# Swedish translations for Battle for Wesnoth # translation of sv.po to msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2021-06-20 15:00+0300\n" "PO-Revision-Date: 2020-03-08 19:08+0100\n" "Last-Translator: Susanna Björverud \n" "Language-Team: Swedish\n" "Language: sv_SE\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 2.3\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 "Underjorden" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "hela +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 "helar +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 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 "" "Låter truppen hela närliggande allierade trupper i början av vårt drag.\n" "\n" "Alla trupper som tas om hand av en sådan här helare återfår upp till 4 " "hälsopoäng per drag, eller påverkas inte av en förgiftning.\n" "En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan " "måste söka tillflykt till en by eller få hjälp av en trupp som kan bota." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "hela +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 "helar +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 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 "" "Truppen kombinerar örter och magi för att hela trupper snabbare än vad som " "normalt är möjligt på ett slagfält.\n" "\n" "Alla trupper som tas om hand av en sådan här helare återfår upp till 8 " "hälsopoäng per drag, eller påverkas inte av en förgiftning.\n" "En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan " "måste söka tillflykt till en by eller få hjälp av en trupp som kan bota." #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "Kart- och scenarioredigerare" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257 msgid "Terrain Editor" msgstr "Terrängredigerare" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269 #, fuzzy #| msgid "Map/Scenario Editor" msgid "Scenario Editor" msgstr "Kart-/Scenarioredigerare" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "Ritverktyg" #. [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 "Fyllverktyg" #. [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 "Markeringsverktyg" #. [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 #, fuzzy #| msgid "Starting Tool" msgid "Starting Locations Tool" msgstr "Startverktyg" #. [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 "Etikettverktyg" #. [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 "Byägarverktyg" #. [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 "Truppverktyg" #. [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 "Namngivna områden" #. [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 "Spellistehanterare" #. [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 "Kart-/Scenarioredigerare" #. [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 "Map and Scenario Editor" msgid "ToD and Schedule Editor" msgstr "Kart- och scenarioredigerare" #. [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 "Kartformat för Wesnoth" #. [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 "Djupa underjorden" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "Inomhus" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Uppslagsverk" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Geografi'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Geografi" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-thoria" #. [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 "" "En flod med källa i dst='heart_mountains' text='Kärnbergen', som " "löper österut och förenar sig med floden Listra." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "Stora floden" #. [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 "" "Den Stora floden utgör gränsen mellan dst='kingdom_wesnoth' " "text='Wesnoths kungadöme' och dst='northlands' " "text='Nordanländerna'. Den rinner ut i dst='great_ocean' " "text='Stora havet' vid dst='elensefar' text='Elensefar'." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Stora havet" #. [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 "" "Ligger väst om dst='great_continent' text='Stora kontinenten' och " "alla floder rinner så småningom ut i det här havet. Långt till väst över " "Stora havet finns en väldig övärld kallad dst='morogor' text='Morogor'." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Morogor" #. [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 "" "En arkipelag belägen någonstans i dst='great_ocean' text='Stora havet', öster om dst='green_isle' text='Gröna ön' och väster om den " "dst=great_continent text='Stora kontinenten'.\n" "Den befolkas främst av dst='..race_drake' text='drakfolket'.\n" "Den centrala ön i arkipelagen heter också ‘Morogor’." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Gröna ön" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "En större ö i dst='great_ocean' text='Stora havet'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Gamla kontinenten" #. [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 "" "Ligger väster om dst='morogor' text='Morogor' tvärs över " "dst='great_ocean' text='Stora havet'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Stora kontinenten" #. [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 "" "Kontinenten som dst='kingdom_wesnoth' text='Wesnoths kungadöme' " "ligger på. Den västra kusten omges av dst='great_ocean' text='stora " "havet'." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdya" #. [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 "" "Namnet på världen som dst='kingdom_wesnoth' text='Wesnoths' " "kungadöme ligger i är ‘Irdya’. Termen används dock väldigt sällan i den " "tidsålder som huvudkartan avbildar. Folk säger vanligtvis helt enkelt " "“världen” eller mer poetiskt, “den vida, gröna världen”." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Wesnoths kungadöme" #. [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 "" "Wesnoths kungadöme ligger centralt och något till norr på den " "dst='great_continent' text='stora kontinenten'. De flesta av " "standardkampanjerna fokuserar på riket. På kartan avgränsas det till norr " "av den stora floden, Stora havets kust till väst, Aethenskogen åt " "dst='southwest_elven_lands' text='sydväst', och Bittra träsket åt " "sydost (nedre högra hörnet av huvudkartan).\n" "\n" "På andra sidan floden Aethen, söder om Tahn-fortet, finner man ett av " "Wesnoths nybyggarområden. Dess södra gräns utgörs av Aethenskogen (utanför " "kartan).\n" "\n" "
text='Nämnvärda städer:'
\n" " • Weldyn: Wesnoths huvudstad.\n" " • Aldril: Stad vid Pärlbukten.\n" " • Svartvattnet: Stad söder om Pärlbukten.\n" " • Carcyn: Belägen mellan Grå skogen och Stora floden.\n" " • Dan’Tonk: Wesnoths största stad, centralt belägen, strax nordväst om " "Weldyn.\n" " • Soradoc: Den nordligaste gränsutposten till Wesnoth, korollerar " "sammaflödet av floden Weldyn och Stora floden.\n" " • Tahn-fortet: Den sydligaste gränsutposten, kontrollerar den norrgående " "vägen över floden Aethen.\n" " • Tath: Viktig garnisonsstad norr om Dan’Tonk, kontrollerar vildmarkerna " "runt de östra delarna av Bruna kullarna och norr om Abez-vadet.\n" "\n" "
text=' Nämnvärd geografi:'
\n" " • Gripberget: Hem för de mytomspunna Griparna\n" " • Abez-vadet: Grund del av Stora floden, vanligtvis kontrollerat av " "Wesnoths styrkor\n" " • Floden Weldyn: En förgrening av Stora floden som löper söderut\n" " • Stora centralslätten: Område avgränsat av Weldyn, Dan’Tonk och Tahn-" "fortet. Den här slätten är Wesnoths spannmålsmagasin och huserar större " "delen av landets invånare\n" " • Dulatus-kullarna: Dessa rullstensåsar på gränsen till Stora " "centralslätten är hem till stora delar av Wesnoths boskap och odlingar\n" " • Bruna kullarna: Ödemark kring Gripberget som är nästan helt obefolkat " "och stundom väldigt farlig.\n" " • Hästslätten: en region med svepande slätter strax söder om Stora " "floden, med Glyns skog i väst och floden Weldyn i öst; i syd går den ihop " "med Stora centralslätten. Ett hem för de mäktiga klanerna; de bästa hästarna " "i Wesnoth avlas här.\n" " • Östmarkskullarna: Halvstor kedja av kullar söder om Stora floden och " "öst om floden Weldyn. Den nordligaste delen, närmast Weldyn, har varit " "bebodd av Wesnoth-folk då och då, men kungadömets kontroll är som bäst " "osäker och banditer är vanliga.\n" " • Glyns skog: Även känd som den Kungliga skogen, döpt efter en av " "Haldric II söner\n" " • Grå skogen: Stor skog mitt i Wesnoth vildmark, belägen mellan Carcyn " "och Aldril. Anses av många vara hemsökt" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Elensefar" #. [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 "" "Elensefar är stundom en provins till dst='kingdom_wesnoth' " "text='Wesnoth', stundom ett oberoende land, eller förenat i en union " "med Wesnoth. Dess gränser är den dst='great_river' text='Stora Floden' i norr, en vagt definierad gräns till Wesnoth åt öster. Pärlbukten " "ligger på södra gränsen, och dst='great_ocean' text='havet' är " "dess västra gräns. Ytterligare information finns i Wesnoths historiska " "berättelser.\n" "\n" "
text='Nämnvärda städer:'
\n" " • Elensefar: Huvudstaden, belägen på en ö i dst='great_river' " "text='Stora Flodens' delta\n" " • Carcyn: Stad på gränsen mellan Wesnoth och Elensefar, i dispyt med " "Wesnoth\n" "\n" "
text=' Nämnvärd geografi:'
\n" " • dst='great_river' text='Stora floden': Den är väldigt vid " "här, och skepp är de enda fartyg som kan korsa den." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Nordländerna" #. [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 "" "Det finns ingen samlad regering över Nordländerna. Diverse grupper med " "orcher, dvärgar, barbarer och till och med alver bor i regionen. Vare sig " "den norra eller den östra gränsen är definierad, medan den södra utgörs av " "dst='great_river' text='Stora floden', och till väst ligger " "dst='great_ocean' text='havet'.\n" "\n" "
text='Nämnvärda städer:'
\n" " • Glamdrol: Huvudstaden för en orch-stam\n" " • Wesmere: Platsen för Ka’lian — alvernas rådslag\n" " • Dvärgarnas Port: En stad med både människor och dvärgar i Knalga-" "region i södra Kärnbergen. Ett stort handelscentrum.\n" " • Dallben och Delwyn: Människobyar byggda av nybyggare som korsade Stora " "floden expansionen under Wesnoths gyllene ålder. Numera övergivna. " "Skogsområdena nordost om dst='elensefar' text='Elensefar', där " "dessa byar låg, döptes till Annuvin-provinsen av människorna. Alverna känner " "istället området under namnet Wesmere.\n" "\n" "
text=' Nämnvärd geografi:'
\n" " • dst='heart_mountains' text='Kärnbergen': En ogenomtränglig " "barriär mellan flodlandet och de norra vidderna.\n" " • Kärntopparna: en särskilt avskräckande kedja av bergstoppar sydväst om " "Vrugsjön och norr om Wesmeres skogar. Den farligaste och mest ogästvänliga " "delen av Kärnbergen; eremiter, galningar samt magiker är de enda som bor " "här.\n" " • Fruktans träsk: ett stort kärr beläget mellan Kärnbergen och Stora " "floden. Ett särdeles farligt ställe.\n" " • Vrugsjön: En stor bergsjö vars flod skär den enda vägen genom de norra " "bergsmassiven\n" " • dst='arkan_thoria' text='Arkan-thoria': Den flod som flyter " "ur Vrugsjön. Det är det alvernas namn på den; bland människor kallas den " "Längdälven.\n" " • Listra: Floden som Arkan-thoria mynnar ut i, som i sin tur är en " "södergående biflod till Stora floden.\n" " • Lintanir: Den yttersta södra delen av Stora norra skogen, en gigantisk " "skog som bara alverna känner till de östra och norra gränserna av. Det är " "ytterst sällan människor besökt deras huvudstad, Elensiria.\n" " • dst='great_river' text='Stora floden': Källan till den här " "floden står att finna någonstans i de östra utkanterna av nordländerna" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Sydvästa alvländerna" #. [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 "" "Skogsalverna är avskilda från de i norr och har bara sporadiska relationer " "med dem och de flesta andra länderna. Deras land gränsar till " "dst='great_ocean' text='havet' i väst, Svarta floden i söder och " "sydöst, Wesnoths marker i norr och provinsen Kerlath i öst.\n" "\n" "
text='Nämnvärda städer:'
\n" " • Inga kända\n" "\n" "
text='Nämnvärd geografi:'
\n" " • Aethenskogen: De stora södra skogarna som sträcker sig mot sydväst, " "mycket längre än vad som är kartlagt, och är hem till dst='..race_elf' " "text='alverna'. Även om alverna inte gör en sådan uppdelning kallar " "invånarna i Kerlath de södra delarna för Sydskogen.\n" " • Svartskogen: En uråldrig skog som man vet mycket lite om. Den övergavs " "av alverna för mycket länge sedan." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Kärnbergen" #. [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 "" "En så gott som ogenomtränglig barriär mellan dst='arkan_thoria' " "text='flodlandet' och de dst='far_north' text='norra vidderna'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Norden" #. [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 "" "Den kalla, karga och otillgängliga Norden är det ursprungliga hemlandet för " "Orchklanerna. Det ligger norr om dst='heart_mountains' " "text='Kärnbergen', som orcherna kallar Haggid-Dargor och (utan grund) " "gör anspråk på som sina. I öst finns de Klanlösa stammarna från de vilda " "vidderna, som bröt loss från klanerna för att istället ströva fritt med de " "vilda barbar-människorna och slåss med högalverna från de norra vidderna " "(kända som nordalver bland människorna). Högalvernas hemvist står att finna " "länge österut, där rykten säger att de styr över ett stort rike.\n" "\n" "
text='Nämnvärda städer:'
\n" " • Barag Gor, orchernas tingsplats\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, människornas nordligaste stad\n" "\n" "\n" "
text='Nämnvärd geografi:'
\n" " • Svarta kärret\n" " • Berget Dorth\n" " • Berget Haag\n" " • Gröna skogen\n" " • Tysta skogen\n" " • Theliens skog\n" " • Floden Oumph\n" " • Floden Bork\n" " • Frusna vidderna\n" " • Öde slätterna" #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "Dygnets gång" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Introduktion" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Spelteknik" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:457 msgid "Traits" msgstr "Karaktärsdrag" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Trupper" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Förmågor" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Vapenspecialiteter" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "Eror" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:472 msgid "Terrains" msgstr "Terräng" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:525 msgid "Add-ons" msgstr "Extramaterial" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:598 msgid "Commands" msgstr "Kommandon" #. [topic]: id=..introduction #: data/core/help.cfg:96 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" "text='Kampen om Wesnoth' är ett dragbaserat strategispel i " "fantasymiljö som ter sig något annorlunda jämfört med andra moderna " "strategispel. Medan andra spel strävar efter komplexitet, så strävar " "text='Kampen om Wesnoth' efter enkelhet i både regler och " "spelteknik. Tro nu inte att detta gör spelet i sig lätt - dessa enkla regler " "ger ett mycket rikt strategispel, som är lätt att lära sig men en rejäl " "utmaning att bemästra.\n" "\n" "De nedanstående sidorna berättar kortfattat allt du behöver veta för att " "spela Wesnoth. Efterhand som du stöter på nya aspekter av spelet kommer ny " "information läggas till i de olika kategorierna. För mer detaljerad " "information följ de länkar som ges." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Om spelet" #. [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 "" "Spelet utspelar sig på ett spelfält som byggs upp av hexagonala rutor, där " "dina trupper slåss mot andra trupper - som kan styras av dator, en vän vid " "samma dator (hotseat-spel), andra spelare på samma nätverk eller någon " "annanstans i världen i gruppspelsläge.\n" "\n" "Var och en av dessa strider kallas för ett text='scenario' " "vilka i sin tur kan kedjas samman till en text='kampanj'. " "Utöver de kampanjer som följer med när du installerar spelet, stödjer " "Wesnoth innehåll som skapas av spelarna själva och extramaterialsservern har " "hundratals kartor, kampanjer, eror, fraktioner och resurser.\n" "\n" "Spelet använder sig också av ett markup-språk som kan läsas av människor - " "Wesnoth Markup Language (WML) som gör det enkelt för spelare att skapa eget " "innehåll. Därutöver finns det en funktionsrik Kart- och scenarioredigerare " "som låter dig skapa dina egna stridsfält.\n" "\n" "Projektet text=Kampen om Wesnoth' påbörjades 2003 och har " "utvecklats av mängder av frivilliga sedan dess." #. [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 "" "I detta avsnitt listas alla de trupper som du kommer att stöta på efterhand " "som du utforskar Wesnoths värld. Närhelst som du ser en ny trupp under en " "kampanj eller ett gruppspelsscenario, kommer denna att läggas till under den " "sektion som behandlar dess ras här. Du kan därefter läsa på om denna trupp " "när du vill. En trupps sida ger en generell beskrivning, truppens statistik, " "dess attack, försvar, motståndskraft och rörelseförmåga.\n" "\n" #. [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 "" "En fraktion är en samling av trupper och ledare. Fraktioner tilldelas sidor " "i gruppspel.\n" "\n" #. [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 "" "En era är en samling av fraktioner som är avsedda att spela mot varandra. " "Förutom de eror som kom med spelet, finns det många spelartillverkade " "fraktioner tillgängliga som extramaterial.\n" "\n" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 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 "" "Vissa trupper har förmågor som antingen direkt påverkar andra trupper, eller " "som påverkar hur truppen i fråga interagerar med andra trupper. Dessa " "förmågor kommer att beskrivas under denna rubrik efter hand som du stöter på " "dem. Varje sida kommer tillhandahålla en beskrivning av vad förmåga gör samt " "en lista över de trupper (som du känner till) som har denna förmåga\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 "" "Några vapen har speciella förmågor som ökar deras effektivitet när du " "anfaller med dem. När du stöter på en ny vapenförmåga under en kampanj eller " "ett gruppspelsscenario kommer den läggas till denna lista, och du kan läsa " "dess sida när du vill. Varje sida kommer tillhandahålla en beskrivning av " "vad förmåga gör samt en lista över de trupper (som du känner till) som har " "denna förmåga\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Okänd trupp" #. [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" "Denna trupp är för tillfället okänd. Du måste upptäcka den under spelets " "gång för att få se dess beskrivning." #. [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 "" "Wesnoth består av en serier strider, som kallas text='scenarier' där dina trupper möter fiender från en eller flera motståndare. " "Flera scenarier som följer på varandra och berättar en historia utgör en " "text='kampanj'. I en kampanj behöver du ofta vara mer " "försiktig och se till att de trupper som du vill använda i senare scenarion " "överlever.\n" "\n" "Det interaktiva text='träningsspelet' presenterar grunderna " "i hur man spelar Wesnoth i form av ett scenario. Det mesta som gås igenom av " "träningsspelet förklaras mer djupgående på dessa sidor, och du kan alltid " "komma tillbaka hit för att kontrollera om du har glömt något.\n" "\n" "Efter att du lärt dig grunderna, försök med en nybörjarkampanj, som t ex " "text='Tronarvingen' eller text='Sydvakten'. Du hittar en fullständig lista över installerade kampanjer m h a " "text='Kampanjer' på huvudmenyn. Wesnoth kan vara ganska " "utmanande, så du bör nog starta på enklare nivåer innan du tar dig an de " "svårare.\n" "\n" "Kampanjer grupperas enligt text='nivå'och " "text='svårighetsgrad'. text='Tronarvingen'är t ex på nybörjarnivå, och kan spelas på tre svårighetsgrader: " "'Nybörjare', 'Normal' och 'Utmanande'. Kampanjens nivå anger hur mycket du " "behöver känna till om Wesnoths spelmekanik (som dst='movement' " "text='kontrollzoner' och dst='time_of_day' text='tid på dygnet') för att kunna spela kampanjen. Svårighetsgraden anger hur utmanande " "scenarierna kommer att vara för en erfaren spelare; vid högre svårighetsgrad " "kommer det finnas fler och svårare hinder för att nå målen som kräver " "skickligare spel. T ex kan en högre svårighetsgrad innebära att fienden har " "bättre inkomst, bättre trupper eller fler platser i sin borg etc." #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Grundläggande speltaktik'
\n" "\n" #. [topic]: id=..gameplay #: data/core/help.cfg:177 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 "" "Tänk på att när du spelar kan du hålla muspekaren över många av de objekt " "som visas på skärmen. Håller du till exempel muspekaren över informationen i " "fältet till höger visas det en ruta som förklarar det du pekar på lite " "närmare. Detta är särskilt användbart när du stöter på nya dst='.." "abilities_section' text=förmågor första gången." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Vinst och förlust" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 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" "När du vinner ett scenario så blir kartan gråaktig och text='Avsluta " "drag'-knappen ändras till en text='Avsluta scenario'-" "knapp. Nu kan du göra saker som till exemepel att ändra dina " "sparinställningar eller (om du är i ett gruppspel) chatta med andra spelare " "innan du trycker på knappen för att gå vidare." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 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 "" "Titta noga på text='målen' som syns i en dialogruta i början av " "varje scenario. Vanligtvis så vinner man genom att döda alla fiendeledare " "och blir bara besegrad när din ledare dör. Andra scenarion kan dock ha andra " "mål som måste uppfyllas för att vinna, till exempel att förflytta din ledare " "till en speciell punkt, rädda någon, lösa ett problem eller klara en " "belägring ett visst antal drag." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Rekrytera och återkalla" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 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" "Om du högerklickade på en borgruta och valde Rekrytera så kommer den nya " "truppen att dyka upp på den rutan. I annat fall dyker den upp på en ledig " "ruta nära kärntornet. Du kan bara rekrytera så många trupper som du har " "lediga rutor i din borg, och du kan inte använda mer guld än du faktiskt har " "i din kassakista." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 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 "" "Varje sida i spelet börjar med sin respektive ledare i ett kärntorn. I " "början av varje strid, och även senare under striden, kommer du att behöva " "rekrytera nya dst='..units' text='trupper' till din armé. För att " "kunna göra detta, måste din ledare (till exempel Konrad i kampanjen " "text='Tronarvingen') stå i kärntornsrutan i en " "dst=terrain_castle text=borg. Du rekryterar antingen genom att " "välja text='Rekrytera' från menyn eller genom att högerklicka " "på någon ruta och välja text='Rekrytera'. Du får då upp " "rekryteringsmenyn där tillgängliga trupper visas tillsammans med vad det " "kostar att leja dem. Klicka på ett truppslag för att se dess statistik, och " "klicka sedan på text='Rekrytera'för att rekrytera den." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Rekryterade trupper får två slumpmässigt valda dst='..traits_section' " "text='karaktärsdrag' som ändrar deras egenskaper." #. [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" "I senare scenarier kommer du också kunna välja att Återkalla veteraner från " "tidigare strider. Detta fungerar likadant som rekrytering, bortsett från att " "det kostar 20 guld att återkalla en trupp oavsett vad den kostade när du " "rekryterade den. Om du väljer Återkalla får du upp en lista över de " "tillgängliga veteraner som du kan välja bland." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 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" "Trupper kostar inte bara då de rekryteras eller återkallas, utan de har " "också en underhållskostnad. Läs dst='income_and_upkeep' text='Inkomst " "och underhåll' för mer information." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Inkomst och underhåll" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 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" "Inkomst är enkelt. Du har två guldstycken per drag i grundinkomst. För varje " "by du kontrollerar får du ytterligare ett guldstycke per drag. Om du har tio " "byar, får du med andra ord vanligtvis tolv guldstycken. Din kostnad för " "underhåll dras från denna inkomst, så som beskrivs nedan." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "I Wesnoth räcker det inte att rekrytera trupper och slåss. Du måste också " "hålla ordning på ditt guld, speciellt i kampanjer där du får ta med dig guld " "från ett scenario till nästa. Det finns två aspekter av detta: " "text='inkomst' och text='underhåll'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 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" "Underhåll är också ganska lätt att förstå. Varje trupp kräver ett underhåll " "som är lika med truppens nivå. Så länge dina egna trupper har en sammanlagd " "nivå som är lägre än eller lika med antalet byar du kontrollerar, så dras " "ingen underhållskostnad. För varje nivå utöver antalet kontrollerade byar " "utkrävs dock en underhållskostnad på ett guldstycke per drag. Exempel: om du " "har ett 12 trupper med erfarenhetsnivå ett, och om du kontrollerar 10 byar, " "så utkrävs två guldstycken per drag i underhåll." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 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" "De kostnader som underhållet utgör dras från din inkomst, så för tolv " "sammanlagda erfarnhetsnivåer fördelat på tio byar så blir din inkomst 10 " "guldstycken per drag." #. [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 "" "\n" "\n" "Vanligtvis går grundinkomsten, den mängd guld du får per by varje drag, och " "det antal truppnivåer som varje by kan underhålla att ställa in när du " "startar spelet. Men för kampanjer är detta nästa alltid låst till ovan givna " "värden. I dialogen text='Statustabell' på fliken " "text='Scenarioinställningar' kan du se vad som gäller för " "det scenario du spelar." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 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" "Det finns två viktiga undantag för underhåll: Lojala trupper samt ledare " "utkräver aldrig något underhåll. Trupper som du startar ett scenario med " "(som Delfador), eller trupper som förenar sig med dig under ett scenarios " "gång (som ryttaren i det andra scenariot i text='Tronarvingen'), är vanligtvis text='lojala'. Truppen du själv " "spelar (som Konrad) är nästan alltid en ledare." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Hälsopoäng och erfarenhet" #. [topic]: id=hitpoints #: data/core/help.cfg:238 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 "" "Varje trupp har ett visst antal text='hälsopoäng' (HP). När " "en trupp får mindre än 1 hälsopoäng dör truppen. Varje trupp har också ett " "visst antal text='erfarenhetspoäng' (EP / XP). En " "nyrekryterad trupp har inga erfarenhetspoäng till en början, men erhåller " "dessa genom att strida." #. [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 "" "En trupps hälso- och erfarenhetspoäng visas i statuspanelen med två siffror " "vardera. Den första siffran visar de nuvarande poängen och den andra visar " "maximalt värde." #. [topic]: id=hitpoints #: data/core/help.cfg:244 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 "" "Hälsopoängen visas också med en energimätare bredvid varje trupp; denna är " "grön, gul eller röd. En trupp med minst en erfarenhetspoäng har en blå " "erfarenhetsmätare. Denna blir vit när truppen är nära att " "dst='advancement' text='befordras'." #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "Befordran:" #. [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" "För olika trupper krävs olika mycket erfarenhetspoäng för befordran. Om en " "trupp är intelligent är kravet 20% lägre än normalt. När en trupp samlat " "ihop tillräckligt med poäng så befordras den omedelbart, och återfår " "samtidigt sin fulla styrka. I vissa fall ges möjlighet att välja truppens " "nästa roll." #. [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 "" "Om båda trupper överlever en strid får de lika många erfarenhetspoäng (EP) " "som den erfarenhetsnivå deras motståndare är på. Om en trupp däremot dödar " "en annan i strid får den mycket mer erfarenhet: 4 poäng för en trupp på " "nollte nivån, 8 för en på första, 16 för en på andra, 24 för en på tredje, " "och så vidare." #. [topic]: id=advancement #: data/core/help.cfg:254 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "De flesta trupper har tre erfarenhetsnivåer - dock inte alla. Vissa trupper " "(såsom dst='unit_Mage' text='magiker') kan ha fyra. Trupper som " "nått sin högsta nivå stannar dock vanligtvis inte i utvecklingen, utan kan " "växa i styrka ytterligare genom en process som tekniskt kallas för AMLA, " "vilket står för text='After Max Level Advancement'. Denna " "process kommer att förändra truppen varje gång en viss erfarenhetspoäng är " "nådd, men truppens erfarenhetsnivå ökar dock inte. Den vanligaste AMLA-" "effekten är att truppens maximala hälsopoäng ökar med 3 HP och att den " "återfår full hälsa. AMLA uppnås vanligtvis första gången efter 150 EP (120 " "EP för intelligenta trupper). Därefter blir det allt svårare att uppnå AMLA, " "vilket betyder att det oftast är bättre att försöka befordra trupper på " "lägre nivåer." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Förflyttning" #. [topic]: id=movement #: data/core/help.cfg:264 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" "Varje trupp har ett givet antal förflyttningspoäng varje drag, som spenderas " "för varje ruta som truppen träder in i. Kostnaden att förflytta sig över en " "viss ruta avgörs av rutans terräng. Till exempel kostar det nästan alltid 1 " "förflyttningspoäng att gå på en slättruta. Exakt hur många poäng det kostar " "att gå på en viss typ av ruta avgörs av det aktuella truppslaget. I skog " "kostar det bara 1 poäng för alver, 2 för de flesta människo- och " "orchtrupper, medan det för ryttare kostar 3. Om du vill veta vad det kostar " "för en trupp att gå på en viss typ av terräng, så kan du högerklicka på " "truppen, välja text='Truppbeskrivning', och läsa under " "text='Terrängavdrag'." #. [topic]: id=movement #: data/core/help.cfg:264 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 "" "Det är ingen konst att förflytta trupper i text='Kampen om Wesnoth'. Klicka helt enkelt på truppen du vill flytta, och därefter på rutan " "du vill flytta truppen till. När truppen är vald så visas de rutor som den " "kan flytta till under samma drag genom att de lyser upp. Om muspekaren hålls " "över sådan upplyst ruta, visas det försvar som truppen får om den ställs på " "den rutan. Om muspekaren hålls över en skuggad ruta, visas dessutom antalet " "drag som krävs för att nå den. Om en skuggad ruta väljs kommer truppen att " "flyttas dit via den snabbaste möjliga vägen under detta och kommande drag. " "Om truppen inte använder hela sin förflyttning första gången den förflyttas " "under ett drag, så kan den flyttas igen i samma drag. Detta är användbart om " "man vill byta plats på två trupper. En trupp förlorar återstående " "förflyttning om den anfaller. Om en trupp ställs i en by man inte redan " "kontrollerar så förloras återstående förflyttning, men man kan fortfarande " "anfalla." #. [topic]: id=movement #: data/core/help.cfg:266 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" "Under förflyttning är det viktigt att komma ihåg " "text='kontrollzonerna'. Varje trupp - med undantag för nivå " "0-trupper - skapar en kontrollzon i de närmaste intilliggande rutorna. En " "fiendetrupp som flyttar in till en sådan kontrollerad ruta måste omedelbart " "stanna. En viktig del av Kampen om Wesnoth är att lära sig hur dessa " "kontrollzoner fungerar, eftersom bara " "dst='ability_skirmisherskirmisher' text='stigfinnare' kan röra " "sig obehindrat över dessa." #. [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" "För att se vart fienden kan förflytta under nästa drag, tryck Ctrl-v eller " "Cmd-v. Ctrl-b eller Cmd-b visar vart fienden skulle kunna flytta om dina " "trupper inte fanns på kartan och blockerade framfarten." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Slöja och stridsdimma" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" "I vissa scenarier är delar av kartan dold. Två olika mekanismer ligger bakom " "detta, som kan användas separat eller tillsammans. text='Slöjan' döljer både terräng och trupper, men när den lyfts så kan man alltid " "se området. text='Stridsdimman' däremot döljer trupper och " "vem byarna lyder under, såvida de inte är egna eller allierade. Stridsdimman " "försvinner tillfälligt när man har trupper i närheten, men återvänder när " "man ger sig av från platsen. Både slöja och stridsdimma lyfts av trupper. " "Alla trupper lyfter slöjan eller stridsdimman på det område som truppen kan " "nå på ett drag utan hänsyn till kontrollzoner eller fiender.\n" "\n" "Normalt kan man ångra en trupps förflyttning så länge ingen slumpmässigt " "avgjord händelse ägt rum, såsom strid eller rekrytering. Även utforskning av " "terräng täckt av slöja eller stridsdimma hindrar dig från att ångra en " "förflyttning. För att ändra detta, kan inställningen text='Fördröj " "slöjuppdateringarna' i menyn Handlingar aktiveras. Detta gör att " "slöjan eller stridsdimman inte lyfts av trupper förrän nästa slumpmässigt " "avgjorda händelse äger rum eller om man själv väljer att " "text='Uppdatera slöjan nu' (eller vid dragets slut). Därigenom " "behålls möjligheten att ångra sina förflyttningar så länge som möjligt." #. [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 "Lära sig av sina förluster" #. [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 msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Osannolika anledningar'
" #. [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 "Strid" #. [topic]: id=combat #: data/core/help.cfg:345 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Turordning och antal attacker'
" #. [topic]: id=combat #: data/core/help.cfg:345 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 "" "I text='Kampen om Wesnoth' äger striderna alltid rum mellan " "trupper i intilliggande rutor. Klicka på den av dina trupper som du vill " "anfalla med, och därefter på den fiendetrupp som du vill anfalla. Din trupp " "kommer då att flytta mot fiendetruppen, och när de står bredvid varandra så " "börjar striden. Anfallaren och försvararen utväxlar attacker tills de använt " "sitt givna antal attacker. Anfallaren väljer ett av sina vapen att attackera " "med, och försvararen återgäldar med ett av sina vapen som har samma " "räckvidd. Vapnens räckvidd delas in i text='närstrid', där " "vapen som svärd, yxor eller huggtänder används, och " "text='distansstrid', där vapen som pilbågar, spjut och " "eldklot används." #. [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)." 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" "Anfallaren får första utfallet, och därefter får försvararen slå tillbaka. " "Varje utfall kan antingen träffa, och åsamkar då en given mängd skada, eller " "missa, och åsamkar då ingen skada alls. Utfallen fortsätter växelvis tills " "båda trupperna har använt sitt givna antal attacker. Antalet attacker en " "trupp har varierar, till exempel har en alvkrigare med en 5-4-attack 4 " "attacker som vardera ger 5 i skada, medan en orchsoldat med en 9-2-attack " "bara har två atacker (men som ger 9 i skada vardera)." #. [topic]: id=combat #: data/core/help.cfg:349 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Chans för träff'
" #. [topic]: id=combat #: data/core/help.cfg:351 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" "Chansen att en trupp träffar en annan med ett utfall beror i princip bara på " "vilken terräng försvararen står på. Chansen att träffa visas i statuspanelen " "eller genom att man högerklickar på en trupp, väljer " "text='Truppbeskrivning', och läs under " "text='Terrängavdrag'. Till exempel har många alver en " "försvarsnivå på 70% i skog, vilket innebär att en anfallande trupp bara bara " "har 30% chans att träffa dem. Precis på samma sätt avgörs träffmöjligheten " "för alven av terrängen som den andra truppen står på." #. [topic]: id=combat #: data/core/help.cfg:353 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" "Det finns två undantag till den här regeln: vid " "dst='weaponspecial_magical' text='magiska attacker' och då " "dst='weaponspecial_marksman' text='prickskyttar' anfaller. " "Magiska attacker har alltid 70% chans att träffa, oavsett terräng, och när " "prickskyttar anfaller har de alltid minst 60% chans att träffa, oavsett " "terräng." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Skada
" #. [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." 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" "Varje träff ger en grundskada som beror på typen av attack. Till exempel ger " "en alvkrigare med en 5-4-attack en grundskada på 5 hälsopoäng (HP). Detta " "modifieras vanligtvis av två faktorer: försvararens " "dst='damage_types_and_resistance' text='motståndskraft' samt " "vilken dst=time_of_day text='tid på dygnet' det är. Hur " "grundskadan förändras av dessa faktorer kan du se under " "text='Skadeberäkning' när du väljer attack." #. [topic]: id=combat #: data/core/help.cfg:359 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" "Vissa trupper har speciella dst='..abilities_section' text='förmågor' som påverkar hur mycket skada de vållar sina fiender i strid. Den " "vanligaste av dessa är förmågan är att dst='weaponspecial_charge' " "text='storma'. Då en trupp stormar en annan fördubblas skadan som både " "anfallaren och försvararen vållar varandra." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 msgid "Damage Types and Resistance" msgstr "Skadetyper och motståndskraft" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 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" "Motståndskrafter fungerar som följer. En trupp som har 40% motståndskraft " "mot en viss typ av attack kommer att få 40% mindre skada när den träffas av " "en sådan attack. Det är också möjligt att en trupp är extra sårbar för vissa " "sorters attacker. Om en trupp har en negativ motståndskraft, till exempel " "−100%, så kommer den att få 100% mer i skada när den träffas av den sortens " "attack." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:368 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "I Wesnoth finns det tre sorters skador som vanligtvis associeras med fysiska " "attacker: text='hugg-, stick- och krosskador'. Det finns " "ytterligare tre sorters skador vanligtvis associerade med magiska attacker: " "text='eld, frost, och ockulta attacker'. Truppernas olika " "motståndskraft kan förändra skadan de tar från olika skadetyper." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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" "Till exempel är skelett mycket motståndskraftiga mot hugg- och " "stickattacker, men de är känsliga för kross- och eldattacker. De är dessutom " "extremt sårbara för ockulta attacker." #. [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" "Om en attack träffar, så vållar den alltid minst en poäng i skada. Detta " "gäller även om den försvarande truppen har 100% motstånd mot aktuell " "attacktyp." #. [topic]: id=orbs #: data/core/help.cfg:380 msgid "Orbs" msgstr "Sfärer" #. [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 "" "Ovanför energimätaren som visas bredvid alla dina trupper finns en sfär. För " "de trupper du kontrollerar är sfären:" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid " green if it hasn’t moved this turn," msgstr "grön om truppen inte har förflyttats detta drag," #. [topic]: id=orbs #: data/core/help.cfg:384 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" "gul om du har flyttat truppen detta drag, men den kan förflyttas ytterligare " "och/eller anfalla under innevarande drag, eller" #. [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 "" "röd ifall den inte längre kan flytta eller anfalla, eller ifall spelaren " "avslutade truppens drag." #. [topic]: id=orbs #: data/core/help.cfg:386 msgid " blue if the unit is an ally you do not control." msgstr "blå om truppen är en allierad som du inte kontrollerar." #. [topic]: id=orbs #: data/core/help.cfg:387 msgid " Enemy units have no orb on top of their energy bar." msgstr "Fiendetrupper har ingen sfär ovanför sina energimätare." #. [topic]: id=time_of_day #: data/core/help.cfg:394 msgid "Time of Day" msgstr "Dygnets gång" #. [topic]: id=time_of_day #: data/core/help.cfg:395 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 "" "Tiden på dygnet påverkar skadorna som trupperna åsamkar enligt följande:\n" "\n" " • text='Redbara ' trupper gör 25% mer skada dagtid, och 25% " "mindre under natten.\n" "• text='Ljusskygga ' trupper gör 25% mer skada nattetid, och " "25% mindre under dagen.\n" " • text='Neutrala' trupper är påverkas inte av tiden på " "dygnet.\n" "• text='Perifera' trupper gör 25% mindre skada både på dagen " "och natten." #. [topic]: id=time_of_day #: data/core/help.cfg:400 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" "Nuvarande tid på dygnet visas under minikartan i statuspanelen. Under den " "vanliga dygnscykeln räknas förmiddag och eftermiddag som dag, och första och " "andra vakten som natt:\n" "\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 "Gryning" #. [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 "Förmiddag" #. [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 "Eftermiddag" #. [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 "Skymning" #. [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 "Första vakten" #. [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 "Andra vakten" #. [topic]: id=time_of_day #: data/core/help.cfg:411 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Somliga scenarier äger rum i underjorden eller i grottor, där det råder evig " "natt!\n" #. [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 "" "Några underjordiska platser är upplysta. Dessa befinner sig alltid mellan " "dag och natt.\n" #. [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 "" "Några rollspelsscenarion utspelas inomhus - dessa områden är på samma sätt " "mellan dag och natt.\n" #. [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 "" "Slutligen finns det trupper med förmågan " "dst='ability_illuminationilluminates' text='lysa upp' och " "terränger med särdrag som dst='terrain_lava' text='lava' som " "påverkar den bonus som tid på dygnet ger till trupper runt dem." #. [topic]: id=healing #: data/core/help.cfg:424 msgid "Healing" msgstr "Läkande" #. [topic]: id=healing #: data/core/help.cfg:425 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" "• text='Vila': En trupp som varken förflyttas, anfaller eller " "blir anfallen återfår 2 HP nästa drag." #. [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 "" "I strid kommer dina trupper obevekligen att skadas. Det finns flera sätta " "att hela dina trupper. Med undantag för att vila kan dessa olika sätt inte " "kombineras, endast en metod används varje drag." #. [topic]: id=healing #: data/core/help.cfg:427 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" "• text='Byar':Trupper som befinner sig i en by eller " "dst='terrain_oasis' text='oas' då ett drag börjar återfår 8 HP. " "Om truppen är förgiftad, botas den i stället från förgiftningen." #. [topic]: id=healing #: data/core/help.cfg:428 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_regeneratesregenerates' text='Regenerering': Vissa " "trupper (såsom troll) återfår alltid 8 HP automatiskt i början av draget. Om " "truppen är förgiftad, botas den i stället från förgiftningen." #. [topic]: id=healing #: data/core/help.cfg:429 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" "• text='Helande trupper': Trupper med förmågan att " "dst='ability_healingheals +4' text='hela' läker alla trupper som " "står bredvid med vanligtvis dst='ability_healingheals +4' text='4 HP' eller dst='ability_healingheals +8' text='8 HP' per drag, " "eller hindrar en förgiftning från att göra skada." #. [topic]: id=healing #: data/core/help.cfg:430 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" "• text=''Botande trupper': Trupper med förmågan att " "dst='ability_curingcures' text='bota' tar bort förgiftning från " "alla vänligt sinnade trupper som står bredvid den. Om den botande truppen " "även kan hela, så botar den förgiftningen i första hand." #. [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 "" "\n" "• text='Befordran': När en trupp blir dst='advancement' " "text='befordrad' helas den fullständigt. Detta händer så fort som " "truppen får tillräckligt med erfarenhet oavsett om det är ditt drag eller ej." #. [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" "Vila kan kombineras med andra sorters helande, men byar, regenerering, " "helande och botande kan inte kombineras med varandra. I de fall där flera " "möjligheter till helande finns, väljs den kraftigaste metoden. Slutligen, " "alla trupper återfår sin fulla styrka mellan scenarier." #. [topic]: id=healing #: data/core/help.cfg:434 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='Avancerat'" #. [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 "" "\n" "\n" "Till skillnad från andra typer av helning så sker helande baserat på en " "helare inte på den skadade truppens drag, men på helarens drag. Detta " "betyder att en trupp som är omgiven av flera helare från samma sida endast " "kommer få helning från en helare per drag medan en trupp omgiven av helare " "från flera allierade sidor kommer bli helad en gång under varje allierad " "sidas drag." #. [topic]: id=wrap_up #: data/core/help.cfg:444 msgid "Wrap Up" msgstr "Slutord" #. [topic]: id=wrap_up #: data/core/help.cfg:445 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 "" "Detta avslutar genomgången av grunderna i Wesnoth. Fortsätt gärna läsa om " "grundläggande strategi, eller bekanta dig med dst='..traits_section' " "text='karaktärsdrag' och dst='..abilities_section' " "text='förmågor', men nu vet du allt du behöver veta för att spela " "kampanjen text='Tronarvingen'. Ha roligt, och lycka till!" #. [topic]: id=license #: data/core/help.cfg:450 msgid "License" msgstr "Licens" #. [topic]: id=..traits_section #: data/core/help.cfg:459 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 "" "\n" "\n" "De flesta trupper har två karaktärsdrag. Undantaget är vättar som endast får " "ett karaktärsdrag och de vandöda, som bara får karaktärsdraget " "text='vandöd' eller mer sällsynt text=\"orädd\" samt enterna, som inte får några alls. " #. [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 "" "Karaktärsdrag är små justeringar av en trupps attribut. De slumpas vanligen " "ut när en trupp rekryteras. De karaktärsdrag som är tillgängliga för en " "trupp bestäms huvudsakligen av dess text='ras'." #. [topic]: id=..traits_section #: data/core/help.cfg:461 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" "\n" "De karaktärsdrag som är tillgängliga för alla trupper utom vandöda är " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='snabb', dst='traits_resilient' " "text='tålig' och dst='traits_strong' text='stark'." #. [topic]: id=..traits_section #: data/core/help.cfg:463 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" "Alver kan också få karaktärsdraget dst='traits_dextrous' " "text='träffsäker' och dvärgar dst='traits_healthy' text='frisk'. Troll och vissa människor kan få karaktärsdraget " "dst='traits_fearless' text='orädd'. Andra karaktärdrag som kan " "tilldelas omfattar dst='traits_loyal' text='lojal', , " "dst='traits_feral' text='vild' och dst='traits_undead' " "text='vandöd'.\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 "" "\n" "\n" "Det finns två typer av terräng: text='grundläggande' och " "text='blandad'." #. [topic]: id=..terrains_section #: data/core/help.cfg:473 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Spelkartor innehåller en mängd olika terränger som påverkar både hur långt " "en trupp kan förflytta sig och hur stor en trupps effektivitet vid försvar " "är." #. [topic]: id=..terrains_section #: data/core/help.cfg:475 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Grundläggande terrängtyper'
" #. [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 "" "\n" "\n" "Grundläggande terrängtyper omfattar Slätt, Kullar, Berg, Sanddyner, Vatten " "och Träsk. Det finns många fler än dessa; en lista över de terrängtyper du " "hittills stött på visas i slutet av denna sida.\n" "\n" #. [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 "" "\n" "\n" "Varje trupp har ett försvars- och rörelsevärde för var och en av de " "grundläggande terrängtyperna, och dessa värden listas på varje trupps " "hjälpsida. Grundläggande terrängtyper kan därutöver ha unika egenskaper som " "effekten lysa upp." #. [topic]: id=..terrains_section #: data/core/help.cfg:483 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Blandade terrängtyper'
" #. [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 "" "\n" "\n" "Blandade terrängtyper delar egenskaper med flera olika grundläggande " "terrängtyper. Trupper får vanligen det text='bästa försvaret' och text='sämsta rörelseförmågan' från de " "grundläggande terrängtyperna när de flyttar in i en blandad terräng. Så är " "det t ex med text='skogsklädda kullar', " "text='sandiga kullar', och text='grottkullar'.\n" "\n" #. [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 "" "\n" "\n" "Ett viktigt undantag är broterränger som text='broar över grunt " "vatten', text='vadställen', and " "text='broar över klyftor'. Vadställen kan enkelt passeras " "av både sjöfolk och människor — alla trupper som rör sig över ett vadställe " "har det bästa försvaret och rörelseförmågan av slätt och grunt vatten, " "snarare än den sämsta rörelseförmågan av de två. På samma sätt kan även " "trupper som inte kan flyga gå över en bro över en klyfta - inte helt " "förvånande!\n" "\n" #. [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 "" "\n" "\n" "Byar på land ger vanligen också bästa försvar och rörelseförmåga. Dessa byar " "är blandade terrängtyper där byns terrängtyp kan kombineras med kullar, " "träsk och grottor.\n" "\n" #. [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 "" "\n" "\n" "Slutligen så är vattenbyar generellt ogästvänliga mot landtrupper och ger " "inte dessa några av de fördelar för försvar och rörelseförmåga som byterräng " "normalt ger. I stället räknas de som vattenrutor.\n" "\n" #. [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 "" "\n" "\n" "Du kan se vilka grundläggande terrängtyper som en blandad terräng består av " "genom att placera muspekaren över rutan och kontrollera vilka " "terrängtypsikoner som visas uppe till höger (med förvalt tema)." #. [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 "" "\n" "\n" "Du kan se hur den blandade terrängen uppför sig genom att placera muspekaren " "över rutan och läsa dess text='terrängbeskrivning' antingen " "genom att trycka på snabbtangenten eller genom att högerklicka och välja " "från kontextmenyn." #. [topic]: id=..terrains_section #: data/core/help.cfg:505 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Försvarstak'
" #. [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 "" "\n" "\n" "Några trupper har ett text='försvarstak' för vissa typer av " "grundläggande terränger. Dessa trupper kan inte överstiga denna " "försvarsförmåga på blandade terränger där denna grundläggande terrängtyp " "ingår heller." #. [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 "" "\n" "\n" "Till exempel har en text=kavallerist' dst='unit_Cavalryman' en " "försvarsförmåga på 30% i skog, och ett försvarstak för skogar. Detta innebär " "att i skogsklädda kullar har han fortsatt en försvarsförmåga på 30% i " "stället för 40% eftersom den blandade terrängen inte kan ge honom högre " "försvarsförmåga än hans försvarstak." #. [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 "" "\n" "\n" "Om en trupp har ett försvarstak för en terräng motsvarar detta alltid " "försvarsförmågan för denna terräng (det kan inte vara högre)." #. [topic]: id=..terrains_section #: data/core/help.cfg:513 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Grundläggande terrängtyper'
\n" "\n" #. [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 "Använda extramaterial" #. [topic]: id=using_addons #: data/core/help.cfg:537 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Kampanjer och scenarion'
" #. [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 "" "Spelet stödjer olika typer av extramaterial, inte alla typer är användbara i " "alla spellägen." #. [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 "" "\n" "\n" "Enspelarkampanjer är samlingar av scenarion som tillsammans berättar en " "historia. Både ensamma scenarion - om de är avsedda att spelas som sådana - " "och vanliga kampanjer nås från text='Kampanjer'-menyn på " "huvudskärmen." #. [topic]: id=using_addons #: data/core/help.cfg:541 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Gruppspelskampanjer, -scenarion och -kartpaket'
" #. [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 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Gruppspelseror och -fraktioner'
" #. [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 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Varianter'
" #. [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 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Kärnor'
" #. [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 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text=Resurspaket för författare'
" #. [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 "Installera extramaterial" #. [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 msgid "General Commands" msgstr "Allmänna kommandon" #. [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" "Töm skärmen på chatmeddelanden.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:611 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" "Byt till avlusningsläge (fungerar ej i gruppspel). Se " "dst='debug_commands' text='avlusningsläges-kommandon'.\n" "Avlusningsläge stängs av genom att avsluta spelet eller genom att ange :" "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" "Välj eller växla till/från att sidan spelas av AI:n. Endast spelaren/" "klienten som kontrollerar den sidan kan välja detta. Om ingen andra " "parameter anges så växlar den mellan människa och AI. Om den är satt till " "'on' så tar AI:n över. Om den är satt till 'off' tar en människa över. Om " "ingen sida anges, antas nuvarande sida.\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" "Sätt på/stäng av visning av antal bildrutor per sekund.\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" "Byt en loggdomän till en annan loggnivå.\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" "Rita om skärmen och ladda om alla bildfiler som har ändrats.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Visa temavalsmenyn.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Avsluta scenariot (utan bekräftelse).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Spara spelet (utan bekräftelse).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:639 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Spara spelet och avsluta scenariot (utan bekräftelse)." #. [topic]: id=mp_commands #: data/core/help.cfg:648 msgid "Multiplayer Commands" msgstr "Gruppspelskommandon" #. [topic]: id=mp_commands #: data/core/help.cfg:651 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" "Sparka ut och bannlys en användare från gruppspel genom IP-adressen som " "används av aktuell användare. Kan användasmot spelare som inte är med i " "spelet så länge de befinner sig på servern (även om de självklart inte blir " "utsparkade då).\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 nick 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" 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" "Ändra spelare för en sida (ange sidans nummer) till ett visst användarnamn " "(ange användarnamnet). Du kan se vilken sida som hör till vilken spelare i " "dialogrutan för text='scenarioinställningar' (Tryck på " "text='mer'-knappen i Statustabellen (alt+s som standard) för " "att komma dit.). Spelets värd kan växla kontrollen för alla sidor.\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 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" "Sparka ut en användare från gruppspel, utan att bannlysa honom/henne. Om du " "bara vill växla kontroll över deras sida/sidor, använd kommandot :control " "istället.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:666 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 "" "\n" "Skickar ett privat meddelande till en användare. När du är med i ett spel, " "kan du inte skicka meddelanden till spelare som kontrollerar en sida i " "spelet du med är i.\n" "\n" #. [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" "Ignorera angiven åskådare. Om inget användarnamn anges, visas alla " "ignorerade användare.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:672 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Växla till/från att ignorera alla åskådares inlägg.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:675 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" "Häv bannlysningen av en användare från gruppspel genom IP-adressen som " "används av aktuell användare. Kan användas för spelare som inte är med i det " "aktuella spelet, men som fortfarande är på servern.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:678 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Låt den angivna åskådaren tala igen. Om inget användarnamn anges, rensas " "listan av ignorerade användare." #. [topic]: id=debug_commands #: data/core/help.cfg:686 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "Debugkommandon" #. [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 "" "\n" "Ta fram en meny för att välja ett scenario i en kampanj att omedelbart gå " "till.\n" "\n" #. [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 "" "\n" "Skapa en trupp av angiven typ på den valda rutan.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Sätt på/stäng av stridsdimma/slöja för aktuell sida.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:698 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Lägger till aktuell sida angiven mängd guld.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:701 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "Fortsätter genast till nästa scenario i en kampanj.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Ange en spelvariabels värde manuellt.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Visa en spelvariabels värde.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Starta angiven händelse manuellt.\n" "\n" #. [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 "" "\n" "Modifiera angiven egenskap hos den valda truppen. Exempel: :unit " "hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:716 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "Avancerar truppen N nivåer. Exampel: :unit advances=2" #. [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 "" "Hela +4:\n" "Låter truppen hela närliggande allierade trupper i början av vårt drag.\n" "\n" "Alla trupper som tas om hand av en sådan här helare återfår upp till 4 " "hälsopoäng per drag, eller påverkas inte av en förgiftning.\n" "En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan " "måste söka tillflykt till en by eller få hjälp av en trupp som kan bota." #. [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 "" "Hela +8:\n" "Truppen kombinerar örter och magi för att hela trupper snabbare än vad som " "normalt är möjligt på ett slagfält.\n" "\n" "Alla trupper som tas om hand av en sådan här helare återfår upp till 8 " "hälsopoäng per drag, eller påverkas inte av en förgiftning.\n" "En förgiftad trupp kan inte bli botad från en förgiftning av en helare, utan " "måste söka tillflykt till en by eller få hjälp av en trupp som kan bota." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "bota" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "botar" #. [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 "" "Bota:\n" "En botare kan bota en trupps förgiftning. När detta sker får den dock inget " "ytterligare helande." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "regenerera" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "regenererar" #. [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 "" "Regenerera:\n" "Truppen läker sig själv med 8 HP per drag. Om den blir förgiftad botar den " "sig från förgiftningen först." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "ståndaktig" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr "ståndaktig" #. [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 "" "Ståndaktig:\n" "Denna trupp fördubblar sitt försvar, till ett maximum av 50%, när den " "försvarar sig. Sårbarheter påverkar inte." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "ledarskap" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr "ledarskap" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 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 "" "Den här truppen leder våra egna närliggande trupper i strid och får dem att " "kämpa bättre.\n" "\n" "Närliggande allierade trupper av lägre nivå kommer att utdela mer skada i " "strid. En trupp som är på lägre nivå, på samma sida, och står bredvid en " "trupp som har egenskapen ledarskap utdelar 25% mer i skada gånger deras " "nivåskillnad." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "stigfinnare" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr "stigfinnare" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Denna trupp finner vägar förbi fienden, och hindras därmed inte av fiendens " "kontrollzoner." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "lysa upp" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr "lysa upp" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 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 "" "Den här truppen lyser upp närområdet, så att redbara trupper slåss bättre " "och ljusskygga sämre.\n" "\n" "Trupper på rutorna bredvid slåss som det vore skymning när det är natt och " "som vid dag när det är skymning." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "teleportera" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr "teleportera" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Den här truppen kan teleportera sig mellan två tomma kontrollerade byar. Den " "använder då ett av sina förflyttningspoäng." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "bakhåll" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr "bakhåll" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 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 "" "Den här truppen kan gömma sig i skog, och blir inte upptäckt av sina " "fiender.\n" "\n" "Fiendetrupper kan inte se eller attackera den här truppen i skogen, förutom " "då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först " "upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "skuggsteg" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 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 "" "Den här truppen blir osynlig nattetid.\n" "\n" "Fiendetrupper kan inte se eller attackera den här truppen nattetid, förutom " "då det finns fiendetrupper alldeles bredvid. Den fiendetrupp som först " "upptäcker den här truppen förlorar omedelbart resterande förflyttningspoäng." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "gömd" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr "gömd" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 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 "" "Denna trupp kan gömma sig i byar (dock ej i vatten), och blir inte upptäckt " "av sina fiender, förutom de som står alldeles bredvid.\n" "\n" "Fiendetrupper kan inte se eller attackera den här truppen då den befinner " "sig in en by, förutom då det finns fiendetrupper alldeles bredvid. Den " "fiendetrupp som först upptäcker den här truppen förlorar omedelbart " "resterande förflyttningspoäng." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "dyka" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr "dyka" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 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 "" "Den här truppen kan gömma sig på djupt vatten, och blir inte upptäckt av " "sina fiender.\n" "\n" "Fiendetrupper kan inte se eller attackera den här truppen då den är i djupt " "vatten, förutom då det finns fiendetrupper alldeles bredvid. Den fiendetrupp " "som först upptäcker den här truppen förlorar omedelbart resterande " "förflyttningspoäng." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "förtäring" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr "förtäring" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Den här truppen får 1 hälsopoäng lagt till sitt maxvärde när den dödar en " "levande trupp, förutom när denna trupp är immun mot pest." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "bärsärk" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:275 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 "" "Vare sig det gäller anfall eller försvar fortsätter striden tills en av " "parterna ligger död på marken eller tills striden pågått i 30 utfall." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "rygghugg" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 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 "" "När den används offensivt orsakar denna typ av attack dubbel skada. Detta " "gäller bara om en fiende till målet befinner sig på motsatt sida av målet, " "och den truppen inte är oskadliggjord (förstenad eller paralyserad på annat " "sätt)." #. [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 "pest" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 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 "" "När en trupp dödas av pestsmitta ersätts truppen av en trupp som tillhör " "sidan som pestsmittade truppen. Detta fungerar inte mot vandöda eller " "trupper i byar." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 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 "" "När en trupp dödas av pestsmitta ersätts truppen av en vandrande död som " "tillhör sidan som pestsmittade truppen. Detta fungerar inte mot vandöda " "eller trupper i byar." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "sakta ner" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 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 "" "Denna attack saktar ner motståndartruppen tills den avslutar sitt drag. En " "nersaktad trupp vållar hälften av den nominella skadan och har en hälften så " "god förflyttning. När en nersaktad trupp valts har den en snigelikon i " "sidopanelen." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 msgid "petrifies" msgstr "förstenar" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Denna attack förstenar målet. Förstenade trupper kan varken anfalla eller " "förflytta sig." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "prickskytt" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Vid anfall har denna typ av attack alltid åtminstone 60% chans att träffa." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "magisk" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:360 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "svärma" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 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 "" "För den här typen av attack minskar antalet attacker när truppen är skadad. " "Antalet attacker är proportionellt mot kvoten nuvarande hälsopoäng genom " "maximal hälsopoäng. En trupp som t ex har 3/4 av sin maximala hälsopoäng har " "3/4 av det maximala antalet attacker i strid." #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "storma" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 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 "" "När den används offensivt vållar denna typ av attack dubbel skada hos målet, " "men den anfallande truppen tar också dubbel skada från målets motattack." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "suga livskraft" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Denna typ av attack suger livskraften ur levande trupper, och helar sig " "själv med hälften av den skada den orsakar (avrundat nedåt)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:404 msgid "first strike" msgstr "första slaget" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:405 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "Denna trupp slår alltid först, även om den försvarar sig." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "gift" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 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 "" "Denna attack förgiftar målet. Förgiftade trupper förlorar 8 HP varje drag " "tills de botas eller har försvagats till 1 HP. Förgiftning kan inte ensamt " "döda en trupp." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Max HP-bonus +3, Max XP +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "Middag" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "Midnatt" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 msgid "Second Watch — First Hour" msgstr "Andra vakten — Första timmen" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 msgid "Second Watch — Second Hour" msgstr "Andra vakten — Andra timmen" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 msgid "Second Watch — Third Hour" msgstr "Andra vakten — Tredje timmen" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 msgid "Second Watch — Fourth Hour" msgstr "Andra vakten — Fjärde timmen" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 msgid "Second Watch — Fifth Hour" msgstr "Andra vakten — Femte timmen" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 msgid "Second Watch — Sixth Hour" msgstr "Andra vakten — Sjätte timmen" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "Morgon — första timmen" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "Morgon — andra timmen" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "Morgon — tredje timmen" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "Morgon — fjärde timmen" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "Eftermiddag — Första timmen" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "Eftermiddag — Andra timmen" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "Eftermiddag — Tredje timmen" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "Eftermiddag — Fjärde timmen" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "Eftermiddag — Femte timmen" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "Eftermiddag — Sjätte timmen" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "Första vakten — Första timmen" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "Första vakten — Andra timmen" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "Första vakten — Tredje timmen" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "Första vakten — Fjärde timmen" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 msgid "First Dawn" msgstr "Första gryningsvakten" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 msgid "Second Dawn" msgstr "Andra gryningsvakten" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 msgid "First Morning" msgstr "Första morgonvakten" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 msgid "Second Morning" msgstr "Andra morgonvakten" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 msgid "First Midday" msgstr "Första middagsvakten" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 msgid "Second Midday" msgstr "Andra middagsvakten" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 msgid "First Afternoon" msgstr "Första eftermiddagsvakten" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 msgid "Second Afternoon" msgstr "Andra eftermiddagsvakten" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 msgid "First Dusk" msgstr "Första skymningsvakten" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 msgid "Second Dusk" msgstr "Andra skymningsvakten" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "Det korta mörkret" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "Det långa mörkret (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "Det långa mörkret (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "Det långa mörkret (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "Det långa mörkret (4)" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Speciella noteringar:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Andar har ovanligt hög motståndkraft mot skador, men rör sig långsamt över " "öppen vatten." #: 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 "" " Denna trupps ockulta attack vållar magiska varelser stor skada, men även " "icke-magiska varelser bör ta sig i akt." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Denna trupp kan hela närliggande trupper." #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr " Denna trupp kan hela närliggande trupper snabbt." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr " Denna trupp kan hela intillstående trupper och bota dem från gift." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " Denna trupp kan neutralisera förgiftning i intillstående trupper." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Denna trupp besitter förmågan att regenerera, vilket läker den som om den " "alltid stod under en bys beskydd." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Denna trupps ståndaktighet gör att den tar mindre skada från vissa " "attacker, men bara vid försvar." #: 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 "" " Under denna trupps ledarskap åsamkar allierade intillstående trupper av " "lägre rang sina motståndare mer skada." #: 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 "" " Denna trupp är stigfinnare och ignorerar således fiendens kontrollzoner." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Denna trupp omgärdas av en ljuscirkel som lyser upp närområdet." #: 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 "" " Den här truppen kan teleportera sig mellan två tomma byar kontrollerade av " "dess sida." #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" " I skogslandskap är denna trupp osynlig för en fiende, såvida de inte står " "alldeles bredvid, eller har avslöjat sig genom att anfalla." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Denna trupp har förmågan att gömma sig i mörkret nattetid, utan något som " "helst tecken på sin existens." #: 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 "" "Den här truppen kan gömma sig i byar (med undantag för vattenbyar) och " "stanna gömd från alla fiender förutom de som står alldeles brevid." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Denna trupp kan förflytta sig osedd genom djupt vatten, och behöver inte " "komma upp till ytan för att andas." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "Den här truppen får 1 hälsopoäng när den dödar en levande trupp." #: 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 "" " Vid bärsärkargång fortsätter truppen obevekligt sina utfall tills antingen " "den eller dess fiende ligger död på marken." #: 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 "" "Om det är en fiende till målet på motstående sida av målet under en attack " "kan denna trupp göra ett rygghugg som orsakar dubbel skada genom att krypa " "run bakom den fienden." #: 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 "" " Fiender som går under i pesten återuppväcks till ett vanliv, om de inte " "står på en by." #: 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 "" " Denna trupp har förmågan att sakta ner sina fiender, vilket minskar deras " "förflyttning och den skada de vållar med hälften, tills de avslutar sitt " "drag." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr " Förmågan att förstena andra varelser gör denna trupp extremt farlig." #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr "" " Denna trupp är prickskytt. Prickskyttar träffar ofta sitt mål, men bara då " "de är offensiva." #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Denna trupp har magiska attacker vilka alltid har en stor chans att träffa " "en fiende." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Denna trupps svärmande attack tappar i styrka när andra som deltar i " "attacken är skadade." #: 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 "" " Ett stormangrepp fördubblar skadorna som vållas och erhålls. Detta gäller " "inte vid försvar." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Vid beröring berövar denna trupp offrets livskraft och stärker sin egen." #: 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 "" " Genom längden på sitt vapen får denna trupp första slaget i närstrid, även " "vid försvar." #: 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 "" " De som förgiftas av denna trupp försvagas gradvis tills de kan botas i en " "by eller av en trupp som kan bota." #: 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 "" "Denna trupp har ett försvarstak på vissa typer av terräng, den kan inte få " "bättre försvar än detta på rutor med blandad terräng." #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "lojal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "lojal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Noll underhåll" #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 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" "Under en kampanj kan vissa trupper välja att ansluta sig till spelarens " "armé. Dessa trupper utmärks med karaktärsdraget lojal. Även om de kräver " "betalning för att återkallas, så kostar de aldrig något underhåll. Detta gör " "dem ovärderliga under långa kampanjer när kassakistan är svårt ansträngd. " "Karaktärsdraget lojal ges aldrig till rekryterade trupper, så det är oklokt " "att avskeda eller skicka dina lojala trupper i döden i onödan." #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 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 "" "text='Lojala' trupper kräver inget underhåll. De flesta " "trupper utkräver en underhållskostnad vid slutet av varje drag, som är lika " "med deras erfarenhetsnivå. Lojala trupper utkräver inte denna kostnad." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "vandöd" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "vandöd" #. [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 "immun mot gift, pest och suga livskraft" #. [trait]: id=undead #: data/core/macros/traits.cfg:28 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" "Vandöda trupper har i allmänhet vandöd som sitt enda karaktärsdrag. Eftersom " "vandöda trupper är de dödas återuppväckta kroppar, så har gift ingen effekt " "på dem. Detta kan göra dem mycket användbara i strid mot fiender som " "använder gift i sina attacker." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "text='Vandöda' trupper är immuna mot gift, dessutom kan de " "inte påverkas av suga livskraft eller pest." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "konstruktion" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "konstruktion" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 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" "Konstruktioner har ofta konstruktion som sitt enda karaktärsdrag. Då " "konstruktioner egentligen inte lever, påverkas de inte av suga livskraft, " "gift eller pest." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "text='Konstruktioner' är immuna mot gift, dessutom kan de " "inte påverkas av suga livskraft eller pest." #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 msgid "elemental" msgstr "elementarande" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 msgid "female^elemental" msgstr "elementarande" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 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" "Elementarandar har ofta 'elementarande' som sitt enda karaktärsdrag. Då " "elementarandar är energibaserade livsformer, påverkas de inte av suga " "livskraft, gift eller pest." #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "text='Elementarandar' är immuna mot gift, dessutom kan de " "inte påverkas av suga livskraft eller pest." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "stark" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "stark" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 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" "Starka trupper är bra för närstridstrupper och allra bäst är det för trupper " "som har ett stort antal attacker, såsom alvkrigaren. Starka trupper kan vara " "mycket nyttiga när det krävs lite extra skada för att en träff ska ge " "nådastöten." #. [trait]: id=strong #: data/core/macros/traits.cfg:104 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "text='Starka' trupper vållar 1 mer skada per träff i " "närstrid och har 1 mer hälsopoäng." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "träffsäker" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "träffsäker" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 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" "Alver är de enda som kan ha karaktärsdraget träffsäker. Alverna är kända för " "sin förunderliga grace och sin stora skicklighet med pilbåge. Vissa alver är " "dock begåvade med en naturlig fallenhet för bågskytte utöver det vanliga. " "Dessa alver åsamkar ytterligare en poäng i skada med varje pil." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "text='Träffsäkra' trupper åsamkar 1 extra poäng i skada för " "varje träff med distansvapen." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "snabb" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "snabb" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 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" "Snabb är det karaktärsdrag som märks mest, speciellt hos långsamma trupper " "som troll eller tungt infanteri. Snabba trupper rör sig ofta mycket snabbare " "över oländig terräng, vilket är något att tänka på när man skickar ut sina " "trupper. Eftersom snabba trupper inte är så starka så är de mindre lämpade " "för att försvara positioner som är i dispyt." #. [trait]: id=quick #: data/core/macros/traits.cfg:142 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "text='Snabba' trupper har en extra förflyttningspoäng, men " "5% mindre hälsopoäng än vanligt." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 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" "text='Intelligenta' trupper är mycket användbara i början " "av en kampanj, eftersom de snabbare befordras till högre nivåer. Senare är " "de inte lika viktiga eftersom trupper som nått sin toppnivå inte längre " "kommer att genomgå så drastiska förändringar som vid en vanlig befordran. Om " "du har många trupper på högre nivåer så kan det vara bättre att återkalla " "trupper som har andra karaktärsdrag. " #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Intelligenta trupper kräver 20% mindre erfarenhet än vanligt för att " "befordras." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "tålig" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "tålig" #. [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" "Tåliga trupper är användbara i alla lägen under en kampanj, och detta " "karaktärsdrag är dessutom nyttigt för alla trupper. Tålighet är ofta som " "mest nyttigt för trupper som har någon kombination av lite hälsopoäng, bra " "försvarsegenskaper och starka motståndskrafter. Tåliga trupper är speciellt " "lämpade för att hålla strategiska positioner." #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "text='Tåliga' trupper har 4 HP plus 1 HP per nivå mer än " "andra." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "frisk" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "frisk" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "Helar alltid som om de vilat" #. [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 "" "\n" "\n" "text='Friska' trupper har ett ytterligare hälsopoäng och " "får ytterligare ett per nivå. De helar också 2 hälsopoäng per drag oavsett " "om de vilar eller slåss." #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Vissa dvärgar är vitt kända för sin vitalitet. De är härdigare än andra och " "kan återhämta sig även under färd." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "orädd" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "orädd" #. [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 "Strider lika bra oavsett tid på dygnet." #. [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 "Dessa modiga individer tar ingen hänsyn till om det är natt eller dag." #. [trait]: id=feral #: data/core/macros/traits.cfg:255 msgid "feral" msgstr "vild" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 msgid "female^feral" msgstr "vild" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "Får bara 50% terrängförsvar i byar på land." # 50% is the true value #. [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 "" "Civiliserade varelsers boningar fungerar dåligt som skydd för vilda varelser " "med lägre intelligens. Som ett resultat, får text='vilda' " "trupper max 50% försvar i byar på land, oavsett terräng." #. [trait]: id=weak #: data/core/macros/traits.cfg:274 msgid "weak" msgstr "svag" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "svag" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "Trupper med karaktärsdraget text='svag' får sin hälsoppoäng " "(HP) och närstridsskada minskad med -1." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "långsam" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "långsam" #. [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" "Tjocka, klumpiga och långsamma individer bland såväl vättar som andra arter " "förflyttar sig långsammare, men får en kompensation i en något bättre " "uthållighet." #. [trait]: id=slow #: data/core/macros/traits.cfg:295 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "text='Långsamma' trupper har en förflyttningspoäng mindre, " "men 5% mer hälsopoäng än vanligt." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "enfaldig" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "enfaldig" #. [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" "Enfaldig är ett väldigt vanligt karaktärsdrag hos vättar och andra lägre " "arter. Det finns anledningar till varför dessa arter är lägre och detta är " "en av dem." #. [trait]: id=dim #: data/core/macros/traits.cfg:315 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "Trupper med karaktärsdraget text='enfaldig' kräver 20% " "extra erfarenhet för att avancera." #. [trait]: id=aged #: data/core/macros/traits.cfg:329 msgid "aged" msgstr "åldrad" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 msgid "female^aged" msgstr "åldrad" #. [trait]: id=aged #: data/core/macros/traits.cfg:331 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "Trupper med karaktärsdraget text='åldrad' får 8 färre " "hälsopoäng, förflyttar sig en ruta mindre samt gör en mindre skada i " "närstrid." #: 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 "Fladdermus" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "Fladdermus" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "Fladdermöss" #. [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 "" "Fladdermöss finns i alla former och storlekar. De flesta är harmlösa och " "livnär sig på insekter och andra små djur. De större och grymmare arterna är " "kända för att utgöra ett hot för såväl människor som andra raser, för att " "inte tala om deras boskap. Speciellt farliga blir de när de attackerar i " "grupp. Då de är nattdjur används (eller ibland till och med tämjs) de av de " "som delar deras kärlek till natten." #. [race]: id=drake #: data/core/units.cfg:58 msgid "race^Drake" msgstr "Drakfolket" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "Drakfolket" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "Drakfolket" #. [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 "" "Drakfolket är stora, bevingade, eldsprutande varelser som påminner om äkta " "drakar. En vuxen individ hos drakfolket blir i regel runt tre meter lång och " "väger utan problem mer än den sammanlagda vikten av en man och hans häst. " "Deras skin består av hårda fjäll som tål de flesta fysiska attacker förutom " "stick- och frostattacker väldigt bra. Majoriteten av drakfolket kan flyga " "och tillryggalägga långa avstånd på kort tid. Deras vikt stora vikt och " "storlek hindrar dem dock från att vara graciösa i luften. De använder därför " "gärna kullar, berg och träd som startplatser för uppnå bättre höjd och " "hastighet. Deras fiender ska vara glada att de är så klumpiga och långsamma " "i strid. Detta, tillsammans med deras storlek, gör dem till ett lätt byte " "för de som har modet att attackera dem.\n" "\n" "Drakfolket har en medfödd magi och en mystisk inre eld som utgör deras " "livsenergi. Detta är lätt att se när en av dem dör i strid; den inre elden " "släpps lös och bränner den döda kroppen till aska. Deras inre eld är även " "deras största svaghet, eftersom den gör dem extremt känsliga för " "köldattacker. Trots deras magiska ursprung är drakfolket inte kapabla att " "hantera magin på ett kontrollerat sätt. Emedan deras inre magi låter dem " "spruta eld och ger de liv så kan de inte utöva någon medveten kontroll över " "denna magin.\n" "\n" "
text='Samhälle'
\n" "Drakfolket är en krigisk ras och deras samhälle beskrivs bäst som ett " "kultiverat militärsamhälle. Kärnan i en drakfolksstam är en grupp av " "veterankrigare som leds av en respekterad — eller helt enkel fruktad — " "dominerande ledare som styr samhället med en järnhand. Bland drakfolket " "förväntas alla göra sin plikt i den strikta hierarkin, lyda sina överordnade " "och styra sin underordnade. För att stiga till den regerande eliten måste " "man utmana och besegra en överordnad i enskild kamp, vilket också är hur " "hierarkien inom eliten fastställs. Distraktioner och bedrägerier ses utan " "undantag som något enbart en ynkrygg skulle ta till och är oacceptabelt.\n" "\n" "Emedan deras krigiska och revirhävdande natur driver dem till att försvara " "sina territorier utan nåd, invaderar eller inkräktar drakfolket sällan på de " "andra stora rasernas marker. De väljer istället att bebygga tidigare " "obefolkade områden för att etablera nya territorier. Deras huvudsakliga " "matkälla är jaktbyten från markerna runt om deras boningar, men nykläckta " "drakfolksungar och drakfolk av lägre kast livnär sig även på vissa typer av " "mossa och svamp som odlas djupt inne i deras grottor. Den enda teknologin " "drakfolket bryr sig om är rustnings- och vapensmide. De varken har eller " "vill ha någon annan vetenskap eller kultur utöver det. De få verktyg de " "trots detta gör saknar nästan like i kvalitet och enbart de finaste arbeten " "från dvärgarnas smedjor kommer i närheten.\n" "\n" "Drakfolket lägger ägg och deras naturliga livslängd är mellan 20 och 30 år. " "De föredrar att dö i strid framför alla andra sätt att lämna denna världen. " "Tvärt emot de äldre hos andra raser blir drakfolket mer och mer aggressiva " "och vårdslösa mot slutet av deras naturliga liv. Kanske är detta ett sätt " "att garantera deras plats i deras hjältesagor.\n" "\n" "
text='Geografi'
\n" "Drakfolket kom ursprungligen från en vulkanisk arkipelago kallad " "dst='morogor' text='Morogor' i dst='great_ocean' text='Stora " "havet'. En kombination av överbefolkning och att deras hemöar började " "sjunka ner i havet fick deras kolonier att sprida sig till den " "dst='great_continent' text='Stora kontinenten'. De bosätter sig " "gärna i bergsgrottor i närheten av vulkaner, för att skydda sina ägg, " "nykläckta samt sina smedjor. Även om drakfolket föredrar varmare klimat, är " "deras inre eldar mer än kapabla att hålla dem vid god vigör även i kallare " "klimat, något om låtit dem expandera så långt som några av bergen, långt " "norrut på den Stora kontinenten." #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "Dvärg" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "Dvärg" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "Dvärgar" #. [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 "" "Dvärgarna är kända för sina gruvarbetare, handelsmän, smeder och krigare. " "Även om de anses vara den tredje äldsta rasen på Stora kontinenten, efter " "alverna och trollen, är deras tidiga historia relativt okänd. Legenderna " "berättar om en sedan länge glömd tid när deras folk började komma ut från " "deras underjordiska värld. Inget är känt om deras liv före ankomsten, eller " "om deras motiv för att komma upp till ytan, men de har varit en central del " "av kontinentens historia sedan dess. Strax efter det att de kom ut från " "underjorden hamnade dvärgarna i konflikt med de ursprungliga invånarna av " "landet - alverna. De ursprungliga anledningarna för konflikten har sedan " "länge glömts bort, men de två raserna har utkämpat tre långa krig sedan " "dess, med enbart några få årtionden av fred. Under dessa krig har dvärgarna " "inte kunnat driva ut alverna från de djupa skogarna i söder, men de har " "lyckats befästa sin position i kullarna och bergen på de norra delarna av " "kontinenten, nu kända som Nordländerna. Sedan dess har de konstruerat " "fantastiska befästningar och boplatser djupt inne i bergen och ravinerna i " "deras territorium.\n" "\n" "Dvärgarna är generellt sett misstänksamma eller till och med fientliga " "gentemot de flesta andra raser, kanske p g a deras isolation. Detta gäller " "särskilt mot alver. Det enda undantaget är människorna. Detta kan spåras " "till Haldric den förstes tid och människornas och orchernas ankomst till " "kontinenten. Dvärgarna började låta några människor, främst dissidenter och " "fredlösa från Wesnoths kungadöme, bosätta sig i Nordländerna. Motivationen " "var föga förvånande. Dessa individers svårigheter påminde dvärgarna om deras " "egna tidiga historia av förföljelse, något som väckte känslor av " "solidaritet. Dvärgarna hade även mycket att vinna på en allians med de " "utstötta. Dessa bosatte sig främst i områden som dvärgarna ogillade, som " "slätter, skogar och träsk; som då dvärgarna slapp försvara.\n" "\n" "Dvärgarna är små till växten i mänskliga mått mätt, men på intet sätt " "bräckliga. Deras härdiga och kraftfulla krigare är både respekterade och " "fruktade över hela kontinenten för sin skicklighet i strid. Utöver det är " "dvärgarna kända för sitt beräknande intellekt och sin utomordentliga " "hantverksskicklighet. Dvärgarnas smeder är vida berömda för de dödliga vapen " "och rustningar de tillverkar. Denna utrustning är utan like i kvalité, med " "det möjliga undantaget av det som drakfolkets vapensmeder tillverkar. Deras " "intelligens och naturliga nyfikenhet har även gjort dem till den " "teknologiskt mest utvecklade rasen på kontinenten. En av deras mest berömda, " "och fruktade, upptäckter var det mystiska pulver som skapar en enorm " "explosion när den utsätts för eld eller gnistor. En del dvärgkrigare " "använder det här pulvret för att skicka iväg små objekt i oerhörda " "hastigheter. Tack vare deras förkärlek för teknologi är många dvärgar " "misstänksamma mot användare av magi. Några tillämpar dock en form av magi " "baserad på inristninga av runor. Runsmeder, som de kallas, använder dessa " "ristningar för att förtrolla föremål så att vissa av deras naturliga " "egenskaper förstärks." #. [race]: id=elf #: data/core/units.cfg:114 msgid "race^Elf" msgstr "Alv" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "Alv" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "Alver" #. [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 "" "Jämfört med människor är alver något längre och smidigare, men inte lika " "robusta. De har svagt spetsiga öron, blek hy och vanligtvis blont hår. Få " "skillnader mellan människor och alver är lika påtagliga som alvernas långa " "liv. De flesta alver, såvida de inte faller i krig eller drabbas av en " "sjukdom eller olycka, lever i hela två och ett halvt århundrade. Medan några " "få alver med starka magiska gåvor kan leva ytterligare ett århundrade, " "börjar de flesta alver bli skröpliga någonstans mellan 250 och 300 års ålder " "och gå bort strax därefter (vanligtvis inom ett år eller två).\n" "\n" "Alver har en mindre mängd inneboende magi. Även om de flesta inte kan " "använda den direkt, ger dess närvaro dem skarpare sinnen och deras långa " "liv. Många alver har magiskt förstärkta talanger som t ex prickskytte eller " "förmågan att förbli osedda, vilket låter dem utföra dåd som många andra " "varelser finner förunderliga. De alver som lär sig att hantera sin kraft mer " "påtagligt kan uppnå rent formidabla nivåer. Många väljer att använda sina " "förmågor till att hela andra.\n" "\n" "Några få alver, som kommit långt på magins och mystikens vägar, blir " "känsliga för närvaron av kallt järn och kan till och med bli brända av det. " "Alvernas legender antyder att detta var något som var vanligare förr.\n" "\n" "Alverna spenderar mycket av sin tid med att förbättra sina talanger och " "färdigheter. De utan direkt magisk förmåga ägnar istället sin tid till " "fysiska färdigheter. Som ett resultat är alverna oöverträffbara i bågskytte, " "som kanske är deras viktigaste tillgång i krigstider. De flesta alvtrupper " "bär med sig en båge och inga andra raser kan mäta sig med deras bågskyttar i " "hastighet och träffsäkerhet. Alla alver har även en stark kärlek till den " "orörda naturen. De känner sig ofta obekväma i öppna obeväxta miljöer. De bor " "mestadels i skogarna på Stora kontinenten; Aethenwood i sydväst, Wesmere i " "nordväst and de stora nordliga skogarna av vilka Lintanirskogen utgör den " "södra utkanten.\n" "\n" "Alverna är den äldsta rasen på kontinenten, med det eventuella undantaget av " "trollen. Många av deras bosättningar kan inte längre dateras med säkerhet, " "men har utan tvekan existerat i över ett årtusende." #. [race]: id=falcon #: data/core/units.cfg:135 msgid "race^Falcon" msgstr "Falk" #. [race]: id=falcon #: data/core/units.cfg:136 msgid "race+female^Falcon" msgstr "Falk" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcons" msgstr "Falkar" #. [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 "" "Falkarna är rovfåglar som utmärks av extrem snabbhet och smidighet. De är " "lättare och med mindre kraftfulla klor än andra rovfåglar och använder sig " "hellre av sin näbb för att döda sitt byte. Deras skarpa ögon och att det går " "att tämja dem gör att de är en talrik och välkänd varelse som används både " "av adelsmän för sport och av nomader och andra stammar för jakt. Falkar " "används ibland i strid då några falkenerare tränar dem att se skillnad på " "vän och fiende så att de kan komma till nytta för att understödja en armés " "anfall." #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "Vätte" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Vätte" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Vättar" #. [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 "" "\n" "\n" "Vättarna är små och ganska bräckliga och även som fullväxta sällan större än " "ett av människornas barn.\n" "\n" "De föds in i ett liv av liv som inte är nämnvärt bättre än slaveri under " "sina större släktingar och är de som offras först i en strid. De frodas " "trots sitt sorgliga öde, dels eftersom de är så många, dels eftersom deras " "orchbröder är väl medvetna om hur beroende är av vättarna. Vättarna utför " "större delen av det fysiska arbetet som orcherna behöver få gjort, med " "undantag av de jobb som faktiskt kräver en orchs fulla styrka. De jobben ser " "orcherna istället som ett bevis på deras överlägsenhet." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Grip" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grip" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Gripar" #. [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 "Människa" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "Människa" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "Människor" #. [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 "" "Den mänskliga rasen är extremt varierad. De kom ursprungligen från den Gamla " "kontinenten, men människorna har spridit sig över hela världen och " "splittrats upp i många olika kulturer och raser. Även om de saknar en " "inneboende magi till skillnad från många andra varelser, kan människorna " "lära sig hantera flera olika sorters magi än många andra raser. De saknar " "extra färdigheter utöver sin drivkraft och flexibilitet. Trots att de ofta " "har en kylig relation till andra raser, kan de ibland forma allianser med de " "mindre aggressiva av dem, så som alver och dvärgar. Mindre nogräknade " "människor kan även tänka sig att hyra orchiska legosoldater. De har inga " "naturliga fiender, även om de flesta människor, såsom alla andra raser, " "hyser en instinktiv avsky mot vandöda. Människorna är kortare än alverna, " "men längre än dvärgarna. Färgen på deras hy kan variera från nästan vit till " "mörkt brun.\n" "\n" "
text='Kronans undersåtar'
\n" "Många olika människogrupper existerar, men majoriteten av dem som bor på " "Stora kontinenten är undersåtar till Wesnoths kungadöme. Människorna kom " "först till den Stora kontinenten från ett land långt till väster, på andra " "sidan havet, kallat Gröna ön. Det dröjde inte länge innan de etablerat sin " "huvudstad i inlandsstaden Weldyn. Under århundradena som följde har de byggt " "en rad med städer över kontinenten. Soldaterna i Wesnoths kungadöme skyddar " "landet och utgör den mest organiserade militära makten i den kända världen. " "Dess krigare kommer från landets huvudprovinser, där alla gör värnplikt vid " "en tidig ålder.\n" "\n" "
text='Klanmedlemmarna'
\n" "Wesnoths östra provinser, kända som Klanernas hemland har en geografi som " "består av mer öppna vidder och böljande kullar jämfört med de västra, mer " "civiliserade provinserna. De utgör Hästklanernas hemtrakter. Dessa är " "allierade med, men oberoende av, Wesnoths kungamakt, och vidhåller noggrant " "sin egen identitet. Vissa anser att de är en lydstat under Wesnoths " "kungadöme, som sänder mat och soldater till kronan i utbyte mot beskydd. " "Andra anser att de står på jämn fot med den västra halvan av Wesnoth. " "Oavsett vilket så har inte de östra provinserna en värnpliktsarmé i samma " "anda som västra Wesnoth. Bland Klanerna är krigsträning en del av livet. " "Föräldrarna lär sina barn att rida, slåss och skjuta med båge från en tidig " "ålder. Generellt sett är klanernas krigare mindre organiserade än de " "civiliserade krigarna, men deras styrkor och svagheter kompletterar varandra " "väl." #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:208 data/core/units.cfg:233 msgid "race^Dunefolk Human" msgstr "" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:209 data/core/units.cfg:234 msgid "race+female^Dunefolk Human" msgstr "" #. [race]: id=dunefolk #. [race]: id=khalifate # wmllint: noconvert #: data/core/units.cfg:210 data/core/units.cfg:235 msgid "race+plural^Dunefolk" msgstr "" #. [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 "Den här rasen har ingen beskrivning än." #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race^Saurian" msgstr "Ödlefolket" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race+female^Saurian" msgstr "Ödlefolket" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "race^Saurians" msgstr "Ödlefolket" #. [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 "" "Ödlefolket är ödlelika varelser. Mindre och slankare än de flesta människor " "blir de vanligen inte längre än ett tioårigt barn, men om man mäter från " "toppen av deras nos till änden av deras svans kan detta komma till samma " "längd som en vuxen man är lång. De föredrar att slåss som de jagar, och " "använda sin smidighet för att smita igenom fiendens linjer och ge sig på de " "svaga och skadade och samtidigt undvika att bli attackerade.\n" "\n" "
text='Samhälle'
\n" "Ödlefolket är mystiska varelser som man inte vet mycket om, de bor i områden " "som är ogästvänliga mot andra, t ex träsk. Med en stark ödestro, anser " "ödlefolket att allt som sker i deras liv kan förutspås m h a en komplicerad " "form av astrologi.\n" "\n" "Ödlefolkets kultur gör stor åtskillnad baserat på kön. Inom varje kön tävlar " "medlemmarna mot varandra, och genom skicklighet, envishet och rykte " "etableras en tydlig hackordning, med en ledare på toppen. Vid de tillfällen " "som de två könen interagerar sker inte någon strid om vem som bestämmer - " "utan det är situationen som sådan som avgör detta. Männens ledare är alfa " "inom klanens by eller läger, medan kvinnornas ledare bestämmer överallt " "annars. Detta avspeglas hela vägen ner genom hackordningen, så att varje man " "eller kvinna bestämmer över envar medlem av motsatta könet som ha en lägre " "position.\n" "\n" "Uppdelningen och den alternerande könsdominansen hos ödlefolket kommer ur " "deras tydligt definierade könsroller. Det är kvinnornas ansvar att jaga och " "hitta mat, skickligheter som tränar dem även för strid; de bakhålls- och " "flanktrupper och de stigfinnare som övriga raser så fruktar. Männen å andra " "sidan ansvarar för att vakta de ägg som kvinnorna lägger. Detta ger männen " "tid att studera och fördjupa sig i astrologi, magi och helande, men innebär " "också att de är stillastående mål för varje ödlefolkklans största fiende - " "en annan ödlefolksklan.\n" "\n" "Nya ödlefolksklaner bildas när de astrologiska tecknen visar att det är " "dags. I vad som kallas en 'kläckning' väljer varje kvinna som stjärnorna " "valt ut en grupp av individer av lägre rank och lämnar källklanen. Ofta " "väljer stjärnorna ut alla kvinnor med ett visst särdrag så att flera nya " "klaner kläcks på en gång. Urvalsprocessen är enkel: ingen grupp som ger sig " "av kan vara större än någon annan, alla de grupper som ger sig av kan inte " "sammanlagt vare större än de som stannar kvar, och en kvinna med högre rank " "får välja de hon vill ha med sig först.\n" "\n" "Eftersom ödlefolket får många barn och befolkningen växer fort sker " "uppdelningen i flera klaner ofta. Kannibalism är inte tabu och våld är en " "utmärkande faktor i dagligt ödlefolksliv. Detta begränsar utvecklingen av " "ödlefolkets kultur till korta spurter, då mycket av deras kunskap förmedlas " "muntligen och alla deras ägodelar måste kunna flyttas lätt.\n" "\n" "
text='Geografi'
\n" "Ödlefolket kan bo på många olika ställen, men vanligast är att de bor i " "träsk.\n" "\n" "
text='Biologi'
\n" "Ödlefolket lever extremt korta liv i jämförelse med andra raser i Wesnoth. " "De blir vuxna inom 3 år och dör vanligen mellan 10-15 år gamla. Den " "vanligaste dödorsaken är våld. Ödlefolkets kvinnor lägger ungefär 20 ägg vid " "ett tillfälle om året, vilket orsakar konstant överbefolkning och skulle " "vara en stor belastning på alla köttätares mattillgång. Jägare och asätare " "med extremt starka käkar och kraftfullt matsmältningssystem kan ödlefolket " "äta precis allt av sitt byte, inklusive tänder, horn och ben. Därutöver har " "de inte något emot att äta as eller ens kannibalism - bådadera är vanligt " "förekommande." #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race^Mechanical" msgstr "Konstruktion" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "race+plural^Mechanical" msgstr "Konstruktioner" #. [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 "" "Med ett liv som vaken kommer naturligt eller via mörk magi, är " "text='konstruktioner' maskiner som konstruerats av en " "intelligent varelse. De flesta konstruktioner kan varken tänka eller " "förflytta sig på egen hand, men några få har fått även dessa förmågor med " "magiska formler." #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Merman" msgstr "Sjöfolket" #. [race]: id=merman #: data/core/units.cfg:288 msgid "race^Mermaid" msgstr "Sjöfolket" #. [race]: id=merman #: data/core/units.cfg:289 msgid "race^Merfolk" msgstr "Sjöfolk" #. [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 "" "Sjöfolket, en blandning mellan människor och fisk, är en mystisk ras med " "såväl fisklika som mänskliga egenskaper. De har starka svansar som ger dem " "hög hastighet i alla vatten, medan deras flinka händer och intelligenta " "sinnen ger dem en förfinad hantverkskonst och utmärkta verktyg. Halv " "vattenlevande av naturen kan Sjöfolket andas såväl luft som vatten utan " "svårighet. Trots att de kan överleva utan problem på land, är de mycket " "snabbare och mer viga i vattnet. De återfinns därför sällan långt från " "havet. De undviker vanligtvis torra land då de är klumpiga och tafatta där " "och de har stora problem att förflytta sig över oländig terräng eller genom " "skog." #. [race]: id=monster #: data/core/units.cfg:299 msgid "race^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race+female^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:301 msgid "race^Monsters" msgstr "Monster" #. [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 "" "Ordet “monster” täcker många ohyggliga bestar som hemsöker såväl grottor som " "vildmark, havets djup och andra avlägsna hörn av världen. De är också en " "ständig närvaro i de olika folkens berättelser och mardrömmar." #. [race]: id=naga #: data/core/units.cfg:309 msgid "race^Naga" msgstr "Nagafolket" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagini" msgstr "Naginer" #. [race]: id=naga #: data/core/units.cfg:311 msgid "race^Nagas" msgstr "Nagafolket" #. [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 "" "Det ormlika nagafolket är en av raserna på den Stora kontinenten som vi vet " "minst om. Detta beror dels på deras fientlighet gentemot främlingar och dels " "på deras främmande miljö. Nagafolket är en av få raser som kan röra sig " "fritt i vattnet, vilket ger dem tillgång till en hel värld som landborna " "inte kan nå och ger dem mer avskildhet från de avskydda landborna. De är " "dock inte äkta havsvarelser, och deras oförmåga att andas under vattnet gör " "att de bävar inför havets djup. Genom att bo i kustområdena får de en " "flyktväg över land från invånarna i havets djup samtidigt som de är utom " "räckhåll från de som reser till fots, med häst eller via luften. Även om " "Nagafolket har en skör fysik, är de ofta snabbare och smidigare än sina " "motståndare. De har ibland konflikter med Sjöfolket när deras territorier " "överlappar, men Nagafolket bosätter sig lika gärna i träsk och floder som " "vid öppet vatten." #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race^Ogre" msgstr "Rese" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race+female^Ogre" msgstr "Rese" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "race^Ogres" msgstr "Resar" #. [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 "" "Resar är en vild och ociviliserad ras som har sin hemvist i vildmarkerna på " "Stora kontinenten. Fysiskt liknar de människor och orcher, men de är större " "och starkare. Även deras unga vuxna är svåra att ta sig an för de flesta " "människorna. Resar är inte betrodda i många bebodda områden och undviker dem " "vanligtvis eller blir utdriva med våld. De slinker istället omkring i " "bergstrakterna i utkanten av civilisationen, där hungriga resar utgör ett " "konstant hot mot resande och karavaner. Medan resar inte är speciellt " "intelligenta eller kvicktänkta, gör deras tålighet och fysiska styrka dem " "till en värdefull tillgång för de andra rasernas arméer. De uppskattas " "speciellt av skoningslösa befälhavare som inte har något emot den så vanliga " "brutaliteten hos resar. Nästan inget är känt om deras biologi eller " "samhällsstruktur, om de nu verkligen har något, men de sägs attackera " "tillsammans med vargar och andra djur. Om detta är ett samarbete, djur de " "tämjt eller tillfälliga allianser är fortfarande inte känt." #. [race]: id=orc #: data/core/units.cfg:331 msgid "race^Orc" msgstr "Orch" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race+female^Orc" msgstr "Orch" #. [race]: id=orc #: data/core/units.cfg:333 msgid "race^Orcs" msgstr "Orcher" #. [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 "" "Till utseendet är orcher en blandning, hälften man och hälften odjur. De är " "längre, kraftigare och starkare än människor. De är krigiska, barbariska och " "grymma. Deras blod är tjockare och mörkare än människors och de bryr sig " "föga om sin egen hygien eller sitt utseende. Även om orcher är våldsamma " "varelser, t o m mot varandra, så är de likväl fortfarande flockdjur; en orch " "reser aldrig lång och lever aldrig i grupper som är mindre en ett halvt " "dussin individer.\n" "\n" "
text='Samhälle'
\n" "Nästan alla orcher är medlemmar i en stam eller en klan. Relationerna mellan " "stammarna är vanligtvis våldsamma, förutom när en gemensam fiende hotar " "eller ifall ett gemensamt plundringståg ger dem anledning att förbise deras " "fientligheter. Det händer att en starkare hövding träder fram för att leda " "flera stammar, vanligtvis genom hot och våld. I fredstider tenderar en " "orchstam att nästan uteslutande fokusera på att bygga upp styrkan inför " "nästa väpnade konflikt. Orcherna besitter ett outvecklat skriftsystem där " "det vanligaste bläcket är blod, men det används mest för att förmedla hot " "och förolämpningar mellan de olika stammarnas ledare.\n" "\n" "Orchernas samhälle är uppbyggt kring styrka; den starkaste har makten och en " "ledare behåller enbart makten, och livet, så länge ingen kan rycka makten " "från honom. Det pågår en ständig maktkamp mellan de potentiella " "stamhövdingarna. En ledare bland orcherna överlever i regel enbart att några " "få korta år vid makten innan han blir dödad av nästa hövding — även om " "historien innehåller några kända undantag. Orcher har ingen specifik " "hederskod och medan rå styrka är den vanligaste vägen vägen till makten så " "ser orcher lönnmord, gift och förräderi som fullt godtagbara metoder för att " "nå sina mål.\n" "\n" "Orcher lever mestadels ute på landsbygden, ofta i utlöparna till eller uppe " "bland bergen, ibland i i grottor. De varken odlar grödor eller håller " "boskap, utan är istället effektiva jägare tack vare sin fysik och " "brutalitet. På grund av deras stammars storlek utrotar de ofta allt djurliv " "som är större än gnagare runt om sin boning på en ganska kort tid. Detta gör " "att orcherna ofta har en halvnomadisk livsstiloch aldrig stannar länge i en " "region. De större stammarna kan etablera sig i ett område under flera år " "eller till och med årtionden, med stora lägerplatser som närmast liknar " "städer, men även dem är snabbt nerrivna och övergivna om det finns ett behov " "av att flytta på horden av orcher.\n" "\n" "De äldsta kända orcherna har nått en ålder av 50-60 års ålder, men få " "individer har uppnått två, än mindre tre decennier innan de mött slutet i " "ett krig eller blivit mördade av en frände. De äldsta orcherna är ofta " "schamaner, som kanske är de enda som flertalet orcher ser som pålitliga och " "neutrala. Ursprunget till det här synsättet är okänt, särskilt som " "schamanerna agerar rådgivare snarare än att de bidrar direkt till samhället " "— något som orcher aldrig skulle tolerera annars. Schamanerna utgör på många " "sätt motsatsen till de flesta orcher: de är oftast skröpliga, med liten " "eller ingen skicklighet i strid. Trots att orcher sätter så stor vikt vid rå " "styrka är det långt ifrån alla orcher som växer upp med någon nämnvärd " "styrka. Många orcher föds istället mindre och svagare än de andra och blir " "satta på plats redan som nyfödda av sina starkare syskon. De starkare kommer " "som regel ta mestadels av den tillgängliga maten och på så sätt växa sig än " "starkare, medan deras svagare syskon inte får chansen. Många av dessa " "svagare individer tenderar att specialisera sig på andra förmågor, som " "bågskytte eller lönnmord.\n" #. [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 "" "\n" "\n" "De orcher som inte är de starkaste i sin kull brukar specialisera sig på " "andra färdigheter, som bågskytte eller lönnmord." #. [race]: id=troll #: data/core/units.cfg:354 msgid "race^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race+female^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:356 msgid "race^Trolls" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:357 #, fuzzy #| msgid "" #| "Trolls are ancient creatures, one of the oldest known races known to " #| "inhabit the Great Continent. They are large, slow, simple-minded, and " #| "live extremely long lives inside deep caves or atop high mountains. The " #| "most unique characteristic of trolls is an internal vitality that " #| "sustains and heals them from within. As a result they live very different " #| "lives from almost any known creature. Trolls have few real needs: they " #| "require little food or water, and thus they have little incentive to " #| "pursue much besides protection from those who are hostile towards them. " #| "This in turn means they rarely have to worry about anything and can spend " #| "much of their time sleeping or in contemplation. Trolls have a curious " #| "affinity with nature. They do not relate with living things like elves " #| "do, but instead with earth and stone. They are also somewhat curious of " #| "their surroundings and many younger whelps even enjoy traveling and " #| "seeing the world. As trolls grow older they tend to become increasingly " #| "passive, gradually losing interest in their environment and spending more " #| "of their time sleeping in a quiet, familiar corner of their home cave. " #| "This is until they finally pass away as their bodies themselves slowly " #| "turn into lifeless statues of stone.\n" #| "\n" #| "Trolls are seen by many as being little more than yet another race of " #| "savage monsters. This common misconception is in part perpetuated by orcs " #| "to persuade trolls to join their armies. Because they are rather simple " #| "and do not understand the ways of other races or sometimes 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." 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 "" "Troll är uråldriga varelser, en av de äldsta raserna som bott på den Stora " "kontinenten. De är stora, långsamma och enfaldiga och lever extremt långa " "live i djupa grottor eller på höga berg. Deras mest unika kännetecken är den " "livskraft som när och helar dem. Som ett resultat av detta lever de liv som " "är helt annorlunda än alla andra kända varelser. Troll har få behov, de " "behöver bara lite mat och vatten och saknar därmed motivation att sträva " "efter mycket annat än beskydd från de som är fientliga mot dem. Detta i sin " "tur betyder att de sällan behöver oroa sig för något och kan tillbringa sin " "tid sovande eller funderande. Troll har en märklig närhet till naturen. De " "knyter inte an till levande varelser som alverna, men i stället till själva " "jorden och stenen. Det är också ganska nyfikna på sin omgivning och många " "yngre valpar finner till och med nöje i att resa runt och upptäcka världen. " "Allteftersom troll blir äldre blir de också alltmer passiva och förlorar " "gradvis sitt intresse för sin omgivning och tillbringar alltmer tid sovande " "i ett välbekant hörn av sin hemgrotta. Så småningom förvandlas deras kroppar " "långsamt till livlösa stenstatyer och de dör.\n" "\n" "Av många anses troll vara bara ännu en ras av vilda monster. Detta vanliga " "missförstånd sprids delvis av orcherna för att det ska bli enklare för dem " "att rekrytera troll till sina arméer. Eftersom de är ganska okomplicerade " "och inte förstår hur andra raser tänker och känner, och ibland inte ens kan " "se skillnad på de andra raserna, är det ofta ganska lätt för ett orchgäng " "att övertyga en grupp troll att ansluta sig till dem för att hämnas på dem " "som jagat trollen tidigare. Dessa nya rekryter skickar de därefter mot de " "som orcherna själva krigar mot oavsett om denna fiende tidigare varit en " "fiende till trollen eller ej. Så förleds trollen till att skaffa sig än fler " "fiender. Trollens vanligaste fiende är dvärgarna, och fiendskapen mellan de " "två raserna går tillbaka till urminnes tider.\n" "\n" "
text='Geografi'
\n" "Trollen har bott i den Stora kontinentens berg längre än de dvärgar som " "flyttade dit. Troll är en vanlig syn i bergskedjorna i norra och östra " "Wesnoth, och på alla platser där orchiska horder passerat." #. [race]: id=undead #: data/core/units.cfg:377 msgid "race^Undead" msgstr "Vandöd" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+female^Undead" msgstr "Vandöda" #. [race]: id=undead #: data/core/units.cfg:379 msgid "race+plural^Undead" msgstr "Vandöda" #. [race]: id=undead #: data/core/units.cfg:380 #, fuzzy #| 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 it’s master. Only rarely, perhaps once every few " #| "months, does the necromancer need to maintain his creation.\n" #| "\n" #| "Necromancy is almost solely limited to humans. Even the legends of " #| "magically apt races like elves and mermen tell of very few of their kind " #| "who have ever delved in the dark arts. It is surmised that necromantic " #| "magic requires great adaptability and a flexible mind, extremes of which " #| "are most commonly found in humans. The ultimate goal of most necromancers " #| "is to turn the same art of preserving and imbuing life upon themselves, " #| "to alter themselves at whatever cost, to ultimately escape death by " #| "preserving their own mind and spirit.\n" #| "\n" #| "
text='Geography'
\n" #| "While undead lords arrived on the Great Continent in considerable numbers " #| "only in the wake of Haldric I, they were not completely unheard of by " #| "elves and dwarves before that." 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 "" "Vandöda är egentligen inte en sammanhållen ras, även om de oftast behandlas " "som om de vore det. Nästan alla döda varelser kan väckas till liv igen och " "förvandlas till vandöda, så länge nekromantikern är skicklig nog. Vandöda är " "oftast onaturliga men även sinneslösa varelser som lyder deras nya skapare " "utan invändningar. Ett av de större mysterierna är hur de onaturliga " "skapelserna hålls uppe utan en kontinuerlig ansträngning från " "nekromantikern. En vandöd varelse kan, utan nekromantikerns ständiga uppsikt " "eller stöd, arbeta på egen hand för att uppfylla sin mästares order. " "Nekromantikern behöver inte förnya bandet dem emellan annat än ytterst " "sälla, kanske med några månaders mellanrum.\n" "\n" "Nekromantik återfinns nästen enbart hos människorna. Till och med bland " "legenderna hos alver, sjöfolk och andra magiskt erfarna raser finner man få " "berättelser om magiker som gett sig i kast med de mörkare konsterna. Man har " "antagit att nekromantik kräver stor anpassningsbarhet och ett flexibelt " "sinne, någon man finner oftare hos människor. Det slutgiltiga målet för de " "flesta nekromantiker är att använda sina kunskaper på sig själva, att " "förvandla sig själva utan tanke på konsekvenserna, för att lura döden genom " "att bevara det egna väsendet.\n" "\n" "
text='Geografi'
\n" "Emedan de vandöda mästarna syntes i större antal på den Stora kontinenten " "först efter Haldric den förstes tid, så var de inte helt okända bland alver " "och dvärgar innan dess." #. [race]: id=wolf #: data/core/units.cfg:393 msgid "race^Wolf" msgstr "Varg" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race+female^Wolf" msgstr "Varg" #. [race]: id=wolf #: data/core/units.cfg:395 msgid "race^Wolves" msgstr "Vargar" #. [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 "Ent" #. [race]: id=wose #: data/core/units.cfg:406 msgid "race^Woses" msgstr "Enter" #. [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 max HP" #: src/help/help.cpp:181 msgid "Close" msgstr "Stäng" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Hjälp om Kampen om Wesnoth" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Tolkningsfel när hjälptexten tolkades: " #~ msgid "Editor Brush" #~ msgstr "Redigeringspensel" #~ msgid "TODO" #~ msgstr "ATT GÖRA" #~ msgid "Terrain Clipboard" #~ msgstr "Terrängurklipp" #~ msgid "" #~ "Paint terrain tiles on the map.\n" #~ "\n" #~ "The paint tool utilizes the brushes and the terrain palette." #~ msgstr "" #~ "Rita terrängrutor på kartan.\n" #~ "\n" #~ "Ritverktyget använder sig av paletterna för penslar och terräng." #~ msgid "" #~ "Fill continuous regions of terrain with a different one!\n" #~ "\n" #~ "The fill tool utilizes the terrain palette." #~ msgstr "" #~ "Fyll sammanhängande områden av en viss terrängtyp med en annan " #~ "terrängtyp!\n" #~ "\n" #~ "Fyllverktyget använder sig av terrängpaletten" #~ msgid "" #~ "Selects a set of hex fields. The best tool ever!\n" #~ "\n" #~ "This tool utilizes the brushes." #~ msgstr "" #~ "Väljer en grupp av rutor. Bästa verktyget någonsin!\n" #~ "\n" #~ "Detta verktyg använder penslarna." #~ msgid "Paste Tool" #~ msgstr "Inklistringsverktyg" #~ msgid "Paste the terrain in the clipboard" #~ msgstr "Klistra in terräng från urklipp" #~ msgid "" #~ "Defines the side leader starting position\n" #~ "\n" #~ "This tool sets the side leaders' default starting locations, and named " #~ "special locations." #~ msgstr "" #~ "Ange startposition för sidans ledare.\n" #~ "\n" #~ "Detta verktyg anger förvald startposition för sidans ledare och namngivna " #~ "speciella platser." #~ msgid "Item Tool" #~ msgstr "Föremålsverktyg" #~ msgid "Soundsource Tool" #~ msgstr "Ljudkälleverktyg" #~ msgid "" #~ "Places Soundsources on your maps!\n" #~ "\n" #~ "This tool has not been implemented yet." #~ msgstr "" #~ "Placera ut ljudkällor på dina kartor! Detta verktyg har ännu inte " #~ "implementerats." #~ msgid "" #~ "Named Areas are sets of gamefields which can be addressed during scenario " #~ "scripting by a given name.\n" #~ "\n" #~ "It can be used to abstract between the implementation of an effect and " #~ "the map specific setting.\n" #~ "This is a very powerful mechanism since it allows generic scenario " #~ "codings working with different maps providing the needed named locations." #~ msgstr "" #~ "Namngivna områden är grupper av spelrutor som kan refereras till med ett " #~ "givet namn i script för ett scenario.\n" #~ "\n" #~ "Detta kan användas för att abstrahera mellan implementationen av en " #~ "effekt och kartspecifika inställningar.\n" #~ "Detta är en mycket kraftfull mekanism efter som det tillåter mer " #~ "generella scenario skript som kan fungera med olika kartor så länge som " #~ "dessa har de namngivna platserna som behövs." #~ msgid "" #~ "Saves a list of music tracks defining a random playlist to the scenario.\n" #~ "\n" #~ "Have a look at the addon server for easy to use additional music tracks." #~ msgstr "" #~ "Sparar en lista av musikstycken som blir en slumpad spellista för " #~ "scenariot.\n" #~ "\n" #~ "Det finns musik som du kan använda att hämta från extramaterialservern." #~ 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'" #~ msgstr "" #~ "Wesnoths kart- och scenarioredigerare låter användare skapa och redigera " #~ "de kartor som används i varje Wesnoth-scenario. Den tillhandahåller också " #~ "en begränsad uppsättning funktioner för att skapa ett enkelt scenario.\n" #~ "\n" #~ "Redigeraren kan startas från text='Kartredigeraren'" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='Vad du får'
" #~ msgid "" #~ "\n" #~ "\n" #~ "• dst='editor_terrain' text='Terrain Editor'\n" #~ "An easy to use map editor, similar to simple paint applications.\n" #~ "\n" #~ "• Scenario Editor\n" #~ "\n" #~ "• dst='editor_playlist' text='Playlist Manager'" #~ msgstr "" #~ "\n" #~ "\n" #~ "• dst='editor_terrain' text='Terrängredigerare'\n" #~ "En enkel redigerare för kartor som påminner om enkla ritprogram.\n" #~ "\n" #~ "• Scenarioredigerare\n" #~ "\n" #~ "• dst='editor_playlist' text='Spellistehanterare'" #~ msgid "" #~ "\n" #~ "Predefine the scenario's music track playlist.\n" #~ "\n" #~ "• Time Schedule Editor\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "Bestäm vilken musik som ska spelas i scenariot.\n" #~ "\n" #~ "• Redigerare för dygnsindelning\n" #~ "\n" #~ msgid "" #~ "\n" #~ "• dst='editor_modes' text='Editing Modes'\n" #~ "• dst='editor_toolkit' text='Editor Toolkit'\n" #~ "• dst='editor_palette' text='Editor Palette'\n" #~ "• dst='editor_brush' text='Editor Brushes' TODO: not sure if " #~ "it needs a topic on its own\n" #~ "• dst='editor_clipboard' text='Editor Clipboard'" #~ msgstr "" #~ "\n" #~ "• dst='editor_modes' text='Redigeringsläge'\n" #~ "• dst='editor_toolkit' text='Verktygslåda'\n" #~ "• dst='editor_palette' text=Palett'\n" #~ "• dst='editor_brush' text='Penslar'\n" #~ "• dst='editor_clipboard' text='Urklipp'" #~ msgid "Editing Modes" #~ msgstr "Redigeringslägen" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Rent kartläge'
" #~ msgid "The editor features two separate modes of operation:" #~ msgstr "Redigeraren är har två olika grundfunktioner:" #~ msgid "" #~ "\n" #~ "\n" #~ "Allows only the composing of the terrain map itself and the definition of " #~ "leader starting positions." #~ msgstr "" #~ "\n" #~ "\n" #~ "Tillåter endast att man bygger upp kartan och anger var de olika sidornas " #~ "ledare ska finnas när spelet startar." #~ msgid "" #~ "\n" #~ "How the information is saved depends on the loaded file:\n" #~ "\n" #~ "text='Native'" #~ msgstr "" #~ "\n" #~ "Hur informationen sparas beror på inläst fil:\n" #~ "\n" #~ "text='Inbyggt'" #~ msgid "" #~ "\n" #~ "A new map or file containing only the arguments to the map_data " #~ "attribute.\n" #~ "\n" #~ "The produced map can be played in the “User Maps” game type at the create " #~ "multiplayer game dialog if saved to the default directory.\n" #~ "\n" #~ "text='Embedded'" #~ msgstr "" #~ "\n" #~ "En ny karta eller fil som endast innehåller map_data-attributets " #~ "argument.\n" #~ "\n" #~ "Den skapade kartan kan spelas i spelläge \"Användarkartor\" från " #~ "gruppspelsdialogen om den sparas i förvald mapp.\n" #~ "\n" #~ "text='Inbäddad'" #~ msgid "" #~ "\n" #~ "Scenario files containing a valid map_data attribute (not a file include) " #~ "will be opened in this submode. The editor replaces only the content of " #~ "map_data and leaves everything else in the scenario untouched. Maps " #~ "opened this way are marked [e] in the Maps menu." #~ msgstr "" #~ "\n" #~ "Scenariofiler som innehåller ett giltigt map_data-attribut (inte en fil-" #~ "inkludering) kommer att öppnas i detta läge. Redigeraren ersätter endast " #~ "innehållet från map_data och lämnar allt annat i scenariot oförändrat. " #~ "Kartor som öppnas på detta sätt markeras med [e] på kartmenyn." #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Scenarioläge'
" #~ msgid "" #~ "\n" #~ "\n" #~ "The Scenario mode allows several extra tools to be used, such as the Unit " #~ "tool. At least one side must be defined in order to use these tools, " #~ "however.\n" #~ "\n" #~ "In this mode, terrain data is stored in the map_data attribute and saved " #~ "into a file with any applicable WML." #~ msgstr "" #~ "\n" #~ "\n" #~ "Scenarioläge tillåter flera extra verktyg, som t ex truppverktyget. " #~ "Åtminstone en sida måste ha definierats för att kunna använda dessa " #~ "verktyg.\n" #~ "\n" #~ "I detta läge lagras terrängdata i map_data-attributet och sparas i en fil " #~ "tillsammans med tillämplig WML." #~ msgid "Editor Tools" #~ msgstr "Redigeringsverktyg" #~ msgid "" #~ "The editor provides several tools for editing your maps and scenarios. At " #~ "all times, one of the editor tools is active. The active tool's context " #~ "determines the content of the editor palette and context menu.\n" #~ "\n" #~ "These following tools are provided:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Paint Tool'\n" #~ "• dst='editor_tool_fill' text='Fill Tool'\n" #~ "• dst='editor_tool_select' text='Select Tool'\n" #~ "• dst='editor_tool_paste' text='Paste Tool'\n" #~ "• dst='editor_tool_starting' text='Starting Tool'\n" #~ "• dst='editor_tool_label' text='Label Tool'\n" #~ "• dst='editor_tool_item' text='Item Tool'\n" #~ "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" #~ "• dst='editor_tool_village' text='Village Tool'\n" #~ "• dst='editor_tool_unit' text='Unit Tool'\n" #~ "\n" #~ msgstr "" #~ "The editor provides several tools for editing your maps and scenarios. At " #~ "all times, one of the editor tools is active. The active tool's context " #~ "determines the content of the editor palette and context menu.\n" #~ "\n" #~ "Följande verktyg finns:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Ritverktyg'\n" #~ "• dst='editor_tool_fill' text='Fyllverktyg'\n" #~ "• dst='editor_tool_select' text='Markeringsverktyg'\n" #~ "• dst='editor_tool_paste' text='Inklistringsverktyg'\n" #~ "• dst='editor_tool_starting' text='Startverktyg'\n" #~ "• dst='editor_tool_label' text='Etikettverktygl'\n" #~ "• dst='editor_tool_item' text='Föremålsverktyg'\n" #~ "• dst='editor_tool_soundsource' text='Ljudkälleverktyg'\n" #~ "• dst='editor_tool_village' text='Byverktyg'\n" #~ "• dst='editor_tool_unit' text='Truppverktyg'\n" #~ "\n" #~ " \n" #~ msgid "Scenario Format" #~ msgstr "Scenarioformat" #, 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 "" #~ "Bärsärkagång:\n" #~ "Vare sig det gäller anfall eller försvar fortsätter striden tills en av " #~ "parterna ligger död på marken eller tills striden pågått i 30 utfall." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "första slaget" #, 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 "" #~ "Magisk:\n" #~ "Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar." #~ msgid "race^Mermen" #~ msgstr "Sjöfolket" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Medarbetare" #~ msgid "race^Khalifate Human" #~ msgstr "Kalifat" #~ msgid "race+female^Khalifate Human" #~ msgstr "Kalifat" #~ msgid "race+plural^Khalifate" #~ msgstr "Kalifater" #~ msgid "female^nightstalk" #~ msgstr "skuggsteg" #, fuzzy #~| msgid "" #~| "Plague:\n" #~| "When a unit is killed by a Plague attack, that unit is replaced with a " #~| "unit identical to and on the same side as the unit with the Plague " #~| "attack. This doesn’t work on Undead or units in villages." #~ msgid "" #~ "When a unit is killed by a Plague attack, that unit is replaced with a " #~ "unit identical to and on the same side as the unit with the Plague " #~ "attack. This doesn’t work on Undead or units in villages." #~ msgstr "" #~ "Pest:\n" #~ "När en trupp dödas av pestsmitta, ersätts truppen av en likadan, men som " #~ "tillhör sidan som pestsmittade truppen. (Detta fungerar inte mot vandöda " #~ "eller trupper i byar.)" #~ msgid "Intelligent" #~ msgstr "Intelligent" #~ msgid "Quick" #~ msgstr "Snabb" #~ msgid "Resilient" #~ msgstr "Tålig" #~ msgid "Strong" #~ msgstr "Stark" #~ msgid "Fearless" #~ msgstr "Orädd" #~ msgid "Feral" #~ msgstr "Vild" #~ msgid "Loyal" #~ msgstr "Lojal" #~ msgid "trait^Undead" #~ msgstr "Vandöd" #~ msgid "trait^Mechanical" #~ msgstr "Konstruktion" #~ msgid "trait^Elemental" #~ msgstr "Elementarande" #~ msgid "Dextrous" #~ msgstr "Träffsäker" #~ msgid "Healthy" #~ msgstr "Livskraftig" #~ msgid "Dim" #~ msgstr "Enfaldig" #~ msgid "Slow" #~ msgstr "Långsam" #~ msgid "Weak" #~ msgstr "Svag" #~ msgid "trait^Aged" #~ msgstr "Åldrad" #, fuzzy #~| msgid "" #~| "In combat, your units will inevitably take damage. When a unit " #~| "dst='experience_and_advancement' text='advances', it will " #~| "heal fully. This can happen as you finish fighting an enemy, whether it " #~| "is your turn or not. Wesnoth offers several other ways for your units to " #~| "heal, all of which take place at the beginning of your turn, before you " #~| "take action." #~ 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 "" #~ "I strid kommer dina trupper oundvikligen att skadas. När en trupp " #~ "dst='experience_and_advancement' text='befordras' så återfår " #~ "den samtidigt sin fulla styrka. Befordran sker när striden mellan din " #~ "trupp och motståndartruppen är slut för innevarande drag, oavsett om det " #~ "är ditt drag eller inte. I Wesnoth kan dina trupper helas på många olika " #~ "sätt. Det gemensamma för dessa olika sätt är att de äger rum i början av " #~ "ditt drag, innan några order ges." #~ msgid "Factions" #~ msgstr "Fraktioner" #~ msgid "Overview" #~ msgstr "Översikt" #~ msgid "Fundamentals of Gameplay" #~ msgstr "Grundläggande spelteknik" #~ 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" #~ "Till att börja med är det bäst att klicka på text='Träningsspel' på huvudmenyn. Här lär du lär dig grunderna i spelet. När du tränat " #~ "klart, rekommenderas att du spelar kampanjen Tronarvingen först - klicka " #~ "på text='Kampanj' och därefter text='Tronarvingen'. Då text='Kampen om Wesnoth' kan vara riktigt " #~ "utmanande, bör du kanske börja med en lätt kampanj." #~ 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 "" #~ "Dessa sidor ger en översikt över allt du behöver veta för att spela " #~ "text='Kampen om Wesnoth'. De tar upp hur man spelar och " #~ "de grundläggande mekanismer som styr spelet. De här sidorna fylls på med " #~ "ytterligare information efter hand som du spelar och stöter på nya " #~ "aspekter av spelet. Om du följer länkarna får du mer detaljerad " #~ "information angående särskilda situationer och undantag." #~ 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" #~ "text='Kampanjer' består av flera scenarier som följer " #~ "efter varandra och berättar en sammanhängande historia. I en kampanj " #~ "måste du ofta spela mer försiktigt och noggrant och hålla dina bästa " #~ "trupper vid liv så att de kan användas i senare scenarier i kampanjen." #~ 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 "" #~ "Spelet utspelar sig över en serie av slag, eller " #~ "text='scenarier'. I varje scenario ställs dina trupper " #~ "mot en eller flera motståndares trupper. Du kan spela mot datorn eller " #~ "mot dina vänner, där ni turas om med att sitta vid datorn och göra era " #~ "drag (heta stolen-spel). Om din dator är uppkopplad i ett nätverk så kan " #~ "du också spela mot andra som är uppkopplade mot samma nätverk. Om din " #~ "dator har tillgång till internet så kan du spela mot andra över internet." #~ msgid "Experience and Advancement" #~ msgstr "Erfarenhet och befordran" #~ 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" #~ "text='Livskraftiga' trupper har 1 HP plus 1 HP per nivå " #~ "mer än normalt och vid vila återfår truppen de vanliga två hälsopoängen " #~ "om den inte har stridit. De lider även en fjärdedels mindre skada från " #~ "gift." #~ msgid "Help" #~ msgstr "Hjälp" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Trupper med den här specialattacken'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Trupper som har den här egenskapen'
" #~ msgid "Leaders:" #~ msgstr "Ledare: " #~ msgid "Recruits:" #~ msgstr "Rekryter: " #~ msgid "Era:" #~ msgstr "Era:" #~ msgid "Factions:" #~ msgstr "Fraktioner:" #~ msgid "Factions are only used in multiplayer" #~ msgstr "Fraktioner används enbart i gruppsel" #, fuzzy #~| msgid "Terrain" #~ msgid "Base Terrain: " #~ msgstr "Terräng" #~ msgid "level" #~ msgstr "nivå" #~ msgid "Advances from: " #~ msgstr "Befordras från: " #, fuzzy #~| msgid "Factions:" #~ msgid "Variations: " #~ msgstr "Fraktioner:" #~ msgid "race^Miscellaneous" #~ msgstr "Diverse" #~ msgid "Race: " #~ msgstr "Ras: " #~ msgid "Abilities: " #~ msgstr "Förmågor: " #~ msgid "Ability Upgrades: " #~ msgstr "Uppgradering av förmågor: " #~ msgid "HP: " #~ msgstr "HP: " #~ msgid "Moves: " #~ msgstr "Förflyttning: " #~ msgid "Cost: " #~ msgstr "Kostnad: " #~ msgid "Alignment: " #~ msgstr "Sinnelag: " #~ msgid "Required XP: " #~ msgstr "EP för nästa nivå: " #~ msgid "unit help^Attacks" #~ msgstr "Attacker" #~ msgid "unit help^Name" #~ msgstr "Namn" #~ msgid "Type" #~ msgstr "Typ" #~ msgid "Strikes" #~ msgstr "Slag" #~ msgid "Range" #~ msgstr "Räckvidd" #~ msgid "Special" #~ msgstr "Specialitet" #~ msgid "Resistances" #~ msgstr "Motståndskraft mot olika attacker" #~ msgid "Attack Type" #~ msgstr "Attacktyp" #~ msgid "Resistance" #~ msgstr "Motståndskraft" #~ msgid "Terrain" #~ msgstr "Terräng" #~ msgid "Defense" #~ msgstr "Försvar" #~ msgid "Movement Cost" #~ msgstr "Förflyttningskostnad" #~ msgid " < Back" #~ msgstr " < Tillbaka" #~ msgid "Forward >" #~ msgstr "Fram >" #~ msgid "Reference to unknown topic: " #~ msgstr "Referens till okänt ämne: " #~ msgid "corrupted original file" #~ msgstr "trasig originalfil" #~ msgid "Caste" #~ msgstr "Kast" #~ msgid "" #~ "One of the variant forms of the drake: either be a dst='unit_Drake " #~ "Clasher' text='Clasher' or a dst='unit_Drake Fighter' " #~ "text='Drake Fighter'." #~ msgstr "" #~ "En av formerna hos drakfolket. Var antingen en dst='unit_Drake " #~ "Clasher' text='draksoldat' eller en dst='unit_Drake Fighter' " #~ "text='drakkämpe'." #~ msgid "Aerie" #~ msgstr "Näste" #~ msgid "" #~ "A very large castle-like structure that is home to a dst='flight' " #~ "text='flight'. It contains the dst='breeding_pen' " #~ "text='breeding pens'." #~ msgstr "" #~ "En gigantisk slotts-lik struktur som huserar en dst='flight' " #~ "text='flock'. I nästet finner man dst='breeding_pen' " #~ "text='avelsfållorna'." #~ msgid "Breeding Pen" #~ msgstr "avelsfålla" #~ msgid "" #~ "The portion of an dst='aerie' text='aerie' where the " #~ "nonsentient dst='breeder' text='Breeders' live under the " #~ "dst='dominant' text='Dominant'’s eye." #~ msgstr "" #~ "Avdelningen i ett dst='aerie' text='näste' där de apatiska " #~ "dst='breeder' text='avelsdrakarna' lever under " #~ "dst='dominant' text='alfa-hanen's vakande öga." #~ msgid "Breeding Cycle" #~ msgstr "Avelscykel" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "Tiden som passerar mellan två dst=egg text='ägg'-läggningar." #~ msgid "World Ocean" #~ msgstr "Världhavet " #~ msgid "" #~ "The World Ocean is the name of the open seas that surround the " #~ "archipelago of dst='morogor' text='Morogor'. The drakes " #~ "believe it to end at the dst='abyss' text='Abyss', a vast and " #~ "deadly waterfall." #~ msgstr "" #~ "Världhavet är namnet på de vida vattenmassorna som omger " #~ "dst='morogor' text='Morogor's öar. Drakfolket tror att det " #~ "slutar vid dst='abyss' text='Avgrunden', ett mäktigt, enormt " #~ "vattenfall." #~ msgid "New Continent" #~ msgstr "Nya kontinenten" #, fuzzy #~| msgid "" #~| "New Continent -- The great continent to the east of dst='morogor' " #~| "text='Morogor'. Its existence is unknown to the drakes until the " #~| "flight of Galun." #~ msgid "" #~ "The great continent to the east of dst='morogor' text='Morogor'. Its existence is unknown to the drakes until the flight of Galun." #~ msgstr "" #~ "Nya kontinenten -- Den stora kontinenten öst om dst='morogor' " #~ "text='Morogor'. Dess existens är inte känd för drakfolket före " #~ "tiden för Galuns flock." #~ msgid "Abyss" #~ msgstr "Avgrunden" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "I drakfolkets mytologi, ett mäktigt, enormt vattenfall där havet rinner " #~ "över jordens kant." #~ msgid "Spiral Path" #~ msgstr "Spiral-vägen" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "En halvhemlig organisation hos drakfolket, vars syfte är att undvika ett " #~ "samhällsförödande krig. Se även dst='straight_path' text='Raka " #~ "vägen'" #~ msgid "Straight Path" #~ msgstr "Raka vägen" #~ msgid "" #~ "The drakish tradition of perpetual expansion and conquest. This term is " #~ "mostly used by the members of the dst='spiral_path' text='Spiral " #~ "Path'." #~ msgstr "" #~ "'Drakfolkets tradition av ständig expansion och erövring. Den här termen " #~ "används mest av medlemmarna av dst='spiral_path' text='Spiral-" #~ "vägen'." #~ msgid "Dominant" #~ msgstr "Alfahane" #~ msgid "" #~ "The dst='aspirant' text='Aspirant' that emerges as the drake " #~ "leader, the only drake in the tribe that is allowed to reproduce with the " #~ "dst='breeder' text='breeders'. Rarely, he may confer breeding " #~ "privileges on others." #~ msgstr "" #~ "dst='aspirant' text='Aspiranten' som träder fram som en av " #~ "drakfolket ledare, den enda i stammen som har får para sig med " #~ "dst='breeder' text='avelshonorna'. I sällsynta fall kan han ge " #~ "andra i stammen samma privilegie." #~ msgid "Vulcaniad" #~ msgstr "Vulkaniad" #~ msgid "" #~ "The (irregular) period between consecutive eruptions of " #~ "dst='mount_morogor' text='Mount Morogor'. The " #~ "dst='long_count' text='Long Count' calendar is based upon it." #~ msgstr "" #~ "Den (oregelbundna) tidscykeln mellan två utbott hos " #~ "dst='mount_morogor' text='Morogors toppar'. Den " #~ "dst='long_count' text='långa cykelns' kalender baseras på den." #~ msgid "Recorder" #~ msgstr "Upptecknare" #~ msgid "" #~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish " #~ "dst='drakish_script' text='script'. The recorders are the only " #~ "dst='caste' text='caste' of Drake not determined by biology: " #~ "they recruit their members from all of the other castes." #~ msgstr "" #~ "En upptecknare är lärd medlem av drakfolket som har bemästrat deras " #~ "dst='drakish_script' text='skriftspråk'. Upptecknarna är det " #~ "enda dst='caste' text='kast' hos drakfolket som inte är " #~ "biologiskt definierat. De rekryterar istället medlemmar från alla de " #~ "andra kasten." #~ msgid "Laying" #~ msgstr "Ruvning" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "En del av dst='breeding_cycle' text='avelscykeln'." #~ msgid "Hatching" #~ msgstr "Kläckning" #~ msgid "Hatchling" #~ msgstr "Nyckläckt" #~ msgid "" #~ "A young drake that has not yet seen another generation hatch. The younger " #~ "of the current generation of hatchlings are the most aggressive is the " #~ "behavior of the dst='flight' text='flight'." #~ msgstr "" #~ "En av drakfolkets ynglingar som ännu inte sett en ny generation kläckas. " #~ "De allra yngsta bland de nykläckta är bland de mest aggressiva i " #~ "dst='flight' text='flocken'." #~ msgid "Fledgling" #~ msgstr "Duvunge" #~ msgid "" #~ "A young drake that has seen another generation hatch. If the " #~ "dst='flight' text='flight' can afford the loss of a generation " #~ "they start the dst='swarming' text='Swarming'." #~ msgstr "" #~ "En av drakfolkets ynglingar som har sett en ny generation kläckas. Om " #~ "dst='flight' text='flocken' har klarar att förlora en " #~ "generation, börjar de dst='swarming' text='svärma'." #~ msgid "Breeder" #~ msgstr "Avelshona" #~ msgid "" #~ "The female drake. They are rare since dst='egg' text='eggs' " #~ "that become breeders have to be handled with extra care. The number of " #~ "breeders is also limited by the amounts of non-breeders around, since " #~ "breeders can't take care of their food for themselves when laying. Drake " #~ "breeders become fertile after the next dst='hatching' " #~ "text='hatching'." #~ msgstr "" #~ "Drakfolkets honor. De är sällsynta eftersom dst='egg' text='äggen' som blir avelshonor måste hanteras extra varsamt. Antalet avelshonor " #~ "begränsas också av hur många de övriga bland drakfolket är, eftersom " #~ "avelshonorna är oförmögna att ta hand om sig själva medan de ruvar. " #~ "Drakfolkets avelshonor blir fertila efter de upplevt nästa " #~ "dst='hatching' text='kläckning'." #~ msgid "Egg, Drake" #~ msgstr "ägg från drakfolket" #~ msgid "" #~ "The dst=caste text='caste' the dst='hatchling' " #~ "text='Hatchling' will belongs to is determined by the time it is " #~ "laid and to some extent the ambient temperature." #~ msgstr "" #~ "dst=caste text='Kastet' den dst='nykläckta' " #~ "text='Hatchling' kommer tillhöra bestäms av tiden den ruvas och " #~ "till viss del den omgivande temperaturen." #~ msgid "Flight" #~ msgstr "Flock" #~ msgid "" #~ "Tribe of Drakes, lives in an dst='aerie' text='Aerie', " #~ "controlling a hunting range. Each tribe has one dst='dominant' " #~ "text='Dominant', who confers mating privileges." #~ msgstr "" #~ "Stam hos drakfolket. Bor i ett dst='aerie' text='näste' och " #~ "kontrollerar en jaktmark. Varje stam har en dst='dominant' " #~ "text='alfahane', som kontrollerar parnings-privilegiet." #~ msgid "Aspirant" #~ msgstr "Aspirant" #~ msgid "" #~ "Male drake that has passed through a hormonal metamorphosis that makes " #~ "him able to mate with the dst='breeder' text='breeders'. The " #~ "secretion of the hormone is caused by hunt and combat actions in which " #~ "the drake is involved." #~ msgstr "" #~ "Hane av drakfolket som har genomgått den hormonella förvandling som gör " #~ "att han kan para sig med dst='breeder' text='avelshonorna'. " #~ "Hormonet utsöndras under jakt och krig som hanen deltar i." #~ msgid "Ascendant" #~ msgstr "Upphöjd" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "Drakfolkets namn för en sann dst='unit_Fire Dragon' text='drake'." #~ msgid "Intendant" #~ msgstr "Intendent" #~ msgid "" #~ "One of the dst='aspirant' text='Aspirant' lieutenants of a " #~ "dst='dominant' text='Dominant'. Traditionally he has one of " #~ "each dst=caste text='caste' other than his own. Additional " #~ "'Intendants' are sometimes designated for special duties. Intendants are " #~ "likeliest to be granted mating privileges, especially after a notable " #~ "service." #~ msgstr "" #~ "En dst='aspirant' text='aspirant' som är en " #~ "dst='dominant' text='alfahanne's löjtnant. Traditionellt sett " #~ "har alfahanen en från varje dst=caste text='kast' utöver hans " #~ "eget. Ytterligare 'intendenter' utses ibland för specifika " #~ "ansvarsområden. Intendenter är de som troligast får tillstånd att para " #~ "sig, särskilt efter väl utförda tjänster." #~ msgid "Swarm" #~ msgstr "svärm" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "dst='swarmlings' text='Svärmare' som lämnat dst='aerie' " #~ "text='nästet' för att grunda ett nytt." #~ msgid "Swarming" #~ msgstr "svärma" #, fuzzy #~| msgid "" #~| " The dst='flight' text='flight' for a new drake " #~| "dst='aerie' text='aerie' that recurs every " #~| "dst='breeding_cycle' text='breeding cycle. See " #~| "dst='swarm' text='Swarm'" #~ msgid "" #~ " The dst='flight' text='flight' for a new drake " #~ "dst='aerie' text='aerie' that recurs every " #~ "dst='breeding_cycle' text='breeding cycle'. See " #~ "dst='swarm' text='Swarm'" #~ msgstr "" #~ "dst='flight' text='Flocken'bildningen för ett av drakfolkets " #~ "nya dst='aerie' text='nästen' som sker varje " #~ "dst='breeding_cycle' text='avelscykel. Se även " #~ "dst='swarm' text='svarm'" #~ msgid "Runners" #~ msgstr "Löpare" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "Drakfolkets term för förrymda slavar, jagas ofta som sport." #~ msgid "Mount Morogor" #~ msgstr "Morogors toppar" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Vulkan på den centrala ön i dst='morogor' text='Morogors' " #~ "övärld." #~ msgid "Long Count" #~ msgstr "Långa cykeln" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Drakfolkets kalender som baseras på dst='vulcaniad' " #~ "text='Vulkaniader' och dst=breeding_cycle text='Avelscyklar'." #~ msgid "Long Pig" #~ msgstr "Lång-gris" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Pidgin-ord från de södra haven, används för att översätta ett av " #~ "drakfolkets ord med samma betydelse." #~ msgid "Ceramics" #~ msgstr "Keramik" #~ msgid "" #~ "The drakes work metal, but are are masters in the craftsmanship of making " #~ "ceramics. Only the dst='unit_Drake Burner' text='burners' can " #~ "generate the amount of heat to cure the pieces to full strength." #~ msgstr "" #~ "Drakfolket utför metallarbeten, men är mästare över keramikhantverket. " #~ "Det är bara dst='unit_Drake Burner' text='sotbrännarna' som " #~ "kan generera hettan som krävs för att härda verken ordentligt." #~ msgid "Drakish, script" #~ msgstr "Drakiska, skrift" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "Drakfolkets skrivna språk. Bevarat på dst='ceramic' text='keramik'plattor av dst='recorder' text='uppskrivare'." #~ msgid "Drakish, language" #~ msgstr "Drakiska, språk" #~ msgid "The language spoken by the drakes." #~ msgstr "Drakfolkets språk." #~ msgid "Flat" #~ msgstr "Slätt" #~ 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 "" #~ "text='Slätter' representerar öppna grästäckta vidder, " #~ "både betesmarker, odlad mark samt vildmark. Eftersom terrängen är öppen, " #~ "så är slätterna mycket lätta att förflytta sig över, men de är samtidigt " #~ "svåra att sätta upp bra försvar i. De truppslag som klarar sig bäst i " #~ "denna terräng är kavalleri eller andra snabba truppslag som kan dra nytta " #~ "av utrymmet.\n" #~ "\n" #~ "De flesta truppslag har 30-40% försvar på slätter." #~ msgid "Road" #~ msgstr "Väg" #~ 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 "" #~ "text='Vägar' består av jord som blivit hårt packad av de " #~ "många resenärer som färdats på dem. I spelet fungerar vägar på samma sätt " #~ "som dst='terrain_flat' text='slätt'-terräng.\n" #~ "\n" #~ msgid "Forest" #~ msgstr "Skog" #~ 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 "" #~ "text='Skogar' representerar skogslandskap med " #~ "tillräckligt med markväxtlighet för att bromsa framfart. Skogarna sinkar " #~ "de flesta, men de ger ofta bättre försvar än öppen mark. Kavalleri har " #~ "dock så stora svårigheter i skog att alla fördelar med att inte synas på " #~ "håll upphävs. Alver utgör ett undantag; de har full rörlighet i skog och " #~ "de får också en betydande fördel i försvar. Dvärgar utgör ett annat " #~ "undantag; de kan ta sig igenom skogar utan större hinder, men deras ovana " #~ "i terrängen ger dem inte någon försvarsfördel.\n" #~ "\n" #~ "De flesta truppslag har 50% försvar i skog, men kavalleri har 30%. Alver " #~ "har däremot 60-70% försvar, även till häst. Dvärgar har vanligtvis bara " #~ "30% försvar i skog.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Kullar" #~ 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 "" #~ "text='Kullar' representerar relativt oländig terräng, " #~ "med tillräckligt med höjdskillnader för att ge skydd. Kullar är svåra att " #~ "förflytta sig i för de flesta trupper. Dvärgar, troll och orcher är dock " #~ "så bekanta med terrängen att de kan ta sig fram utan problem. Kavalleri " #~ "har sådana svårigheter att terrängens skyddsfördelar upphävs. \n" #~ "\n" #~ "De flesta truppslag har omkring 50% försvar i kullar, medan kavalleri har " #~ "40% som bäst. Dvärgar har 60% försvar i kullar.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "Berg" #~ 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 "" #~ "text='Berg' är terräng som är så pass brant att trupper " #~ "ofta måste klättra över hinder för att förflytta sig. Detta ger en " #~ "avsevärd försvarsfördel för de flesta truppslag, men det skapar också " #~ "stora svårigheter vid färd. Merparten av de hästburna trupperna kan inte " #~ "ta sig upp i bergig terräng; dock är alvernas kavalleri och vättarnas " #~ "vargryttare undantag till detta. Då bergen är hemvisten för både dvärgar " #~ "och troll så kan de ta sig fram utan problem.\n" #~ "\n" #~ "De flesta truppslag har 60% försvar i berg; dvärgar har 70%." #~ msgid "Swamp" #~ msgstr "Träsk" #~ 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 "" #~ "text='Träsk' representerar våtmarker av olika slag. De " #~ "sinkar nästan alla och försvårar för effektivt försvar. Undantag till " #~ "detta är raser som rör sig fritt i vatten; dessa får goda förflyttnings- " #~ "och försvarsfördelar. De som bor och arbetar i våtmarker har lärt sig att " #~ "hantera denna terräng.\n" #~ "\n" #~ "De flesta truppslag har 30% försvar i träsk. Sjöfolket, nagafolket och " #~ "ödlefolket har oftast 60% försvar." #~ msgid "Shallow Water" #~ msgstr "Grunt vatten" #~ 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 "" #~ "text='Grunt vatten' representerar alla sorters " #~ "vattensamlingar där vattnet är djupt nog att räcka ungefär upp till " #~ "midjan på en människa. Detta sinkar de flesta och gör dem helt öppna för " #~ "anfall. Dvärgar har stora svårigheter i grunt vatten, eftersom vattnet " #~ "når dem nästan över huvudet. Undantaget är raser som naturligt tar sig " #~ "fram i vatten, vilket ger dem avsevärda försvars- och " #~ "förflyttningsfördelar.\n" #~ "\n" #~ "De flesta truppslag får nöja sig med 20-30% försvar i grunt vatten, medan " #~ "både sjöfolket och nagafolket har 60%." #~ msgid "Deep Water" #~ msgstr "Djupt vatten" #~ 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 "" #~ "text='Djupt vatten' representerar alla sorters " #~ "vattensamlingar där vattnet är djupt nog att nå över en människas huvud. " #~ "De flesta truppslag kan inte ta sig ut på djupt vatten, förutom de som " #~ "kan flyga eller som är utomordentliga simmare.\n" #~ "\n" #~ "Både sjöfolket och nagafolket rör sig fritt på djupt vatten och har 50% " #~ "försvar." #~ msgid "Frozen" #~ msgstr "Fryst" #~ 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 "" #~ "text='Frusen' terräng representerar alla slättytor " #~ "täckta av snö eller is. De flesta truppslag sinkas av snö och har svårare " #~ "att försvara sig. Notera att simmade trupper, även dom som kan andas " #~ "under vattnen, inte kan simma under is.\n" #~ "\n" #~ "De flesta truppslag har 20-40% försvar i frusen terräng." #~ msgid "Castle" #~ msgstr "Borg" #, fuzzy #~| msgid "" #~| "text='Castles' are any sort of permanent fortification. " #~| "Nearly all units receive a considerable bonus to their defense by being " #~| "stationed in a castle, and all 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" #~ 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 "" #~ "En text='borg' är någon typ av permanent befästning. " #~ "Nästan alla trupper får en avsevärd försvarsfördel när de befinner sig i " #~ "en borg, och alla trupper rör sig utan hinder. Genom att placera trupper " #~ "i en borg manifesterar man dess försvarskapacitet. Utan en trupp i varje " #~ "borgruta kan en fiendetrupp smita in i borgen utan problem och dra nytta " #~ "av borgens alla fördelar.\n" #~ "\n" #~ "De flesta trupper har omkring 60% försvar i borgar.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Sand" #~ 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 "" #~ " text='Sandens' instabilitet utgör ett stort hinder för " #~ "de flesta truppslag och gör dem utsatta för attacker. Ödleliknande raser " #~ "har fördelar i denna terräng tack vare deras breda fötter och ormlika " #~ "kroppar.\n" #~ "\n" #~ "De flesta trupper har 20-40% försvar i denna terräng." #~ msgid "Desert" #~ msgstr "Öken" #~ 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 "" #~ "text='Öknar' har en något annorlunda sammansättning än " #~ "små sandgropar eller stränder. I spelet behandlas dock sand och öken som " #~ "samma terräng. Se dst='terrain_sand' text='sand'." #~ msgid "Cave" #~ msgstr "Grotta" #~ 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 "" #~ "text='Grottor' representerar alla sorters underjordiska " #~ "håligheter som är stora nog att röra sig i. De flesta truppslag är helt " #~ "obekanta med denna terräng och har således svårigheter både ur " #~ "förflyttnings- och försvarssynpunkt. Dvärgar och troll, som bor i " #~ "grottor, har båda fördelar i denna terräng. Detta gäller särskilt dvärgar " #~ "som genom sin ringa storlek kan ta sig förbi många hinder som andra raser " #~ "inte kan forcera. Somliga grottor är dst='terrain_illuminated_cave' " #~ "text='upplysta'.\n" #~ "\n" #~ "De flesta trupper har 20-40% försvar i denna terräng, medan dvärgar har " #~ "50%." #~ msgid "Rockbound Cave" #~ msgstr "Klippgrotta" #~ 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 "" #~ "En text='klippgrotta' har formats av vatten och vind, " #~ "som eroderat grottan till den form den har idag. Den liknar en skrovlig " #~ "underjordisk grotta, vilket minskar de flesta truppslags effektivitet, " #~ "men skapar goda försvarsmöjligheter. Dvärgar och troll, som är grottornas " #~ "naturliga innevånare, har inga större svårigheter med denna sorts " #~ "terräng. Dvärgar kan dra fördel av sin ringa storlek och manövrerar med " #~ "lätthet denna terräng. Somliga grottor är " #~ "dst='terrain_illuminated_cave' text='upplysta'.\n" #~ "\n" #~ "De flesta truppslag har omkring 50% försvar i klippgrottor, medan " #~ "kavalleri är begränsat till 40%. Dvärgar har 60% försvar i klippgrottor." #~ msgid "Illuminated Cave" #~ msgstr "Upplyst grotta" #~ 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 "" #~ "Sällsynta områden i den underjordiska världen är upplysta av ljus från " #~ "ytan som skiner ner i mörkret. Detta ger redbara trupper en bonus och " #~ "ljusskygga trupper ett avdrag på attacker. I alla andra avseenden är " #~ "denna terräng ekvivalent med en normal dst='terrain_cave' " #~ "text='grotta'." #~ msgid "Mushroom Grove" #~ msgstr "Svampdunge" #~ 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 "" #~ "En text='svampdunge' är en vidsträckt underjordisk skog " #~ "av jättesvampar, som trivs utmärkt i det fuktiga mörkret. De flesta " #~ "trupper har svårigheter med att navigera över det svampiga täcket av de " #~ "mindre arterna, medan de kan dra stor försvarsfördel av de större. " #~ "Beridna trupper har dock stora svårigheter och ser sin rörlighet kraftig " #~ "begränsad. Vandöda trupper med sin naturliga dragning till förfall finner " #~ "sig väl i svampskogar.\n" #~ "\n" #~ "De flesta truppslag har mellan 50% och 60% försvar i svampdungor, medan " #~ "kavalleri endast har 20%." #~ msgid "Village" #~ msgstr "By" #~ 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 "" #~ "text='Byar' representerar alla sorters grupperingar av " #~ "hus och andra byggnader, vare sig de är uppförda av människor eller inte. " #~ "Nästan alla truppslag, även kavalleri, manövrerar utan svårighet i byar, " #~ "och de flesta trupper har försvarsfördelar i dem. Byar ger trupper " #~ "möjlighet att rengöra och läka sina sår, vilket betyder att trupper som " #~ "är placerade i byar antingen läker åtta hälsopoäng varje drag eller blir " #~ "botade från gift.\n" #~ "\n" #~ "De flesta truppslag har 50-60% försvar i byar; kavalleri har 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Undervattensby" #~ 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 "" #~ "text='Undervattensbyar' utgör hemmen för sjöfolket och " #~ "nagafolket. Även om vattenlevande varelser känner sig hemma här, finner " #~ "landborna det svårt att ta sig fram i och försvara sig i dessa byar. Dock " #~ "bistår även dessa byar med vård för skadade. Alla trupper som befinner " #~ "sig i en by kan läka åtta hälsopoäng per drag, eller botas från " #~ "förgiftning.\n" #~ "\n" #~ "Sjöfolket och nagafolket har 60% försvar i undervattensbyar, medan " #~ "landvarelser ofta har ett dåligt försvar här." #~ msgid "Unwalkable" #~ msgstr "Ej farbar" #~ 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 "" #~ "text='Ej farbar' terräng inkluderar avgrunder och " #~ "raviner, och som namnet antyder kan de inte korsas genom att bara gå över " #~ "dem. Avgrunder känns igen på sina lodräta väggar som skulle ta dagar att " #~ "ta sig ned och upp för. I spelet är det bara flygande truppslag som kan " #~ "ta sig över denna typ av terräng." #~ msgid "Lava" #~ msgstr "Lava" #~ 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 "" #~ "Farorna med att försöka vada genom text='lava' är " #~ "uppenbara. När det gäller förflyttning så räknas denna terräng som " #~ "dst='terrain_unwalkable' text='ej farbar' terräng och kan bara " #~ "korsars av de trupper som har tillräcklig flyghöjd. Den flytande magman " #~ "ger också ifrån sig ett sken som lyser upp det närliggande området. Detta " #~ "ger redbara trupper en bonus och ljusskygga trupper ett avdrag på " #~ "attacker." #~ msgid "River Ford" #~ msgstr "Vadställe" #~ 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 "" #~ "Där en flod råkar vara mycket grund kan den med lätthet passeras även av " #~ "landlevande truppslag. Varelser som kan simma rör sig fritt även över " #~ "sådana grunda platser i floden. I spelet behandlas vadställen som " #~ "antingen slätt eller grunt vatten beroende på vad som är bäst för " #~ "truppslaget som befinner sig där." #~ msgid "Coastal Reef" #~ msgstr "Kustrev" #~ 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 "" #~ "text='Kustrev' är grunda ställen formade av sten, korall " #~ "och sand. De ger de flesta landtrupper ett bättre fotfäste och en bättre " #~ "försvarsposition än vad vanligt grunt vatten oftast ger. Dessutom ger " #~ "kustreven de flesta vattenlevande raser ett exceptionellt starkt " #~ "försvar.\n" #~ "\n" #~ "Både sjöfolket och nagafolket får 70% försvar på kustrev." #~ msgid "Bridge" #~ msgstr "Bro" #~ 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 "" #~ "Kunskapen och kapaciteten att bygga text='broar' ger " #~ "möjligheten att slippa ägna någon tankemöda åt var bästa vadställe finns, " #~ "och när det är tillgängligt. För att inte tala om lyxen att torrskodd " #~ "korsa ett vattendrag, vilket inte är att förakta under årets kalla " #~ "månader.\n" #~ "\n" #~ "För de som färdas på land eller vatten är en bro det bästa av båda " #~ "världar. I spelet fungerar de som antingen slätt eller vatten, beroende " #~ "på vad som ger de bästa fördelarna för truppen som passerar bron. " #~ "Observera att en simmande trupp och en landtrupp inte kan ställa sig på " #~ "en broruta samtidigt." #~ msgid "Impassable" #~ msgstr "Oframkomlig" #~ 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 "" #~ "Berg så höga och branta att moln alltid bekransar dess toppar och solida " #~ "väggar av sten är hinder som inte ens den mest beslutsamma resenär kan ta " #~ "sig an. Inte ens flygande varelser kan ta sig över dessa svindlande höga " #~ "och kantiga toppar, och inte ens de våldsammaste troll kan slå genom de " #~ "tjocka väggarna av sten." #~ 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 "" #~ "Bärsärkagång:\n" #~ "Vare sig det gäller anfall eller försvar fortsätter striden tills en av " #~ "parterna ligger död på marken eller tills striden pågått i 30 utfall." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magisk:\n" #~ "Denna attack har alltid 70% chans att träffa oavsett måltavlans försvar." #~ msgid "firststrike" #~ msgstr "första slaget" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Första slaget:\n" #~ "Denna trupp slår alltid först, även om den försvarar sig." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Förtäring:\n" #~ "Den här truppen får 1 hälsa när den dödar en levande trupp." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Vissa vapen har speciella egenskaper som ökar dess effektivitet när man " #~ "attackerar med dem.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Chans för träff'
"