגמא). אם שום שם משתמש לא נכתב, מציג את רשימת המשתמשים המושתקים.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:672 #, fuzzy msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "הדלק/כבה השתקת כל הצופים." #. [topic]: id=mp_commands #: data/core/help.cfg:675 #, 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" "אסור למשתמש לשחק במשחק רב-משתתפים עם כתובת הIP של המשתמש והעף אותו מהמשחק " "הנוכחי.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:678 #, fuzzy msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "השתק צופה אחד (עם הוא מגלה דברים ששחקנים אחרים לא יכולים לראות בגלל ערפל " "קרב , לדוגמא). אם שום שם משתמש לא נכתב, מציג את רשימת המשתמשים המושתקים.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:686 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "פקודות למצב דיבוג (עם אתה לא יודע מה זה אז אתה כנראה לא צריך את זה)." # I'm skipping this for a moment as most users who use Debug Mode # (Campaign Developers, for example) know english #. [topic]: id=debug_commands #: data/core/help.cfg:689 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:692 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:698 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:701 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:713 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:716 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=healing #: 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" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "ריפוי +4:\n" "יחידה זו יכולה לטפל בפציעות של יחידות ידידותיות סמוכות בתחילת כל תור.\n" "\n" "יחידה שמטופלת על ידי מרפא +4 יכולה להחלים עד 4 נק\"פ בתור, או לעצור את " "ההשפעה של רעל לתור.\n" "מרפא +4 יכול להחזיר סך הכל 8 נק\"פ בתור, לכל היחידות בהן הוא מטפל.\n" "יחידה מורעלת לא יכולה להרפא מהרעל על ידי מטפל, וחייבת לחפש תרופה לרעל בכפר " "או מיחידה עם יכולת ריפוי +8." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 #, 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" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "מרפא:\n" "יחידה זו משלבת שילוב בצמחי מרפא עם קסם על מנת לרפא יחידות מהר יותר ממה שאפשר " "באופן רגיל בשדה הקרב.\n" "\n" "יחידה זו תטפל בכל היחידות הידידותיות הסמוכות הסובלות מפציעות בתחילת כל תור.\n" "יחידה שטופלה על ידי מרפא יכולה להחלים עד 8 נק\"פ בתור.\n" "מרפא יכול לרפא עד 18 נק\"פ בתור, לכל היחידות בהן הוא מטפל.\n" "מרפא יכול לרפא יחידה מורעלת, למרות שיחידה זו לא תקבל ריפוי נוסף באותו תור בו " "היא החלימה מהרעל." # END SKIPPING #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "מרפא" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "מרפאת" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 #, 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 "" "מרפא:\n" "יחידה מרפאת יכולה לרפא יחידות אחרות סמוכות מרעל, אבל יחידות אלו לא יקבלו " "ריפוי אחר בתור זה." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "התחדשות" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "התחדשות" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 #, 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 "" "התחדשות:\n" "יחידה זו תרפא את עצמה ב 8 נק\"פ לתור. אם היא מורעלת, היא תסיר את הרעל במקום " "להתרפא." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "קור רוח" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr "קור רוח" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 #, 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 "" "קור רוח:\n" "העמידות של יחידה זו מוכפלת, עד למקסימום של 50%, כאשר היא מתגוננת. חולשות לא " "מושפעות." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "מנהיגות" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr "מנהיגות" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 #, 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 your 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 "" "מנהיגות:\n" "יחידה זו יכולה להנהיג יחידות ידודיתיות סמוכות, כך שהו ילחמו טוב יותר.\n" "\n" "יחידות סמוכות מדרגה נמוכה יותר יגרמו יותר נזק בקרב. כאשר היחידה סמוכה, מרמה " "נמוכה יוצר ובאותו צד כמו היחידה עם המנהיגות, התקפותיה עושות 25% יותר נזק " "כפול הפרש הדרגות." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "מסתנן" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr "מסתננת" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 #, 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 "" "מסתננת:\n" "יחידה זו מוכשרת במעבר מהיר של קווי האויב, תוך התעלמות מכל אזורי השליטה של " "האויב. " #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "מאיר" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr "מאירה" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 #, 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 "" "מאירה:\n" "יחידה זו מאירה את האיזור מסביבה, כך שיחידות סדר נלחמות טוב יותר ויחידות תוהו " "נלחמות פחות טוב.\n" "\n" "כל יחידה סמוכה תלחם בלילה כמו בזמן השקיעה ובשקיעה כמו בזמן היום." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "טלפורטציה" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr "טלפורטציה" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 #, 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 "" "העתקה:\n" "יחידה זו יכולה לעבור את בין כל שני כפרים ידידותיים תוך שימוש באחת מנקודות " "התנועה שלה." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "מארב" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr "מארב" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 #, 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 "" "מארב\n" "יחידה זו יכולה להתחבא ביער, ולהשאר לא מגולה על ידי האוייביה.\n" "\n" "יחידות אוייב לא יכולות לראות או להתקיף יחידה זו כשהיא ביער, חוץ מאשר בתור " "שמיד אחרי שיחידה זו התקיפה, או אם יש יחידות אויב ליד יחידה זו." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "התגנבות לילה" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 #, 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 "" "התגנבות לילה:\n" "יחידה זו יכולה להפוך לבלתי נראת במשך הלילה.\n" "\n" "יחידות אוייב לא יכולות לראות או להתקיף יחידה זו במשך הלילה, חוץ מאשר בתור " "שמיד אחרי שיחידה זו התקיפה, או אם יש יחידות אויב ליד יחידה זו." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "הסתתרות" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr "הסתתרות" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 #, 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 cannot 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 "" "צלילה\n" "יחידה זו יכולה להתחבא בכפרים (חוץ מכפרי מים), ולהשאר לא מגולה על ידי " "אויביה.\n" "\n" "יחידות אויב לא יכולות לראות או להתקיף יחידה זו כשהיא (חוץ מכפרי מים), חוץ " "מאשר בתור שמיד אחרי שיחידה זו התקיפה, או אם יש יחידות אוייב ליד יחידה זו." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "צלילה" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr "צלילה" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 #, 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 "" "צלילה\n" "יחידה זו יכולה להתחבא במים עמוקים, ולהשאר לא מגולה על ידי אויביה.\n" "\n" "יחידות אויב לא יכולות לראות או להתקיף יחידה זו כשהיא במים עמוקים, חוץ מאשר " "בתור שמיד אחרי שיחידה זו התקיפה, או אם יש יחידות אוייב ליד יחידה זו." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "אכילה" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr "אכילה" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 #, 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 " יחידה זו מקבלת נק\"פ אחד יותר לנק\"פ המלא כשהי הורגת יצור חי." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "משוגע" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:275 #, 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 "" "שיגעון קרב:\n" "בלי קשר לאם היחידה השתמשה בהתקפה זו להגנה או לתקיפה, היא תמשיך את הקרב עד " "שאחד מהנלחמים ימות, או עד שיעברו 30 מהלכי תקיפה" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "דקירה בגב" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 #, 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 "" "תקיפה מאחור:\n" "התקפה זו גורמת לנזק כפול אם יש יחידה אוייבת למטרה בצידה השני של המטרה, " "ויחידה זו לא מנוטרלת (לדוגמה הפכה לאבן)." #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315 msgid "plague" msgstr "מגיפה" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 #, 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 unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "מגפה:\n" "כאשר יחידה מתה מהתקפת מגפה, יחידה זו מוחלפת על ידי גוויה מהלכת ששייכת לצד של " "היחידה עם התקפת המגפה. (הדבר לא עובד על אל-מתים או יחידות בכפרים)." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 #, 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 "" "מגפה:\n" "כאשר יחידה מתה מהתקפת מגפה, יחידה זו מוחלפת על ידי גוויה מהלכת ששייכת לצד של " "היחידה עם התקפת המגפה. (הדבר לא עובד על אל-מתים או יחידות בכפרים)." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "מאט" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 #, 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 "" "האטה:\n" "התקפה זאת מאיטה את המטרה. האטה מפחיתה בחצי את הנזק שנגרם על ידי ההתקפות " "ויחידות מואטות נעות בחצי מהמהירות (מעוגל למטה). במסך הצד כלי מואט יקבל סימן " "חילזון" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 #, fuzzy msgid "petrifies" msgstr "נסיונות פגיעה" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 #, fuzzy msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "אבן:\n" "התקפה זאת הופכת את הקורבן לאבן. יחידות שהפכו לאבן לא יכולות לזוז או לתקוף." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "צליפה" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 #, 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 "" "צלף:\n" "כאשר משומשת לתקיפה, להתקפה זו יש תמיד לפחות 60% לפגוע." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "קסום" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 #, 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 "" "קסם:\n" "התקפות קסומות מתעלמות משטח ומקבלות סיכוי פגיעה של 70%." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "נחיל" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 #, 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 "" "נחיל:\n" "מספר נסיונות הפגיעה בתור של התקפה זו יורד כאשר היחידה נפגעת. מספר נסיונות " "הפגיעה בתור הוא באותו יחס כמו הנק\"פ הנוכחי \\ הנק\"פ המירבי של היחידה. " "לדוגמא יחידה שיש לה 3/4 מהנק\"פ המירבי תקבל 3/4 ממספר נסיונות הפגיעה בתור." #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "הסתערות" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 #, 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 "" "הסתערות:\n" "התקפה זו גורמת נזק כפול למטרה. היא גם גורמת ליחידה זו לקבל נזק כפול מהתקפת " "הנגד של המטרה." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "יניקה" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 #, 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 "" "ניקוז:\n" "יחידה זו יונקת את כח החיים מיחידות חיות, ומרפא את עצמה בחצי מהנזק אותה היא " "גרמה (מעוגל למטה)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "תקיפה ראשונה" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 #, 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 "" "תקיפה ראשונה:\n" "יחידה זו תמיד מקבלת את ניסיון הפגיעה הראשון עם התקפה זו, אפילו בזמן שהיא " "מגנה." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "רעל" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 #, 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 cannot, of itself, kill " "a unit." msgstr "" "רעל:\n" "התקפה זו מרעילה את המטרה. יחידות מורעלות מאבדות 8 נק\"פ כל תור עד שהן " "מתרפאות או עד שהנק\"פ שלהן יורד ל 1. הרעל לא יכול להרוג יחידות בעצמו. " #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "נק\"פ מרבי +3, נק\"נ מרבי +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "משמרת שניה" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "משמרת שניה" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "משמרת שניה" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "משמרת שניה" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "משמרת שניה" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "משמרת שניה" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "משמרת ראשונה" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "משמרת שניה" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "בוקר" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "בוקר" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "משמרת ראשונה" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "משמרת שניה" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "אחה\"צ" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "אחה\"צ" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "תקיפה ראשונה" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "משמרת שניה" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "מיוחד:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " לרוחות יש כושר חריג להתנגדות לנזק. הן זזות באופן איטי מעל מים פתוחים. " #: 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 "" " התקפות הקסם של יחידה זו מורידות נזק עצום ליצורים קסומים, וגם קצת לאלו " "הרגילים." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " יחידה זו יכולה לרפא באופן בסיסי. " #: 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 " יחידה זו יכולה לרפא באופן בסיסי. " #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr " יחידה זו יכולה לרפא את אלו שלידיה מפגעים או מרעל. " #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " יחידה זו יכולה לרפא את אלו שלידיה מרעל. " #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr " יחידה זו מתחדשת, ויכולה להתרפאות כאילו היא תמיד נמצאת בכפר." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " קשיחותה של יחידה זו מורידה נזק מחלק מההתקפות, אבל רק עם היחידה לא התחילה את " "הקרב. " #: 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 "" " מנהיגותה של יחידה זו זה מאפשרת ליחידות סמוכות מדרגה נמוכה יותר להוריד יותר " "נזק בקרב." #: 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 "" " מיומנות יחידה זו בהסתננות מאפשרת לה להתעלם מאזורי שליטה וכף לעבור בינם בלי " "להאט. " #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " יחידה זו מאירה על משבצות סמוכות, וכך מגדילה את כוחם של יחידות סדר. " #: 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 "" " יחידה זו יכולה לעבור בין כל שני כפרים ידידותיים ריקים תוך שימוש באחת " "מנקודות התנועה שלה." #: 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 "" " ביערות, יכולת המארב של יחידה זו הופכת אותה לבלתי נראית לאויבים אלא עם הם " "סמוכים או עם היחידה תקפה בתור האחרון." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr " יחידה זאת יכולה להתחבא בלילות בלי להשאיר סימן." #: 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 "" " יחידה זו יכולה להתחבא בכפרים (חוץ מכפרי מים), ולא להראות ע\"י אויביהם, חוץ " "מאלו הנמצאים ממש לידם." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr " יחידה זו יכולה ללככת על הקרקעית במים עמוקים כך שאויביה לא יראו אותה." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr " יחידה זו מקבלת נק\"פ אחד יותר לנק\"פ המלא כשהי הורגת יצור חי." #: 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 " כשיחידה זו משתמשת בהתקפת טירוף קרב, הקרב ממשיף עד שאחת מהיחידות מתות." #: 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 "" " אם יחידה זו מאגפת את המטרה עם יחידה אחרת העויינת למטרה, יחידה זו יכולה " "לדקור את מטרתה בגב ולהוריד נזק כפול בקרבות שנפתחו ע\"י יחידה זו." #: 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 " אויבים שאיבדו את חייהם למגיפה יחזרו כאל-מתים עם הם לא נמצאים בכפר." #: 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 "" " יחידה זו יכולה להאט את אויביה, וכח לחצות אד תנועתם ונזק התקפותיהם עד לסוף " "תורם." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr " יכולתה של יחידה זו להפוך את החיים לאבן הופכת אותה ליריב מסוכן. " #: 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 "" " כשרון הצלפות של יחידה זו נותן לה סיכוי גבוה לפגוע באויבים עם היא פתחה באש." #: 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 "התקפותיו של יחידה זו הינם קסומות, ולכן תמיד מקבלות סיכוי גבוה לפגוע." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr " התקפת נחיל זה הופכת לחלשה יותר שחלקים ממנו נפגעים." #: 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 "" " התקפות הסתערות מכפילות גם את הנזק שהם מורידים וגם את זה שהם סופגים בזמן " "התקפה." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr " במהלך הקרב, יחידה זו יכולה לינוק חיים מקורבנותיה כדי לחדש את בריאותה." #: 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 "" " אורכו של הנשק שיחידה זו נושאת נותן לה את המכה הראשונה, אפילו בזמן הגנה." #: 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 "" " הנפגעים מהרעל שיחידה זו נושאת יפגעו בצורה מתמשכת עד שיגיעו לכפר או ליחידה " "המסוגלת לרפאות רעלים." #: data/core/macros/special-notes.cfg:95 msgid "" " This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "נאמן" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "נאמנה" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "אפס אחזקה" #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 #, 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" "במהלך מערכות, יכול להיות שיחידות מסויימות יבחרו מרצונן להצטרף לכוחות השחקן. " "יחידות אלו מסומנות עם מאפיין הנאמנות. למרות שיתכן שתצטרך לשלם כדי לקרוא להן " "חזרה, הן לעולם לא ידרשו הוצאות אחזקה. עובדה זו יכולה להפוך אותן ליקרות ערך " "במהלך מערכות ארוכות, כאשר הזהב קשה להשגה. מאפיין זה לאולם לא ניתו ליחידות " "מגוייסות, ולכן זה יכול להיות לא חכם לשחרר יחידה כזו או לשלוח אותה למוות " "טיפשי." #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 #, 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 "" "יחידות נאמנות לא דורשות דמי החזקה. רוב היחידות דורשות דמי החזקה בסוף כל תור, " "ששווים לרמת היחידה. יחידות נאמנות לא דורשות את העלות הזו." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "אל-מת" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "אל-מתה" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53 #: data/core/macros/traits.cfg:79 msgid "Immune to drain, poison, and plague" msgstr "חסינה לרעל, יניקה ומגיפה" #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, 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" "ליחידות אל-מתות יש בדרך כלל את 'אל-מוות' ככשרון היחיד שלהן. מכיוון שיחידות " "אל-מתות הם גופות של מתים, שהוחזרו כדי להלחם שוב, אין לרעל כל השפעה עליהן. " "עובדה זו יכולה להפוך אותן ליקרות ערך כאשר נלחמים ביריב שמשתמש ברעל ביחד עם " "ההתקפות שלו." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "יחידות אל-מתות הינם חסינות לרעל, ויכולות יניקה ומגיפה אינם משפיעות עליהם. " #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "מכני" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "מכני" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, 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" "ליחידות מכניות (כגון סירות) יש בדרך כלל את 'מכני' ככשרון היחיד שלהם. מכיוון " "שיחידות אלו לא באמת חיות, יניקה, רעל ומגיפה לא משפיעים עליהם. " #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "יחידות מכניות הינם חסינות לרעל, ויכולות יניקה ומגיפה אינם משפיעות עליהם. " #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 #, fuzzy msgid "elemental" msgstr "הסתתרות" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 #, fuzzy msgid "female^elemental" msgstr "נאמנה" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, 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" "ליחידות מכניות (כגון סירות) יש בדרך כלל את 'מכני' ככשרון היחיד שלהם. מכיוון " "שיחידות אלו לא באמת חיות, יניקה, רעל ומגיפה לא משפיעים עליהם. " #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "יחידות מכניות הינם חסינות לרעל, ויכולות יניקה ומגיפה אינם משפיעות עליהם. " #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "חזק" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "חזקה" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, 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" "בעוד שכוח שימושי לכל יחידת קפא\"פ, הוא שימושי במיוחד ליחדות עם מספר גבוהה של " "התקפות לתור כמו למשל לוחם אלפי. יחידות חזקות שימושיות גם כאשר עוד כמות קטנה " "של נזק היא כל מה שצריך כדי להפוך מכה שגורמת נזק למכת מוות." #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "יחידות חזקות עושות נקודת נזק אחת יותר עבור כל פגיעה מוצלחת בקפא\"פ , ויש להן " "עוד נקודת פגיעה 1." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "זריז" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "זריזה" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 #, 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" "זריזות רבה הוא כשרון שקיים רק אצל האלפים. האלפים נודעים בתנועותהם מלאות החן, " "ובכשרונם הרב עם קשת. אולם, כמה מהם חוננו בכישרון טבעי שעוקף את זה של אחיהם. " "אלפים אלו מורדים נקודה נוספת של נזק בכל התקפת טווח-רחוק." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "יחידות חזקות עושות נקודת נזק אחת יותר עבור כל פגיעה מוצלחת בטווח רחוק." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "מהיר" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "מהירה" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, 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" "מהירות היא המאפיין היחודי הבולט ביותר, במיוחד ביחידות שנעות לאט כמו טרולים " "או חייל רגלים כבד. לעיתים קרובות ליחידות עם מהירות כמאפיין יחודי יש יכולות " "תנועה מוגברות בסוגי שטח קשים, דבר שכדאי לקחת בחשבון כאשר אתה פורש את כוחותך. " "בנוסף, יחידות מהירות לא קשוחות כמו יחידות ללא המאפיין היחודי, ולכן טובות " "פחות בשמירה על עמדות מפתח." #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "ליחידות מהירות יש עוד נקודת תנועה אחת, אבל 5% פחות נק\"פ מכרגיל." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "חכם" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "חכמה" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 #, 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" "יחידות חכמות מאד שימושיות בתחילת המערכה בגלל שהם יכולות להתקדם לדרגות גבוהות " "מהר יותר. מאוחר יותר במהלך המערכה חכמה שימושית פחות בגלל שהקידום לאחר דרגה " "מרבית (קלד\"מ) לא מהווה שינוי משמעותי כמו התקדמות דרגה. אם יש לך יחידות רבות " "בדרגה המירבית, יכול להיות שתרצה להחזיר יחידות עם כשרונות שימושיים יותר." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "יחידות חכמות צריכות 20% פחות נק\"נ מכרגיל כדי להתקדם." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "עמיד" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "עמידה" #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 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" "יחידות חסונות יכולות להיות שימושיות בכל שלבי המערכה, וזהו מאפיין יחודי " "ששימושי לכל סוגי היחידות. חוסן שימושי במיוחד כמאפיין יחודי כאשר הוא קורה " "ביחידה עם שילוב של נק\"פ נמוך והגנה טובה, או עמידות גבוהה. יחידות חסונות " "שימושיות במיוחד להחזקת עמדות מפתח נגד היריב." #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 #, fuzzy msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "ליחידות חסונות יש 4 נק\"פ + נק\"פ 1/דרגה יותר מהרגיל." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "בריא" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "בריאה" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 #, fuzzy #| msgid "" #| "Renowned for their vitality, some dwarves are sturdier than others and " #| "can rest even when travelling." msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "ידועים בקשיחותם, מספר גמדים הינם קשוחים יותר מאחרים ויכולים לנוח גם בזמן " "תנועה." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "חסר פחד" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "חסרת פחד" #. [trait]: id=fearless #: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241 msgid "Fights normally during unfavorable times of day/night" msgstr "לא שופג הקטנות לנזק מקרב בזמן (אור/חושך) גרוע." #. [trait]: id=fearless #: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "פחד מהחושך או האור לא משפיעה על יחידות אמיצות אלו" #. [trait]: id=feral #: data/core/macros/traits.cfg:255 #, fuzzy msgid "feral" msgstr "בכל התורים" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 #, fuzzy msgid "female^feral" msgstr "ניטרלי" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:258 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 "" #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "חלש" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "חלשה" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 #, fuzzy msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "ליחידות חלשות יש נקודת פגיעה 1 פחות ומורידים 1 פחות נזק בהתקפות קפא\"פ. " #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "איטי" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "איטית" #. [trait]: id=slow #: data/core/macros/traits.cfg:295 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" "כבדי-גוף ומסורבלים, גובלינים איטיים הינם איטיים (כמובן) יותר מאחרים אבל טיפה " "יותר קשוחים. " #. [trait]: id=slow #: data/core/macros/traits.cfg:295 #, fuzzy msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "ליחידות איטיות יש נקודת תנועה אחת פחות, אבל 5% יותר נק\"פ" #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "טיפש" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "טיפשה" #. [trait]: id=dim #: data/core/macros/traits.cfg:315 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" "טיפשות היא כשרון די נפוץ בגובלינים ויצורים פחותים אחרים. יש סיבות שיצורים " "אלו הינם אלו הם הפחותים, וזה אחד מהם." #. [trait]: id=dim #: data/core/macros/traits.cfg:315 #, fuzzy msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "יחידות טיפשות צריכות 20% יותר נסיון בשביל להצליח לעלות רמה" #. [trait]: id=aged #: data/core/macros/traits.cfg:329 #, fuzzy msgid "aged" msgstr "טווח רחוק" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 #, fuzzy msgid "female^aged" msgstr "טיפשה" #. [trait]: id=aged #: data/core/macros/traits.cfg:331 #, fuzzy msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "ליחידות חלשות יש נקודת פגיעה 1 פחות ומורידים 1 פחות נזק בהתקפות קפא\"פ. " #: data/core/units.cfg:11 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. 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. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak 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." msgstr "" #. [race]: id=bats #: data/core/units.cfg:46 msgid "race^Bat" msgstr "עטלף" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "עטלפית" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "עטלפים" #. [race]: id=bats #: data/core/units.cfg:49 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:58 msgid "race^Drake" msgstr "דרקודם" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "דרקודמית" # TODO: RACE STATS #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "דרקודמים" #. [race]: id=drake #: data/core/units.cfg:61 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 — 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. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch 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:94 msgid "race^Dwarf" msgstr "גמד" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "גמדה" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "גמדים" #. [race]: id=dwarf #: data/core/units.cfg:97 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:114 msgid "race^Elf" msgstr "אלף" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "אלפית" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "אלפים" #. [race]: id=elf #: data/core/units.cfg:118 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 #: data/core/units.cfg:135 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "בן-אדם" #. [race]: id=falcon #: data/core/units.cfg:136 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "בת-אדם" #. [race]: id=falcon #: data/core/units.cfg:137 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "בני-אדם" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "גובלין" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "גובלינית" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "גובלינים" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature " "of a human child.\n" "\n" "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. They 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 #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "גריפון" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "גריפון" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "גריפונים" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" #. [race]: id=human #: data/core/units.cfg:189 msgid "race^Human" msgstr "בן-אדם" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "בת-אדם" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "בני-אדם" #. [race]: id=human #: data/core/units.cfg:192 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 are 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=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:208 data/core/units.cfg:233 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "בן-אדם" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:209 data/core/units.cfg:234 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "בת-אדם" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:210 data/core/units.cfg:235 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "אל-מתים" #. [race]: id=dunefolk #: data/core/units.cfg:211 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay " "claim to the river valleys and oases of the Sandy Wastes. How they came to " "inhabit this far corner of the Great Continent is unknown. Their legends " "tell of many long and perilous travels through far-flung lands, but the true " "origin of their people is a topic of endless and heated debate among even " "the most erudite of their scholars.\n" "\n" "Whatever their origin, the Dunefolk have thrived. Bustling cities stand " "proudly in the largest fertile regions. Skilled artisans, fine smiths, and " "wealthy merchants form the backbone of the urban economy. Each of these " "cities also enjoys a degree of independence less common in the more " "centralized nations to the north, many even maintaining their own standing " "armies. In times of need, however, each and all rally to a higher authority " "designated to protect the superior interest of the nation.\n" "\n" "Those who have not settled in these urban centers still adhere to the " "lifestyle of their ancestors, roaming the dunes and leading their herds from " "one watering hole to another. They are most active during the early hours of " "dawn and the onset of dusk, when the wastelands are neither too hot nor too " "cold. Their skill at moving through the sands is excellent even by Dunefolk " "standards. Although sometimes regarded with contempt by their city " "counterparts, they provide an invaluable service as mobile, light troops in " "war, or as escorts for trading caravans during times of peace.\n" "\n" "The Dunefolk’s inclination towards trade and exploration has allowed their " "cities to amass immense fortunes, a fact regarded both with admiration and " "envy by other races. Mutual interests have fostered cordial relations with " "neighboring Naga tribes, but more secretive races such as Drakes and Elves " "have always considered Dunefolk expeditions to be too intrusive, especially " "when they venture close to territorial boundaries. It is not uncommon for " "caravans to fall prey to troll ambushes in the mountains, something that has " "given rise to countless tales of unimaginable treasure amassed in hidden " "caves.\n" "\n" "As a result of living in hostile environments for centuries, the Dunefolk " "have developed rational methods of enquiry through which they continue to " "improve their understanding of the world. Their study of herbal medicine " "keeps their warriors and workers fresh and healthy. Their knowledge of " "alchemy allows them to tame fire and wield it as a deadly weapon in battle. " "At the same time, this analytical mindset has distanced them from magical " "arts; to the rational mind, magic is uncontrollable, unpredictable, and " "hence unreliable. For this reason, the Dunefolk especially loathe the " "perversions of necromancy and the dark arts, even more so than other races.\n" "\n" "The Dunefolk’s inquisitive and explorative nature does not preclude military " "strength. Not only do they field nimble light troops, cataphracts, and " "heavily armored infantry, but their keen knowledge of technology grants them " "a decisive advantage over their opponents. When facing the Dunefolk in " "battle, however, the most fearsome sight is certainly their deployment of " "ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " "their synergy with these creatures allows for great versatility in combat. " "The origins of this tradition likely lie in the heritage of the Dunefolk’s " "distant past in the exotic far corners of Irdya." msgstr "" #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:236 msgid "This race does not have a description yet." msgstr "" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race^Saurian" msgstr "לטאיש" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "לטאשה" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "לטאנשים" #. [race]: id=lizard #: data/core/units.cfg:250 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan's number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female's choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores' food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race^Mechanical" msgstr "מכני" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "race+plural^Mechanical" msgstr "מכניים" #. [race]: id=mechanical #: data/core/units.cfg:278 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:287 msgid "race^Merman" msgstr "בן-ים" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "בת-ים" #. [race]: id=merman #: data/core/units.cfg:289 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "טרול" #. [race]: id=merman #: data/core/units.cfg:291 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:299 msgid "race^Monster" msgstr "מפלצת" #. [race]: id=monster #: data/core/units.cfg:300 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "מפלצת" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "מפלצות" #. [race]: id=monster #: data/core/units.cfg:302 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:309 msgid "race^Naga" msgstr "נאגה" #. [race]: id=naga #: data/core/units.cfg:310 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "נאגיני" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "נאגות" #. [race]: id=naga #: data/core/units.cfg:312 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:320 msgid "race^Ogre" msgstr "עוג" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race+female^Ogre" msgstr "עוגית" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "עוגים" #. [race]: id=ogre #: data/core/units.cfg:323 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:331 msgid "race^Orc" msgstr "אורק" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "אורקית" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "אורקים" #. [race]: id=orc #: data/core/units.cfg:334 msgid "" "In appearance, orcs resemble humans but with some bestial features. 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 humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is 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.\n" "\n" msgstr "" #. [race]: id=orc #: data/core/units.cfg:345 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race^Troll" msgstr "טרול" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race+female^Troll" msgstr "טרולית" #. [race]: id=troll #: data/core/units.cfg:356 msgid "race^Trolls" msgstr "טרולים" #. [race]: id=troll #: data/core/units.cfg:357 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 orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "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:377 msgid "race^Undead" msgstr "אל-מת" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+female^Undead" msgstr "אל-מתה" #. [race]: id=undead #: data/core/units.cfg:379 msgid "race+plural^Undead" msgstr "אל-מתים" #. [race]: id=undead #: data/core/units.cfg:380 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 merfolk 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 #: data/core/units.cfg:393 msgid "race^Wolf" msgstr "זאב" #. [race]: id=wolf #: data/core/units.cfg:394 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "אלפית" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "זאבים" #. [race]: id=wolf #: data/core/units.cfg:396 msgid "" "Wolves are predatory canines encountered frequently in the wilderness. " "Quick, tough, and durable, a solitary wolf suffices to maim or kill " "civilians and untrained soldiers with ease, but it is their tendency to " "travel in packs and attack in an organized manner that makes them " "particularly fearsome to travelers. They tend to stay away from " "civilization, though, only occasionally venturing close to prey upon " "livestock." msgstr "" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Wose" msgstr "ווס" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "ווסים" #. [race]: id=wose #: data/core/units.cfg:407 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 connection to " "the woodlands deeper 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 "" #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1 נק\"פ מלא" #: src/help/help.cpp:181 msgid "Close" msgstr "סגור" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "העזרה של הקרב של ווסנות'" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "טעות ניתוח בניתוח טקסט העזרה: " #, fuzzy #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='סיכויי פגיעה'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='סיכויי פגיעה'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='סיכויי פגיעה'
" #, 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 champions is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "שיגעון קרב:\n" #~ "בלי קשר לאם היחידה השתמשה בהתקפה זו להגנה או לתקיפה, היא תמשיך את הקרב עד " #~ "שאחד מהנלחמים ימות, או עד שיעברו 30 מהלכי תקיפה" #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "תקיפה ראשונה" #, 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 champion being attacked." #~ msgstr "" #~ "קסם:\n" #~ "התקפות קסומות מתעלמות משטח ומקבלות סיכוי פגיעה של 70%." #~ msgid "race^Mermen" #~ msgstr "בני-ים" #~ msgid "ingame_help_item^Contributors" #~ msgstr "תורמים" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "בן-אדם" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "בת-אדם" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "מכניים" #~ msgid "female^nightstalk" #~ msgstr "התגנבות לילה" #, 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 "" #~ "מגפה:\n" #~ "כאשר יחידה מתה מהתקפת מגפה, יחידה זו מוחלפת על ידי יחידה מאותו סוג ששייכת " #~ "לצד של היחידה עם התקפת המגפה. (הדבר לא עובד על אל-מתים או יחידות בכפרים)." #~ msgid "Intelligent" #~ msgstr "חכמה" #~ msgid "Quick" #~ msgstr "מהירה" #~ msgid "Resilient" #~ msgstr "חסונה" #~ msgid "Strong" #~ msgstr "חזקה" #~ msgid "Fearless" #~ msgstr "חסרת פחד" #, fuzzy #~ msgid "Feral" #~ msgstr "בכל התורים" #~ msgid "Loyal" #~ msgstr "נאמנה" #~ msgid "trait^Undead" #~ msgstr "אל-מתה" #~ msgid "trait^Mechanical" #~ msgstr "מכני" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "הסתתרות" #~ msgid "Dextrous" #~ msgstr "זריזה" #~ msgid "Healthy" #~ msgstr "בריאה" #~ msgid "Dim" #~ msgstr "טיפשה" #~ msgid "Slow" #~ msgstr "איטית" #~ msgid "Weak" #~ msgstr "חלשה" #, fuzzy #~| msgid "trait^Undead" #~ msgid "trait^Aged" #~ msgstr "אל-מתה" #, fuzzy #~ msgid "" #~ "In combat, your units will inevitably take damage. When a unit " #~ "dst='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 "" #~ "במהלך הלחימה, היחידות שלך, באופן בלתי נמנע, יספגו נזק. כאשר יחידה " #~ "dst=experience_and_advancement text=מתקדמת, היא מתרפאה באופן " #~ "מלא. הדבר יכול לקרות כאשר אתה מסיים להלחם עם אויב, בין אם זה תורך ובין אם " #~ "לא. ווסנות' מציע מספר דרכים ליחידה שלך להתרפא, כאשר כולן מתרחשות בתחילת " #~ "התור שלך, לפני שאתה מתחיל לפעול." #~ msgid "Factions" #~ msgstr "סיעות" #~ msgid "Overview" #~ msgstr "סקירה כללית" #~ msgid "Fundamentals of Gameplay" #~ msgstr "יסודות המשחק" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "To begin with, it’s best to click the text='Tutorial' button " #~ "at the main menu. This will take you to the interactive tutorial, which " #~ "will teach you the basics of Wesnoth. After this, it is recommended that " #~ "you play the Heir to the Throne campaign first — click " #~ "text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite " #~ "challenging, you may wish to start on easy." #~ msgstr "" #~ "\n" #~ "\n" #~ "כדי לתחיל הכי כדאי ללחוץ על הכפתור text=הדרכה בתפריט " #~ "הראשי. זה יוביל אותך אל ההדרכה האיטראקטיבית, שתלמד אותך את הדברים " #~ "הבסיסיים על ווסנות'. אחרי זה, מומלץ שתשחק, דבר ראשון, במערכת תסביך הירושה " #~ "- לחץ על text=מערכה ואז על text='תסביך " #~ "הירושה'. מכיוון שהקרב על ווסנות' יכול להיות מאד מאתגר, יכול " #~ "להיות שתרצה להתחיל מ - text=קל." #, 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 "" #~ "הדפים האלה מתארים בקווים כללים, את כל מה שאתה צריך לדעת כדי לשחק בקרב על " #~ "ווסנות'. הם מכסים את איך לשחק והמנגנונים הבסיסיים מאחורי המשחק, מידע חדש " #~ "יתווסף לדפים האלה כאשר תתקל בצדדים חדשים של המשחק. למידע יותר מפורט על " #~ "מצבים מיוחדים ודברים יוצאי דופן, אנא עקוב אחרי הקישור המצורף." #, 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" #~ "מערכות מורכבות ממספר התקלויות שממשיכים אחד מהשני ומספרים סיפור. במערכה, " #~ "לעיתים קרובות אתה צריך לשחק ביתר זהירות, תוך שמרה על היחידות הטובות ביותר " #~ "שלך כך שאפשר יהיה להשתמש בהם בהתקלויות מאוחרים יותר במערכה." #, 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 "" #~ "המרחק מתרחש כסידרת קרבות הנקראים התקלויות. כל התקלות מציב את כוחותך מול " #~ "הכוחות של יריב אחד או יותר. אתה יכול לשחק נגד המחשב, או עם חברים, כאשר כל " #~ "אחד יושב מול המחשב בתורו (משחק הכסאות). אם המחשב שלך מחובר לרשת מחשבים, " #~ "אתה יכול לשחק מול אנשים אחרים ברשת. אם המחשב שלך מחובר לאיטרנט אתה יכול " #~ "לשחק מול אנשים אחרים באינטרנט." #~ msgid "Experience and Advancement" #~ msgstr "ניסיון והתקדמות" #, 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" #~ "יחידות בריאות מקבלות נק\"פ אחד ועוד נק\"פ אחד/דרגה יותר מהרגיל. הם יכולות " #~ "לנוח (ולקבל 2 נק\"פ) בכל תור שהם לא נלחמות, גם עם הם זזו. הם גם סופגים 2 " #~ "פחות נזק/תור מרעל. " #~ msgid "Help" #~ msgstr "עזרה" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='יחידות עם התקפה מיוחדת זו'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='יחידות עם יכולת זו'
" #, fuzzy #~ msgid "Leaders:" #~ msgstr "מנהיג: " #, fuzzy #~ msgid "Recruits:" #~ msgstr "מגוייסים: " #~ msgid "Era:" #~ msgstr "תקופה:" #, fuzzy #~ msgid "Factions:" #~ msgstr "סיעה" #, fuzzy #~| msgid "Terrain" #~ msgid "Base Terrain: " #~ msgstr "סוג שטח" #~ msgid "level" #~ msgstr "רמה" #~ msgid "Advances from: " #~ msgstr "מתקדמת מ: " #, fuzzy #~ msgid "Variations: " #~ msgstr "סיעה" #~ msgid "race^Miscellaneous" #~ msgstr "שונות" #~ msgid "Race: " #~ msgstr "גזע: " #~ msgid "Abilities: " #~ msgstr "יכולות: " #~ msgid "Ability Upgrades: " #~ msgstr "תגבורי יכולות: " #~ msgid "HP: " #~ msgstr "נק\"פ: " #~ msgid "Moves: " #~ msgstr "מהלכים: " #~ msgid "Cost: " #~ msgstr "עלות: " #~ msgid "Alignment: " #~ msgstr "נטייה: " #~ msgid "Required XP: " #~ msgstr "נק\"פ נדרש: " #~ msgid "unit help^Attacks" #~ msgstr "התקפות" #~ msgid "unit help^Name" #~ msgstr "שם" #~ msgid "Type" #~ msgstr "סוג" #~ msgid "Strikes" #~ msgstr "נסיונות פגיעה" #~ msgid "Range" #~ msgstr "טווח" #~ msgid "Special" #~ msgstr "מיוחד" #~ msgid "Resistances" #~ msgstr "עמידויות" #~ msgid "Attack Type" #~ msgstr "סוג תקיפה" #~ msgid "Resistance" #~ msgstr "עמידות" #~ msgid "Terrain" #~ msgstr "סוג שטח" #~ msgid "Defense" #~ msgstr "הגנה" #~ msgid "Movement Cost" #~ msgstr "מחיר תנועה" #~ msgid " < Back" #~ msgstr "< חזרה " #~ msgid "Forward >" #~ msgstr "קדימה >" #~ msgid "Reference to unknown topic: " #~ msgstr "הפנייה לנושא לא ידוע: " #~ msgid "corrupted original file" #~ msgstr "הקובץ המקורי פגום" #, fuzzy #~ msgid "Caste" #~ msgstr "טירה" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "אכילה" #, fuzzy #~ msgid "Hatchling" #~ msgstr "ריפוי" #, fuzzy #~ msgid "Fledgling" #~ msgstr "ריפוי" #, fuzzy #~ msgid "Intendant" #~ msgstr "חכמה" #, fuzzy #~ msgid "Swarm" #~ msgstr "נחיל" #, fuzzy #~ msgid "Swarming" #~ msgstr "נחיל" #~ msgid "Flat" #~ msgstr "שטוח" #, 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 "" #~ "אדמת מרעה מייצגת מישורים פתוחים, אם מעובדים, חתוכים למרעה או גדלים פרא. " #~ "בהיותה איזור פתוח, אפשר לחצות אדמת מרעה בקלות אולם קשה להגן על עצמך " #~ "בהיותך עליה. בדרך כלל, היחידות ש באופן המיטבי על אדמת מרעה הן יחידות " #~ "פרשים, או יחידות מאד מהירות שמנצלות את השטח הפתוח.\n" #~ "\n" #~ "לרוב היחידות יש הגנה של 30 עד 40% על אדמת מרעה." #~ msgid "Road" #~ msgstr "דרך" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "דרכים הן שבלי עפר כבושים, שנוצרו על ידי הנוסעים הרבים שעברו עליהם. ככל " #~ "שזה נוגע למשחק, דרכים הינם שטח dst='terrain_flat' text='שטוח'." #~ msgid "Forest" #~ msgstr "יער" #, 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 "" #~ "יערות מסמנים כל שטח מיוער עם סבך משמעותי מספיק כדי להפריע למעבר. למרות " #~ "שהם מאיטים כמעט את כולם, יערות מציעים הגנה טובה יותר לרוב היחידות מאשר " #~ "מישורים פתוחים. לפרשים, לעומת זו, יש כל כך הרבה בעיות לנווט בהם שכל יתרון " #~ "מתנועה חשאית נעלם. אלפים הם יוצאי דופן לחוק הכללי הזה ליערות. לא רק שהם " #~ "שומרים על תנועה מלאה ביערות, הם גם מקבלים בונוס הגנה משמעותי. גם גמדים הם " #~ "יוצאי דופן לחוק זה; למרות שהם יכולים לחתוך את דרכם דרך היער בלי בלי " #~ "להפסיד הרבה מהירות, חוסר ההכרות המוחלטת שלהם עם השטח גורמת לכך שהם לא " #~ "מקבלים שום בונוס להגנה.\n" #~ "\n" #~ "לרוב היחידות יש 50% הגנה ביערות, אבל פרשים מוגבלים ל - 40%. אלפים, מצד " #~ "שני, נהנים מ - 60 עד 70% הגנה, אפילו ליחידותם הרכובות. גמדים באון כללי " #~ "מקבלים רק 30% הגנה ביערות.\n" #~ msgid "Hills" #~ msgstr "גבעות" #, 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 "" #~ "גבעות מייצגות כל סוג שטח הררי באופן היגיוני, שיש בו מספיק מקומות גבוהים " #~ "ונמוכים להענקת טיפה מיסתור. לרוב היחידות קשה לנווט בגבעות. גמדים, טרולים " #~ "ואורקים מכירים את סוג השטח מספיק כדי לעבור אותו בלי שהם יואטו. לפרשים יש " #~ "מספיק בעיות לנווט בשטח כך שכל עזרה בהגנה מהסתתרות מתבטלת.\n" #~ "\n" #~ "ךרוב היחידות יש 50% הגנה בגבעות, אולם פרשים מוגבלים ל 40% הגנה. גמדים " #~ "נהנים מ 60% הגנה בגבעות." #~ msgid "Mountains" #~ msgstr "הרים" #, 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 "" #~ "הרים תלולים מספיק כך שיחידות יצטרכו לעיתים קרובות לטפס מעל מכשולים כדי " #~ "לנוע. מטבע זה, הם מספקים בונוס הגנה משמעותי לרוב היחידות, אבל באותו זמן " #~ "גם מקשים באופן רציני את המעבר דרכם. רוב היחידות הרכובות פשוט לא יכולות " #~ "להכנס לשטח הררי; לעומת זאת, פרשים אלפים הם יוצאי דופן לכלל זה, כמו גם " #~ "רוכבי זאבים גובלינים. גמדים וטרולים ילידי שטח הררי, ולכן יכולים לנוע בו " #~ "בקלות.\n" #~ "\n" #~ "רוב היחידות מקבלות בערך 60% הגנה בהרים, בעוד שגמדים נהנים מ - 70%." #~ msgid "Swamp" #~ msgstr "ביצה" #, 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 "" #~ "ביצות מייצגות כמעט כל סוד של אדמה רווית מים. ביצות מאיטות כמעט את כולם, " #~ "ופוגעות ביכולתם להגן על עצמם. יוצאי הדופן לכך הם כל הגזעים שמוכשרים " #~ "גופנית לשחייה במים, אשר מקבלים גם תנועה מלאה וגם בונוס להגנה. אלה שמוצאים " #~ "את פרנסתם בביצות מיומנים גם בשימוש בשטח למציאת מחסה.\n" #~ "\n" #~ "רוב היחידות צריכות להסתדר עם 30% הגנב בביצות. אנשי-יםת, נאגה ולטאנשים " #~ "נהנים כולם באופן כללי מ 60%." #~ msgid "Shallow Water" #~ msgstr "מים רדודים" #, 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 "" #~ "מים רדודים מייצגים כל גוף מים שעמוק מספיק כדי להגיע בערך מותניו של אדם " #~ "בוגר. דבר שמספיק כדי להאיט כמעט את כולם ולהשאיר אותם פתוחים לגמרי " #~ "להתקפה. לגמדים, בהתחשב בכך שהמים מגיעים כמעט מעל ראשם, הדבר גורם לקשיים " #~ "רבים. יוצאי הדופן לכך הם כל הגזעים שהגוף שלהם מותאם באופן טיבעי לשחייה, " #~ "שבזכותו הם מקבלים בונוס הגנה משמעותי ותנועה מלאה.\n" #~ "\n" #~ "רוב היחידות צריכות להסתדר עם 20 עד 30% הגנה במים רדודים, בעוד שגם נאגה " #~ "וגם בני-ים נהנים מ - 60%." #~ msgid "Deep Water" #~ msgstr "מים עמוקים" #, 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 "" #~ "מים עמוקים מייצגים כל גוף מים שעמוק מספיק כדי לכסות את ראשו של אדם בוגר. " #~ "רוב היחידות לא יכולות להכנס למים עמוקים. זה הוא התחום של יחידות שיכולות " #~ "או לעוף, או לשחות בצורה מצויינת.\n" #~ "\n" #~ "גם אנשי-ים וגם נאגה מקבלים 50% הגנה במים עמוקים, עם תנועה מלאה." #~ msgid "Frozen" #~ msgstr "שלג" #, 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 "" #~ "שלג מייצג כל אזור קפוא שטוח, או באופן קבוע (כמו טונדרה), או באופן זמני " #~ "(כמו אדמת מרעה מכוסת שלג). רוב היחידות מואטות על ידי שלג, ומתקשות להגן על " #~ "עצמן.שים לב שיחידות שוחות, גם אלו המסוגלות לנשום מתחת למים, לא יכולות " #~ "לשחות מתחתלקרח.\n" #~ "\n" #~ "לרוב היחידות יש 20 עד 40% הגנה בשלג." #~ msgid "Castle" #~ msgstr "טירה" #, 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 "" #~ "טירות הן כל סוג של ביצורים קבועים. כמעט כל היחידות מקבלות בונוס הגנה גדול " #~ "במיוחד כאשר הן מוצבות בטירות, וכל היחידות מקבלות תנועה מלאה בטירה. הצבת " #~ "יחידות בטירה מייצגת את יכולת ההגנה שלה. בלי יחידה בכל משבצת קיר, אויב " #~ "יכול פשוט להתגנב לתוך הטירה בלי להעצר, וקבל אותם בונוסי הגנה כמו כל מי " #~ "שבפנים.\n" #~ "\n" #~ "רוב היחידות מקבלות 60% הגנה בטירה.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "חול" #, 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 "" #~ "חוסר היציבות של חול מקשה על רוב היחידות לחצות אותו, ומשאיר אותם פתוחים " #~ "לגמרי להתקפה. לעומת זו, הרגלים הרחבות והגוף הנחשי של הגזעים הלטאיים הופך " #~ "את הניווט בחול להרבה יותר קל.\n" #~ "\n" #~ "לרוב היחידות יש בין 20 ל 40% הגנה בחול." #~ msgid "Desert" #~ msgstr "מדבר" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "למדבריות יש הרכב טיפה שונה ממלכודות חול קטנות או חופים, אבל למטרות המשחק " #~ "הם זהים. ראה ערך dst=terrain_sand text=חול." #~ msgid "Cave" #~ msgstr "מערה" #, fuzzy #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "סוג השטח מערה מייצג כל מחילה תת-קרקעית עם מספיק מקום ליחידה כדי לעבור. " #~ "סוג השטח לא מוכר לחלוטין לרוב היחידות, ולכן הן גם מואטות וגם הגנתן " #~ "נפגעת. לגמדים וטרולים, שגרים במערות, קל באופן יחסי לנווט בסוג שטח זה, " #~ "במיוחד גמדים, שבזכות גודלם הקטן יכולים לעקוף מכשולים רבים שגזעים אחרים לא " #~ "יכולים.\n" #~ "\n" #~ "רוב היחידות מקבלות 20 עד 40% הגנה במערות, בעוד למדים יש 50%." #~ msgid "Rockbound Cave" #~ msgstr "מערה מלאה סלעים" #, fuzzy #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "מערה מלאה סלעים נוצרת מפעולתם של מים ורוח, שנושאיםחלקיקים המכרסמים באבן " #~ "ומעצבים אותה. היא דומה למערה תת-קרקעית גדולה עם פני שטח מחוספסים שפוגעים " #~ "ביעילות של רוב היחידות, אבל שתורמים להגנה. לגמדים וטרולים, שגרים בעיקר " #~ "במערות, קל יחסית להסתדר בסוג שטח זה. גמדים, בזכות גודלם הקטן יש את היתרון " #~ "בתנועה בטופוגרפיה מסוג זה.\n" #~ "\n" #~ "לרוב היחידות יש 50% הגנה במערות סילעיות, בעוד שיחידות רוכבות מוגבלות ל " #~ "40%. גמדים נהנים מ 60% הגנה במערות מלאות סלעים." #~ msgid "Illuminated Cave" #~ msgstr "מערה מוארת" #, 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 "" #~ "אזורים נדירים של העולם מתחת לאדמה מוארים ע\"י אור מהאדמה הנכנס לחושך " #~ "שלמטה. זה נותן תוסף לנזק של יחידות סדר ומקטין את הנזק של יחידות תוהו. בכל " #~ "דרך אחרת, שטח זה זהה לשטח מערה רגיל. " #~ msgid "Mushroom Grove" #~ msgstr "חורשת פיטריות" #, 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 "" #~ "חורשות פיטריות הם יערות תת-קרקעיים רחבי ידיים של פיטריות ענקיות, שמסגסגות " #~ "בחשכה הלחה. לרוב היחידות יש בעיות להתמודד עם הרצפה הספוגית המלאה בפיטריות " #~ "קטנות יותר, אבל יש להן הרבה מקומות מסתור מאחורי גבעולים גדולים. יחידות " #~ "רכובות, לעומת זאת, נתקעות לחלוטין ולא מסוגלות לנוע בחופשיות במהלך הקרב. " #~ "ליחידות אל-מתות יש קירבה טיבעית לריקבון והן מתפקדות היטב בחורשות " #~ "פיטריות.\n" #~ "\n" #~ "לרוב ביחידות יש 50% עד 60% הגנה בחורשות פיטריות, בעוד שיחידות רכובות " #~ "מקבלות רק 20%." #~ msgid "Village" #~ msgstr "כפר" #, 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 "" #~ "עפרים מייצגים כל קבוצת בניינים, של בני אדם או אחרים. כמעט כל היחידות, " #~ "אפילו פרשים, יכולות לנווט בכפרים בקלות. ורוב היחידות מקבלות בונוס הגנה " #~ "כאשר הן מוצבות בכפר.כפרים נותנים ליחידות את המשאבים להתנקות ולטפל " #~ "בפצעיהן, מה שנותן ךלכ יחידה שמוצבת בכפר להתרפא ב8 נקודות פגיעה כל תור, או " #~ "להתרפא מרעל.\n" #~ "\n" #~ "לרוב היחידות יש 50 עד 60% הגנה בכפרים, לעומת זו פרשים מקבלים רק 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "כפר ימי" #, 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 "" #~ "כפרים מוצפים הם ביתם של בני-הים והנאגות. למרות שיצורי מים הם בבית כאן, " #~ "לאלו ההולכים על האדמה יש בעיות לנווט ולהגן על כפרים אלו. אבל, כמו כל " #~ "הכפרים, כל היצורים הנמצאים בכפרים ימיים מרופאים ב8 נק\"פ (או מתרפאים " #~ "מרעל) כל תור. \n" #~ "\n" #~ "בני-ים ונאגות מקבלים 60% הגנה בכפרים אלו, בזמן שאלו ההולכים על היבשה " #~ "מקבלים הגנה נמוכה. " #~ msgid "Unwalkable" #~ msgstr "בלתי הליך" #, 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 "" #~ "שטח לא-הליך הוא כל קניון או חור אחר, אשר כמו שהשם אומר, לא ניתן למעבר רק " #~ "על-ידי הליכה. קניונים מזוהים לפי הקירות התלולים שיקחו ימים לחצייה. ככל " #~ "שזה נוגע למשחק, רק יחידות בעלות יכולת תעופה יכולות לחצות את סוג השטח הזה." #~ msgid "Lava" #~ msgstr "לבה" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "הסכנות שטמונות בלנסות ללכת על לבה מובנות מאליו. בשביל תנועה שטח זה נחשב " #~ "כdst='terrain_unwalkable' text='בלתי הליך', הניתן לחצייה רק על " #~ "ידיהיצורים המסוגלים לעוף מרחק רב מעליו. המגמה הרוחחת גם מייצרת אוח, אשר " #~ "מגדיל את הנזק של יצורי סדר ומקטין את זה של יצורי תוהו." #~ msgid "River Ford" #~ msgstr "שפך נהר" #~ 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 "" #~ "באזורים בהם הנהר מאד רדוד, המעבר מעליו הוא פשוט ליחידות מבוססות אדמה. " #~ "יותר מזה, לכל יצור שמותאם לשחיה יש תנועה מלאה גם בחלקים אילו של הנהר. כלכ " #~ "שזה נוגע למשחק, מתייחסים לשפך נהר כמו אדמת מרעה או מים רדודים, כאשר נבחר " #~ "האחד שנותן את בונוסי ההגנה והתנועה הגבוהים ביותר ליחידה." #~ msgid "Coastal Reef" #~ msgstr "שונית אלמוגים" #, 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 "" #~ "שוניות אלמוגים הינם אזורים רדדודים שנוצרו ע\"י אבן, אלמוגים וחול. זה נותן " #~ "ליצורי אדמה יותר מקום לעמוד ואזורים הגנתיים ממה שמים רגילים יתנו באופן " #~ "רגיל וגם יותר הגנה ליצורי מים.\n" #~ "\n" #~ "בני-ים ונאגות מקבלים 70% הגנה בשוניות." #~ msgid "Bridge" #~ msgstr "גשר" #, 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 "" #~ "לאילו שיכולים לבנות אחד, היכולת להניח גשר מציעה שחרור מהטבע ה‮הפכפך של " #~ "דרכי המים, שהמעברות שלהן הולכות ובאות עם הירידה והעליה של קו המים. וכל זה " #~ "בלי לדבר על התענוג של רגליים יבשות, שאיבודו הוא לא נושא לצחוק בחודשים " #~ "הקרים של השנה...\n" #~ "\n" #~ "לאילו שהולכים ביבשה או בים, גשר הוא הטוב ביותר משני העולמות - למטרות " #~ "המשחק, מתייחסים אליו כאדמת מרעה או מים רדודים, איזה מהם שמציע את התנועה " #~ "ובונוס ההגנה הטובים ביותר ליחידה שנמצאת על משבצת הגשר. שים לב שיחידות " #~ "שוחות ויחידות קרקע לא יכולות להמצא על משבצת הגשר באותו זמן." #~ msgid "Impassable" #~ msgstr "בלתי-עביר" #~ 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 "" #~ "מחסומים שאפילו המטייל הנחוש ביותר לא יכול לעבור כוללים קירות אבן קשה " #~ "והרים כה גבוהים ותלולים שהם מתיד מוקפים בענן. אפילו יצורים מעופפים לא " #~ "יכולים לנווט בפסגוד המחודדות בגבהים אלו, ואפילו הטרול החזק ביותר לא יכול " #~ "לרסק קיר אבן קשה. " #~ 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 "" #~ "שיגעון קרב:\n" #~ "בלי קשר לאם היחידה השתמשה בהתקפה זו להגנה או לתקיפה, היא תמשיך את הקרב עד " #~ "שאחד מהנלחמים ימות, או עד שיעברו 30 מהלכי תקיפה" #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "קסם:\n" #~ "התקפות קסומות מתעלמות משטח ומקבלות סיכוי פגיעה של 70%." #~ msgid "firststrike" #~ msgstr "תקיפה ראשונה" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "תקיפה ראשונה:\n" #~ "יחידה זו תמיד מקבלת את ניסיון הפגיעה הראשון עם התקפה זו, אפילו בזמן שהיא " #~ "מגנה." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "נקודות הפגיעה המקסימליות של יחידה זו גדלות ב-1 כשהיא הורגת יחידה חיה. " #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "לנשקים מסוימים יש יכולות מיוחדות אשר מגבירים את האפקטיביות של השימוש " #~ "בהם.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='סיכויי פגיעה'
"