# #-#-#-#-# wesnoth.cpp.pot (Battle for Wesnoth VERSION) #-#-#-#-# # Shavian English translations for Battle for Wesnoth package. # Copyright (C) 2009 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package # # Contributors: # Arc Riley # Jon Neal # Thomas Thurman # msgid "" msgstr "" "Project-Id-Version: en@shaw\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2023-04-02 09:55-0500\n" "PO-Revision-Date: 2009-10-11 21:15-0400\n" "Last-Translator: Arc Riley \n" "Language-Team: Shavian English \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛" #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:185 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:134 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "𐑳𐑯𐑛𐑧𐑛" #. [label] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:198 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:41 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "𐑓𐑽𐑤𐑩𐑕" #. [label] #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:248 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:98 #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:441 msgid "plague" msgstr "𐑐𐑤𐑱𐑜" #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7 #: data/core/macros/abilities.cfg:442 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "𐑐𐑤𐑱𐑜:\n" "𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑢𐑷𐑒𐑦𐑙 𐑒𐑹𐑐𐑕 𐑪𐑯 𐑞 " "𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:65 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "𐑣𐑰𐑤𐑟 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "𐑣𐑰𐑤𐑟 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "𐑣𐑰𐑤𐑟 +4:\n" "𐑩𐑤𐑬𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑨𐑤𐑲𐑛 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑬𐑼 𐑑𐑻𐑯.\n" "\n" "𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 4 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 " "𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n" "𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 " "𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼." #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:61 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:91 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing and slowing dehydration." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:71 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "𐑣𐑰𐑤𐑟 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "𐑣𐑰𐑤𐑟 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:42 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "𐑣𐑰𐑤𐑟 +8:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 " "𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛.\n" "\n" "𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 " "𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n" "𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 " "𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:70 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "𐑣𐑰𐑤𐑟 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:71 #, fuzzy #| msgid "female^heals +4" msgid "female^heals +12" msgstr "𐑣𐑰𐑤𐑟 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:72 #, 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 12 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 "" "𐑣𐑰𐑤𐑟 +8:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 " "𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛.\n" "\n" "𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 " "𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n" "𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 " "𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼." #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:97 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑰𐑤𐑦𐑙 𐑞𐑴𐑟 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑, 𐑯 𐑒𐑘𐑫𐑼𐑦𐑙 𐑞𐑧𐑥 𐑝 𐑐𐑶𐑟𐑩𐑯." #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "𐑷𐑤𐑢𐑱𐑟 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤𐑟" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14 #: data/core/macros/abilities.cfg:282 msgid "ambush" msgstr "𐑨𐑥𐑚𐑫𐑖" #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:17 #: data/core/macros/abilities.cfg:410 msgid "backstab" msgstr "𐑚𐑨𐑒𐑕𐑑𐑨𐑚" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:20 msgid "Castle" msgstr "𐑒𐑨𐑕𐑩𐑤" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:23 msgid "Cave" msgstr "𐑒𐑱𐑝" #. [damage]: id=charge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:26 #: data/core/macros/abilities.cfg:528 msgid "charge" msgstr "𐑗𐑸𐑡" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29 #: data/core/macros/abilities.cfg:343 msgid "concealment" msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:137 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "𐑒𐑘𐑫𐑮𐑟" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35 #: src/help/help_topic_generators.cpp:739 msgid "Defense" msgstr "𐑛𐑦𐑓𐑧𐑯𐑕" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:38 #: data/core/macros/abilities.cfg:555 msgid "drains" msgstr "𐑛𐑮𐑱𐑯𐑟" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:44 #: data/core/macros/abilities.cfg:384 msgid "feeding" msgstr "𐑓𐑰𐑛𐑦𐑙" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:47 #: data/core/macros/abilities.cfg:386 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑." #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:50 #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1 𐑥𐑨𐑒𐑕 HP" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:53 msgid "firststrike" msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:56 msgid "Flat" msgstr "𐑓𐑤𐑨𐑑" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:59 msgid "Forest" msgstr "𐑓𐑹𐑦𐑕𐑑" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:62 msgid "Frozen" msgstr "𐑓𐑮𐑴𐑟𐑩𐑯" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74 #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "𐑣𐑧𐑤𐑔𐑦" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:77 msgid "Hills" msgstr "𐑣𐑦𐑤𐑟" #. [illuminates]: id=illumination #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:80 #: data/core/macros/abilities.cfg:235 msgid "illuminates" msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕" #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:83 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "𐑤𐑰𐑛𐑼𐑖𐑦𐑐" #. [chance_to_hit]: id=magical #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:86 #: data/core/macros/abilities.cfg:504 msgid "magical" msgstr "𐑥𐑨𐑡𐑦𐑒𐑩𐑤" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:89 #: data/core/macros/abilities.cfg:475 msgid "marksman" msgstr "𐑥𐑸𐑒𐑕𐑥𐑩𐑯" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:92 msgid "Mushroom Grove" msgstr "𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝" #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:95 #: data/core/macros/abilities.cfg:323 data/core/macros/abilities.cfg:324 msgid "nightstalk" msgstr "𐑯𐑲𐑑𐑕𐑑𐑷𐑒" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:101 #: data/core/macros/abilities.cfg:577 msgid "poison" msgstr "𐑐𐑶𐑟𐑩𐑯" #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:104 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:107 #: src/help/help_topic_generators.cpp:700 msgid "Resistances" msgstr "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:110 msgid "Sand" msgstr "𐑕𐑭𐑯𐑛" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:113 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "𐑕𐑒𐑻𐑥𐑦𐑖𐑻" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:116 #: data/core/macros/abilities.cfg:453 msgid "slows" msgstr "𐑕𐑤𐑴𐑟" #. [resistance]: id=steadfast #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122 #: src/help/help_topic_generators.cpp:619 msgid "Strikes" msgstr "𐑕𐑑𐑮𐑲𐑒𐑕" #. [hides]: id=submerge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:125 #: data/core/macros/abilities.cfg:363 msgid "submerge" msgstr "𐑕𐑩𐑚𐑥𐑻𐑡" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:128 msgid "Swamp" msgstr "𐑕𐑢𐑭𐑥𐑐" #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131 #: data/core/macros/abilities.cfg:250 msgid "teleport" msgstr "𐑑𐑧𐑤𐑩𐑐𐑹𐑑" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140 msgid "Village" msgstr "𐑝𐑦𐑤𐑦𐑡" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:312 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Editor" msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:324 #, fuzzy #| msgid "Terrain Modifiers" msgid "Scenario Editor" msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:109 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:127 msgid "Editor Terrain-Overlay Graphics" msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:128 msgid "" "editor^Maps generally look similar in the editor to their appearance in the " "game. There are a few exceptions, where different graphics are used in the " "editor; all the overlays described here are found in the terrain palette’s " "“special” group." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English the text is “IO” for impassable and “UO” for unwalkable. #: data/core/editor/help.cfg:133 msgid "" "editor^text='Movement Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes " "Impassable and Unwalkable\n" "\n" "While easily noticeable in the editor, these are invisible in the game, so " "the mixed terrains created by them look like the base terrain. They create a " "mixed terrain with the movement costs set to “impassable” or “unwalkable” " "respectively." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English these images are the literal text “Castle overlay” and “Keep overlay”. #: data/core/editor/help.cfg:142 msgid "" "editor^text='Castle Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "Adding either of these overlays to a passable hex allows units to be " "recruited onto a hex. The keep also allows a leader to recruit from there.\n" "\n" "These can be added to an impassable hex to connect a castle to a visually-" "separate keep through an impassable wall. It’s also possible to create a " "castle that seems to have grassland between the keep and towers, however " "this requires the connecting hexes to be occupied or blocked to prevent " "units being recruited onto them." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image here has text, while it could be translated I assume editor-only images won’t be. #. In English this image is the literal text “Village overlay”. #: data/core/editor/help.cfg:153 msgid "" "editor^text='Village Overlay'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "This turns any base terrain into a village, providing income and healing." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image is an “S” on a solid black background. #: data/core/editor/help.cfg:161 msgid "" "editor^text='Fake Shroud'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "Fake Shroud looks like an unexplored area, even in scenarios that have " "shroud disabled and even when the player’s units can see the hex." msgstr "" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:170 #, fuzzy #| msgid "Terrain" msgid "Deprecated Terrain" msgstr "𐑑𐑻𐑱𐑯" #. [topic]: id=editor_deprecated_overlay #. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated. #. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it. #: data/core/editor/help.cfg:173 msgid "" "editor^src='terrain/grass/green.png~BLIT(terrain/deprecated-editor." "png)' align=left box=yesThe magenta ‘D’ (for “Deprecated”).\n" "\n" "This is shown in the editor over deprecated terrain codes. Examples are:\n" "• the dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain',\n" "• the “Xol” Lit Stone Wall, which is deprecated because several wall " "terrains now support the “^Efs” Sconce embellishment.\n" "\n" "The help pages for these terrains may have additional text that’s only shown " "in the editor, describing the deprecation and the recommended replacements." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:186 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:187 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:202 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:203 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:216 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:217 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:231 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:232 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:247 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:248 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:269 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:270 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:280 msgid "Map/Scenario Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:281 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." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:293 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:313 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:325 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:327 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:334 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:342 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 scenario 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:354 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:355 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:393 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:394 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:402 #, fuzzy #| msgid "Time of Day" msgid "ToD and Schedule Editor" msgstr "𐑑𐑲𐑥 𐑝 𐑛𐑱" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:403 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:414 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:416 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:421 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:422 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:423 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:435 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:436 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:438 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:451 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:459 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:463 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:127 msgid "Deep Underground" msgstr "𐑛𐑰𐑐 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "" #. [section]: id=calendar #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13 msgid "Calendar" msgstr "" #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:14 msgid "" "Each year in the Wesnoth calendar is composed of 12 months. These are, in " "order:\n" "\n" "Whitefire\n" "Bleeding Moon\n" "Scatterseed\n" "Deeproot\n" "Scryer’s Bloom\n" "Thorntress\n" "Summit Star\n" "Kindlefire\n" "Stillseed\n" "Reaper’s Moon\n" "Verglas Bloom\n" "Blackfire\n" "\n" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 #, fuzzy msgid "Green Isle" msgstr "𐑜𐑮𐑰𐑯" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='Notable cities:'
\n" " • Weldyn: The capital of Wesnoth.\n" " • Aldril: City lying on the Bay of Pearls.\n" " • Blackwater Port: City lying south of the Bay of Pearls.\n" " • Carcyn: Located between the Grey Woods and the Great River.\n" " • Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " • Soradoc: The northernmost border outpost of Wesnoth, controls the " "confluence of the Weldyn River and the Great River.\n" " • Fort Tahn: The southernmost border outpost, controls the north/south " "road crossing the River Aethen.\n" " • Tath: Important fort city north of Dan’Tonk, exerts control over the " "wilderness country around the east of the Brown Hills and north to the Ford " "of Abez.\n" "\n" "
text='Notable land features:'
\n" " • Gryphon Mountain: Home of the fabled Gryphons.\n" " • Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces.\n" " • Weldyn River: It branches from the Great River and goes south.\n" " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " "this plain is Wesnoth’s bread basket and home to most of its population.\n" " • Dulatus Hills: These rolling hills bordering the Great Central Plain " "provide much of Wesnoth’s livestock and agriculture.\n" " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" "populated and occasionally very dangerous.\n" " • Horse Plains: Region of rolling plains just south of the Great River, " "bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " "southern reach merges into the Central Plain. Home of the powerful Clans; " "the best horses in Wesnoth are bred here.\n" " • Estmark Hills: Largish range rising south of the Great River and east " "of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " "at various times been settled by Wesnothians, but the Kingdom’s control is " "tenuous at best and banditry is common.\n" " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " "Haldric II’s sons.\n" " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council.\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='Heart Mountains': A virtually " "impassable barrier between the river country and the Northern Plains.\n" " • Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " • Swamp of Dread: a very large bog located between the Heart Mountains " "and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway " "through the Northern Mountains.\n" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='Great River': The origin of this " "river is somewhere in the east of the northern lands." msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 #, fuzzy msgid "Heart Mountains" msgstr "𐑥𐑬𐑯𐑑𐑩𐑯𐑟" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "𐑑𐑲𐑥 𐑝 𐑛𐑱" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "𐑦𐑯𐑑𐑮𐑩𐑛𐑳𐑒𐑖𐑩𐑯" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "𐑜𐑱𐑥𐑐𐑤𐑱" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:531 #: src/help/help_topic_generators.cpp:476 #: src/help/help_topic_generators.cpp:499 msgid "Traits" msgstr "𐑑𐑮𐑱𐑑𐑕" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "𐑿𐑯𐑦𐑑𐑕" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "𐑢𐑧𐑐𐑩𐑯 𐑕𐑐𐑧𐑖𐑩𐑤𐑟" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "𐑑𐑻𐑱𐑯𐑟" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "𐑒𐑩𐑥𐑭𐑯𐑛𐑟" #. [topic]: id=..introduction #: data/core/help.cfg:96 #, fuzzy msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑩 𐑑𐑻𐑯-𐑚𐑱𐑕𐑑 𐑓𐑨𐑯𐑑𐑩𐑕𐑰 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑜𐑱𐑥 𐑕𐑳𐑥𐑢𐑪𐑑 𐑳𐑯𐑿𐑠𐑫𐑩𐑤 𐑩𐑥𐑳𐑙 " "𐑥𐑪𐑛𐑼𐑯 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑜𐑱𐑥𐑟. 𐑢𐑲𐑤 𐑳𐑞𐑼 𐑜𐑱𐑥𐑟 𐑕𐑑𐑮𐑲𐑝 𐑓𐑹 𐑒𐑩𐑥𐑐𐑤𐑧𐑒𐑕𐑩𐑑𐑰, 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 " "𐑕𐑑𐑮𐑲𐑝𐑟 𐑓𐑹 𐑕𐑦𐑥𐑐𐑤𐑦𐑕𐑦𐑑𐑦 𐑝 𐑚𐑴𐑔 𐑮𐑵𐑤𐑟 𐑯 𐑜𐑱𐑥𐑐𐑤𐑱. 𐑞𐑦𐑕 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑥𐑱𐑒 𐑞 𐑜𐑱𐑥 𐑕𐑦𐑥𐑐𐑩𐑤, " "𐑣𐑬𐑧𐑝𐑼 - 𐑓𐑮𐑪𐑥 𐑞𐑰𐑟 𐑕𐑦𐑥𐑐𐑩𐑤 𐑮𐑵𐑤𐑟 𐑩𐑮𐑲𐑟 𐑩 𐑢𐑧𐑤𐑔 𐑝 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰, 𐑥𐑱𐑒𐑦𐑙 𐑞 𐑜𐑱𐑥 𐑰𐑟𐑦 𐑑 𐑤𐑻𐑯 " "𐑚𐑳𐑑 𐑩 𐑗𐑨𐑤𐑩𐑯𐑡 𐑑 𐑥𐑭𐑕𐑑𐑼." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "𐑩𐑚𐑬𐑑 𐑞 𐑜𐑱𐑥" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 #, fuzzy #| msgid "" #| "Certain units have abilities that either directly affect other units, or " #| "have an impact on how the unit interacts with other units. These " #| "abilities will be listed under this topic as you encounter them.\n" #| "\n" msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑞𐑨𐑑 𐑲𐑞𐑼 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑩𐑓𐑧𐑒𐑑 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕, 𐑹 𐑣𐑨𐑝 𐑩𐑯 𐑦𐑥𐑐𐑨𐑒𐑑 " "𐑪𐑯 𐑣𐑬 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑯𐑑𐑻𐑨𐑒𐑑𐑕 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕. 𐑞𐑰𐑟 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑢𐑦𐑤 𐑚𐑰 𐑤𐑦𐑕𐑑𐑩𐑛 𐑳𐑯𐑛𐑼 𐑞𐑦𐑕 " "𐑑𐑪𐑐𐑦𐑒 𐑨𐑟 𐑿 𐑦𐑯𐑒𐑬𐑯𐑑𐑻 𐑞𐑧𐑥.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "𐑳𐑯𐑯𐑴𐑯 𐑿𐑯𐑦𐑑" #. [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" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑳𐑯𐑯𐑴𐑯 𐑓𐑹 𐑞 𐑥𐑴𐑥𐑩𐑯𐑑. 𐑿 𐑥𐑳𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼 𐑦𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑑 𐑚𐑰 𐑩𐑤𐑬𐑛 𐑑 𐑕𐑰 𐑦𐑑𐑕 " "𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯." #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy #| msgid "
text='Units of this race'
" msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "
text='𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞𐑦𐑕 𐑮𐑱𐑕'
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy #| msgid "" #| "While playing, keep in mind that if you mouse-over many items in the " #| "game, such as the information displayed in the status pane, a brief " #| "description will be shown explaining each item. This is especially useful " #| "when you encounter new dst='..abilities_section' text='abilities' for the first time." 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 "" "𐑢𐑲𐑤 𐑐𐑤𐑱𐑦𐑙, 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑦𐑓 𐑿 𐑥𐑬𐑕-𐑴𐑝𐑼 𐑥𐑧𐑯𐑦 𐑲𐑑𐑩𐑥𐑟 𐑦𐑯 𐑞 𐑜𐑱𐑥, 𐑕𐑳𐑗 𐑨𐑟 𐑞 " "𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑛𐑦𐑕𐑐𐑤𐑱𐑛 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯, 𐑩 𐑚𐑮𐑰𐑓 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑖𐑴𐑯 𐑦𐑒𐑕𐑐𐑤𐑱𐑯𐑦𐑙 " "𐑰𐑗 𐑲𐑑𐑩𐑥. 𐑞𐑦𐑕 𐑦𐑟 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑿 𐑦𐑯𐑒𐑬𐑯𐑑𐑻 𐑯𐑿 dst='.." "abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟' 𐑓𐑹 𐑞 𐑓𐑻𐑕𐑑 𐑑𐑲𐑥." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "𐑝𐑦𐑒𐑑𐑼𐑦 𐑯 𐑛𐑦𐑓𐑰𐑑" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" "\n" "\n" "𐑢𐑧𐑯 𐑿 𐑢𐑦𐑯 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑞 𐑥𐑨𐑐 𐑢𐑦𐑤 𐑜𐑮𐑱 𐑴𐑝𐑼 𐑯 𐑞 '𐑧𐑯𐑛 𐑑𐑻𐑯' 𐑚𐑳𐑑𐑩𐑯 𐑢𐑦𐑤 𐑗𐑱𐑯𐑡 𐑑 '𐑧𐑯𐑛 " "𐑕𐑦𐑯𐑺𐑰𐑴'. 𐑿 𐑒𐑨𐑯 𐑯𐑬 𐑛𐑵 𐑔𐑦𐑙𐑟 𐑤𐑲𐑒 𐑗𐑱𐑯𐑡𐑦𐑙 𐑿𐑼 𐑕𐑱𐑝 𐑪𐑐𐑖𐑩𐑯𐑟 𐑹 (𐑦𐑓 𐑿 𐑸 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 " "𐑜𐑱𐑥) 𐑗𐑨𐑑𐑦𐑙 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑐𐑤𐑱𐑼𐑟 𐑚𐑦𐑓𐑹 𐑐𐑮𐑧𐑕𐑦𐑙 𐑞𐑨𐑑 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" "𐑐𐑱 𐑒𐑺𐑓𐑩𐑤 𐑩𐑑𐑧𐑯𐑖𐑩𐑯 𐑑 𐑞 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 𐑐𐑪𐑐-𐑳𐑐 𐑚𐑪𐑒𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑿𐑖𐑿𐑩𐑤𐑦 " "𐑿 𐑢𐑦𐑤 𐑩𐑗𐑰𐑝 𐑝𐑦𐑒𐑑𐑼𐑦 𐑚𐑲 𐑒𐑦𐑤𐑦𐑙 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑤𐑰𐑛𐑼𐑟, 𐑯 𐑴𐑯𐑤𐑦 𐑚𐑰 𐑛𐑦𐑓𐑰𐑑𐑩𐑛 𐑚𐑲 𐑣𐑨𐑝𐑦𐑙 𐑿𐑼 " "𐑤𐑰𐑛𐑻 𐑒𐑦𐑤𐑛. 𐑚𐑳𐑑 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑥𐑱 𐑣𐑨𐑝 𐑳𐑞𐑼 𐑝𐑦𐑒𐑑𐑼𐑦 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 - 𐑜𐑧𐑑𐑦𐑙 𐑿𐑼 𐑤𐑰𐑛𐑻 𐑑 𐑩 " "𐑛𐑩𐑟𐑲𐑯𐑧𐑑𐑩𐑛 𐑐𐑶𐑯𐑑, 𐑕𐑱, 𐑹 𐑮𐑧𐑕𐑒𐑿𐑦𐑙 𐑕𐑳𐑥𐑢𐑳𐑯, 𐑹 𐑕𐑪𐑤𐑝𐑦𐑙 𐑩 𐑐𐑳𐑟𐑩𐑤, 𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑬𐑑 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 " "𐑕𐑰𐑡 𐑳𐑯𐑑𐑦𐑤 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑣𐑨𐑝 𐑦𐑤𐑨𐑐𐑕𐑑." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙 𐑯 𐑮𐑦𐑒𐑪𐑤𐑦𐑙" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "If you right-clicked on a castle hex and selected recruit, the new unit " #| "will appear in that square. Otherwise, it will appear in a free square " #| "near the keep. You may only recruit as many units as you have free hexes " #| "in your castle, and you cannot spend more gold than you actually have on " #| "recruiting." msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "𐑦𐑓 𐑿 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑑 𐑪𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤 𐑣𐑧𐑒𐑕 𐑯 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑮𐑩𐑒𐑮𐑵𐑑, 𐑞 𐑯𐑿 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑩𐑐𐑽 𐑦𐑯 𐑞𐑨𐑑 " "𐑕𐑒𐑢𐑺. 𐑳𐑞𐑼𐑢𐑲𐑟, 𐑦𐑑 𐑢𐑦𐑤 𐑩𐑐𐑽 𐑦𐑯 𐑩 𐑓𐑮𐑰 𐑕𐑒𐑢𐑺 𐑯𐑽 𐑞 𐑒𐑰𐑐. 𐑿 𐑥𐑱 𐑴𐑯𐑤𐑦 𐑮𐑩𐑒𐑮𐑵𐑑 𐑨𐑟 𐑥𐑧𐑯𐑦 " "𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑿 𐑣𐑨𐑝 𐑓𐑮𐑰 𐑣𐑧𐑒𐑕𐑧𐑟 𐑦𐑯 𐑿𐑼 𐑒𐑨𐑕𐑩𐑤, 𐑯 𐑿 𐑒𐑨𐑯𐑪𐑑 𐑕𐑐𐑧𐑯𐑛 𐑥𐑹 𐑜𐑴𐑤𐑛 𐑞𐑨𐑯 𐑿 𐑨𐑒𐑗𐑫𐑩𐑤𐑦 " "𐑣𐑨𐑝 𐑪𐑯 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, fuzzy msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='..terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the text='Recruit' button to recruit it." msgstr "" "𐑰𐑗 𐑕𐑲𐑛 𐑚𐑩𐑜𐑦𐑯𐑟 𐑢𐑦𐑞 𐑢𐑳𐑯 𐑤𐑰𐑛𐑻 𐑦𐑯 𐑞𐑺 𐑒𐑰𐑐. 𐑨𐑑 𐑞 𐑕𐑑𐑸𐑑 𐑝 𐑧𐑯𐑦 𐑚𐑨𐑑𐑩𐑤, 𐑯 𐑨𐑑 𐑑𐑲𐑥𐑟 " "𐑛𐑘𐑫𐑼𐑦𐑙 𐑦𐑑, 𐑿 𐑢𐑦𐑤 𐑯𐑰𐑛 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 dst='..units' text='𐑿𐑯𐑦𐑑𐑕' 𐑦𐑯𐑑𐑫 𐑿𐑼 " "𐑸𐑥𐑦. 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑, 𐑿 𐑥𐑳𐑕𐑑 𐑣𐑨𐑝 𐑿𐑼 𐑤𐑰𐑛𐑻 (𐑓𐑹 𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑒𐑭𐑯𐑮𐑩𐑛 𐑦𐑯 𐑞 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯 " "𐑒𐑨𐑥𐑐𐑱𐑯) 𐑪𐑯 𐑞 𐑒𐑰𐑐 𐑕𐑒𐑢𐑺 𐑝 𐑩 dst='terrain_castle' text='𐑒𐑨𐑕𐑩𐑤'. 𐑞𐑧𐑯 " "𐑿 𐑥𐑱 𐑮𐑩𐑒𐑮𐑵𐑑 𐑚𐑲 𐑲𐑞𐑼 𐑗𐑵𐑟𐑦𐑙 𐑮𐑩𐑒𐑮𐑵𐑑 𐑓𐑮𐑪𐑥 𐑞 𐑥𐑧𐑯𐑿 𐑹 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 𐑪𐑯 𐑩 𐑣𐑧𐑒𐑕 𐑯 " "𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 text=𐑮𐑩𐑒𐑮𐑵𐑑. 𐑞𐑦𐑕 𐑚𐑮𐑦𐑙𐑟 𐑳𐑐 𐑞 𐑮𐑩𐑒𐑮𐑵𐑑 𐑥𐑧𐑯𐑿, 𐑢𐑦𐑗 𐑤𐑦𐑕𐑑𐑕 " "𐑿𐑯𐑦𐑑𐑕 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑓𐑹 𐑮𐑩𐑒𐑮𐑵𐑑𐑥𐑩𐑯𐑑, 𐑩𐑤𐑪𐑙 𐑢𐑦𐑞 𐑞𐑺 𐑜𐑴𐑤𐑛 𐑒𐑪𐑕𐑑. 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑕𐑰 𐑦𐑑𐑕 " "𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕, 𐑞𐑧𐑯 𐑐𐑮𐑧𐑕 𐑞 𐑮𐑩𐑒𐑮𐑵𐑑 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑦𐑑." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕 𐑒𐑳𐑥 𐑢𐑦𐑞 𐑑𐑵 𐑮𐑨𐑯𐑛𐑩𐑥 dst='..traits_section' text='𐑑𐑮𐑱𐑑𐑕' 𐑢𐑦𐑗 𐑥𐑪𐑛𐑦𐑓𐑲 𐑞𐑺 𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕." #. [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" "𐑦𐑯 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑿 𐑥𐑱 𐑷𐑤𐑕𐑴 𐑮𐑰𐑒𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑻𐑟 𐑓𐑮𐑪𐑥 𐑻𐑤𐑰𐑼 𐑚𐑨𐑑𐑩𐑤𐑟. 𐑮𐑦𐑒𐑪𐑤𐑦𐑙 𐑒𐑭𐑕𐑑𐑕 𐑩 " "𐑕𐑑𐑨𐑯𐑛𐑼𐑛 20 𐑜𐑴𐑤𐑛 𐑯 𐑐𐑮𐑧𐑟𐑩𐑯𐑑𐑕 𐑿 𐑢𐑦𐑞 𐑩 𐑤𐑦𐑕𐑑 𐑝 𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 " "𐑕𐑦𐑯𐑺𐑰𐑴𐑟." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 #, fuzzy msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "𐑿𐑯𐑦𐑑𐑕 𐑯𐑪𐑑 𐑴𐑯𐑤𐑦 𐑒𐑪𐑕𐑑 𐑜𐑴𐑤𐑛 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑹 𐑮𐑰𐑒𐑷𐑤, 𐑞𐑱 𐑷𐑤𐑕𐑴 𐑮𐑦𐑒𐑢𐑲𐑼 𐑥𐑳𐑯𐑦 𐑑 𐑕𐑩𐑐𐑹𐑑. 𐑕𐑰 " "dst='income_and_upkeep' text='𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐' 𐑓𐑹 𐑥𐑹 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, fuzzy msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "𐑦𐑯𐑒𐑳𐑥 𐑦𐑟 𐑕𐑦𐑥𐑐𐑩𐑤. 𐑿 𐑣𐑨𐑝 𐑩 𐑚𐑱𐑕 𐑦𐑯𐑒𐑳𐑥 𐑝 2 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑑𐑻𐑯. 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑝𐑦𐑤𐑦𐑡 𐑿 𐑒𐑩𐑯𐑑𐑮𐑴𐑤, " "𐑿 𐑜𐑱𐑯 𐑢𐑳𐑯 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑜𐑴𐑤𐑛 𐑰𐑗 𐑑𐑻𐑯. 𐑞𐑳𐑕, 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑑𐑧𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑿 𐑢𐑫𐑛 𐑯𐑹𐑥𐑩𐑤𐑦 𐑜𐑱𐑯 " "12 𐑜𐑴𐑤𐑛 𐑰𐑗 𐑑𐑻𐑯. 𐑿𐑼 𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕 𐑸 𐑕𐑩𐑚𐑑𐑮𐑨𐑒𐑑𐑩𐑛 𐑓𐑮𐑪𐑥 𐑞𐑦𐑕 𐑦𐑯𐑒𐑳𐑥, 𐑨𐑟 𐑛𐑰𐑑𐑱𐑤𐑛 𐑚𐑩𐑤𐑴." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, fuzzy msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "𐑦𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑦𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑯𐑳𐑓 𐑕𐑦𐑥𐑐𐑤𐑦 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑓𐑲𐑑. 𐑿 𐑥𐑳𐑕𐑑 𐑢𐑪𐑡 𐑿𐑼 𐑜𐑴𐑤𐑛 " "𐑨𐑟 𐑢𐑧𐑤, 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑦𐑯 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑢𐑺 𐑿 𐑒𐑨𐑯 𐑒𐑨𐑮𐑦 𐑧𐑒𐑕𐑑𐑮𐑩 𐑜𐑴𐑤𐑛 𐑴𐑝𐑼 𐑓𐑮𐑪𐑥 𐑢𐑳𐑯 𐑕𐑦𐑯𐑺𐑰𐑴 𐑑 " "𐑞 𐑯𐑧𐑒𐑕𐑑. 𐑞𐑺 𐑸 𐑑𐑵 𐑨𐑕𐑐𐑧𐑒𐑑𐑕 𐑑 𐑞𐑦𐑕; 𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 #, fuzzy msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "𐑳𐑐𐑒𐑰𐑐 𐑦𐑟 𐑷𐑤𐑕𐑴 𐑓𐑺𐑤𐑦 𐑕𐑦𐑥𐑐𐑩𐑤. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑮𐑦𐑒𐑢𐑲𐑼𐑟 𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑳𐑐𐑒𐑰𐑐 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑦𐑑𐑕 " "𐑤𐑧𐑝𐑩𐑤. 𐑿 𐑒𐑨𐑯 𐑕𐑩𐑐𐑹𐑑 𐑨𐑟 𐑥𐑧𐑯𐑦 𐑤𐑧𐑝𐑩𐑤𐑟 text=𐑢𐑻𐑔 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑿 𐑣𐑨𐑝 " "𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑢𐑦𐑞𐑬𐑑 𐑐𐑱𐑦𐑙 𐑧𐑯𐑦 𐑳𐑐𐑒𐑰𐑐. 𐑣𐑬𐑧𐑝𐑼, 𐑓𐑹 𐑰𐑗 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑿𐑯𐑦𐑑 𐑚𐑦𐑘𐑪𐑯𐑛 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 " "𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑿 𐑣𐑨𐑝, 𐑿 𐑥𐑳𐑕𐑑 𐑐𐑱 𐑢𐑳𐑯 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑑𐑻𐑯. 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑑𐑢𐑧𐑤𐑝 𐑤𐑧𐑝𐑩𐑤 " "𐑢𐑳𐑯 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑑𐑧𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑿 𐑢𐑫𐑛 𐑣𐑨𐑝 𐑑 𐑐𐑱 𐑑𐑵 𐑜𐑴𐑤𐑛 𐑰𐑗 𐑑𐑻𐑯 𐑦𐑯 𐑳𐑐𐑒𐑰𐑐." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 #, fuzzy msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕 𐑸 𐑕𐑩𐑚𐑑𐑮𐑨𐑒𐑑𐑩𐑛 𐑓𐑮𐑪𐑥 𐑿𐑼 𐑦𐑯𐑒𐑳𐑥, 𐑕𐑴 𐑦𐑯 𐑞 𐑒𐑱𐑕 𐑝 𐑑𐑢𐑧𐑤𐑝 𐑤𐑧𐑝𐑩𐑤𐑟 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯 " "𐑑𐑧𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑿𐑼 𐑮𐑦𐑟𐑳𐑤𐑑𐑨𐑯𐑑 𐑦𐑯𐑒𐑳𐑥 𐑢𐑫𐑛 𐑚𐑰 10 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑑𐑻𐑯." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 #, fuzzy msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "𐑞𐑺 𐑸 𐑑𐑵 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟 𐑑 𐑳𐑐𐑒𐑰𐑐: 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑 𐑯 𐑤𐑰𐑛𐑼𐑟 𐑯𐑧𐑝𐑼 𐑦𐑯𐑒𐑻 " "𐑳𐑐𐑒𐑰𐑐. 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑚𐑩𐑜𐑦𐑯 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 𐑢𐑦𐑞 (𐑕𐑳𐑗 𐑨𐑟 ·𐑛𐑧𐑤𐑓𐑩𐑛𐑹), 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑣𐑵 𐑡𐑶𐑯 𐑿 𐑛𐑘𐑫𐑼𐑦𐑙 " "𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑕𐑳𐑗 𐑨𐑟 𐑞 𐑣𐑹𐑕𐑥𐑩𐑯 𐑦𐑯 𐑞 𐑕𐑧𐑒𐑩𐑯𐑛 𐑕𐑦𐑯𐑺𐑰𐑴 𐑝 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯) 𐑢𐑦𐑤 𐑿𐑖𐑿𐑩𐑤𐑦 𐑣𐑨𐑝 𐑞 " "𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑. 𐑞 𐑿𐑯𐑦𐑑 𐑿 𐑸 𐑐𐑤𐑱𐑦𐑙 (𐑕𐑳𐑗 𐑨𐑟 𐑒𐑭𐑯𐑮𐑩𐑛) 𐑢𐑦𐑤 𐑷𐑤𐑥𐑴𐑕𐑑 𐑷𐑤𐑢𐑱𐑟 𐑚𐑰 𐑩 𐑤𐑰𐑛𐑻." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕" #. [topic]: id=hitpoints #: data/core/help.cfg:238 #, fuzzy msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "𐑰𐑗 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 (HP). 𐑦𐑓 𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑝 𐑩 𐑿𐑯𐑦𐑑 𐑛𐑮𐑪𐑐 𐑚𐑩𐑤𐑴 " "1, 𐑞 𐑿𐑯𐑦𐑑 𐑛𐑲𐑟. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑷𐑤𐑕𐑴 𐑣𐑨𐑟 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 (XP). 𐑩 " "𐑓𐑮𐑧𐑖𐑤𐑰 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑕𐑑𐑸𐑑𐑕 𐑢𐑦𐑞 𐑯𐑴 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕, 𐑯 𐑜𐑱𐑯𐑟 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑚𐑲 𐑓𐑲𐑑𐑦𐑙 " "𐑧𐑯𐑦𐑥𐑦𐑟." #. [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 "" "𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑸 𐑚𐑴𐑔 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑩𐑛 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯 𐑿𐑟𐑦𐑙 𐑑𐑵 𐑯𐑳𐑥𐑚𐑼𐑟 " "(𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑝𐑨𐑤𐑿 𐑯 𐑞 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝𐑨𐑤𐑿 𐑞 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑨𐑝)." #. [topic]: id=hitpoints #: data/core/help.cfg:244 #, fuzzy #| msgid "" #| "The hitpoints are also indicated by an energy bar next to each unit, " #| "which is green, yellow or red. A unit with at least 1 experience point " #| "has a blue experience bar, which turns white as the unit is about to " #| "dst='experience_and_advancement' text='advance'." msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." msgstr "" "𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑸 𐑷𐑤𐑕𐑴 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑩𐑛 𐑚𐑲 𐑩𐑯 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑, 𐑢𐑦𐑗 𐑦𐑟 𐑜𐑮𐑰𐑯, " "𐑘𐑧𐑤𐑴 𐑹 𐑮𐑧𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑨𐑑 𐑤𐑰𐑕𐑑 1 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑 𐑣𐑨𐑟 𐑩 𐑚𐑤𐑵 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑚𐑸, 𐑢𐑦𐑗 " "𐑑𐑻𐑯𐑟 𐑢𐑲𐑑 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑩𐑚𐑬𐑑 𐑑 dst='experience_and_advancement' " "text='𐑩𐑛𐑝𐑭𐑯𐑕'." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑑: " #. [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" "𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 (𐑞𐑦𐑕 𐑦𐑟 20% 𐑤𐑧𐑕 𐑓𐑹 " "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑑𐑮𐑱𐑑). 𐑢𐑳𐑯𐑕 𐑞𐑱 𐑩𐑗𐑰𐑝 𐑞𐑦𐑕 𐑩𐑥𐑬𐑯𐑑, 𐑞𐑱 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑞 " "𐑯𐑧𐑒𐑕𐑑 𐑤𐑧𐑝𐑩𐑤, 𐑣𐑰𐑤𐑦𐑙 𐑓𐑫𐑤𐑦 𐑦𐑯 𐑞 𐑐𐑮𐑴𐑕𐑧𐑕. 𐑦𐑯 𐑕𐑳𐑥 𐑒𐑱𐑕𐑩𐑟, 𐑿 𐑢𐑦𐑤 𐑚𐑰 𐑜𐑦𐑝𐑩𐑯 𐑩 𐑗𐑶𐑕 𐑝 " "𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 𐑪𐑐𐑖𐑩𐑯𐑟." #. [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 "" "𐑦𐑓 𐑚𐑴𐑔 𐑿𐑯𐑦𐑑𐑕 𐑕𐑻𐑝𐑲𐑝 𐑩 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑞𐑱 𐑜𐑱𐑯 𐑩 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞 " "𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑞𐑱'𐑼 𐑓𐑲𐑑𐑦𐑙. 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩𐑯𐑳𐑞𐑼 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑣𐑬𐑧𐑝𐑼, 𐑦𐑑 𐑜𐑱𐑯𐑟 " "𐑥𐑳𐑗 𐑥𐑹 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 - 4 𐑓𐑹 𐑩 𐑤𐑧𐑝𐑩𐑤 0 𐑿𐑯𐑦𐑑, 8 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 1, 16 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 2, 24 𐑓𐑹 " "𐑤𐑧𐑝𐑩𐑤 3, 𐑯 𐑕𐑴 𐑓𐑹𐑔." #. [topic]: id=advancement #: data/core/help.cfg:254 #, fuzzy msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "𐑢𐑲𐑤 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑔𐑮𐑰 𐑤𐑧𐑝𐑩𐑤𐑟, 𐑯𐑪𐑑 𐑷𐑤 𐑛𐑵. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 (𐑕𐑳𐑗 𐑨𐑟 " "dst='unit_Mage' text='𐑥𐑱𐑡𐑲') 𐑥𐑱 𐑣𐑨𐑝 𐑓𐑹. 𐑢𐑳𐑯𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑮𐑰𐑗𐑑 𐑦𐑑𐑕 " "𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤, 𐑦𐑑 𐑥𐑱 𐑣𐑨𐑝 𐑩𐑯 𐑭𐑓𐑑𐑼 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 (AMLA) 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 " "𐑑 𐑦𐑑. 𐑞 AMLA 𐑢𐑦𐑤 𐑥𐑪𐑛𐑦𐑓𐑲 𐑞 𐑿𐑯𐑦𐑑 𐑰𐑗 𐑑𐑲𐑥 𐑞 𐑿𐑯𐑦𐑑 𐑮𐑰𐑗𐑩𐑟 𐑞 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑜𐑴𐑤, 𐑚𐑳𐑑 𐑞 " "𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑮𐑦𐑥𐑱𐑯 𐑞 𐑕𐑱𐑥 𐑤𐑧𐑝𐑩𐑤. 𐑞 𐑑𐑦𐑐𐑩𐑒𐑩𐑤 AMLA 𐑦𐑓𐑧𐑒𐑑 𐑦𐑟 𐑓𐑹 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑮𐑱𐑟 𐑞 " "𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑚𐑲 3 𐑯 𐑓𐑫𐑤-𐑣𐑰𐑤 𐑦𐑑. 𐑞 𐑓𐑻𐑕𐑑 AMLA 𐑢𐑦𐑤 𐑯𐑹𐑥𐑩𐑤𐑦 𐑚𐑰 𐑮𐑰𐑗𐑑 𐑢𐑦𐑞 150 XP " "𐑜𐑱𐑯𐑛 (120 XP 𐑓𐑹 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕). 𐑣𐑬𐑧𐑝𐑼, 𐑜𐑱𐑯𐑦𐑙 𐑩𐑯 AMLA 𐑚𐑦𐑒𐑳𐑥𐑟 𐑐𐑮𐑭𐑜𐑮𐑧𐑕𐑦𐑝𐑤𐑰 " "𐑣𐑸𐑛𐑼 𐑓𐑹 𐑰𐑗 AMLA 𐑞 𐑿𐑯𐑦𐑑 𐑮𐑦𐑕𐑰𐑝𐑟, 𐑯 𐑕𐑴 𐑦𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑥𐑹 𐑿𐑕𐑓𐑩𐑤 𐑑 𐑑𐑮𐑲 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 𐑿𐑼 " "𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "𐑥𐑵𐑝𐑥𐑩𐑯𐑑" #. [topic]: id=movement #: data/core/help.cfg:264 #, fuzzy msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "𐑰𐑗 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑢𐑦𐑗 𐑸 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑳𐑐 𐑢𐑧𐑯 𐑥𐑵𐑝𐑦𐑙 𐑦𐑯𐑑𐑫 " "𐑩 𐑯𐑿 𐑣𐑧𐑒𐑕, 𐑛𐑦𐑐𐑧𐑯𐑛𐑦𐑙 𐑪𐑯 𐑞 𐑑𐑻𐑱𐑯 𐑝 𐑞𐑨𐑑 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑣𐑧𐑒𐑕. 𐑓𐑹 𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑯𐑽𐑤𐑦 " "𐑷𐑤𐑢𐑱𐑟 𐑒𐑭𐑕𐑑𐑕 1 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑 𐑑 𐑧𐑯𐑑𐑼. 𐑦𐑜𐑟𐑨𐑒𐑑𐑤𐑦 𐑣𐑬 𐑥𐑧𐑯𐑦 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑸 𐑕𐑐𐑧𐑯𐑑 " "𐑧𐑯𐑑𐑼𐑦𐑙 𐑩 𐑣𐑧𐑒𐑕 𐑛𐑦𐑐𐑧𐑯𐑛𐑟 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑑𐑲𐑐 - 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑧𐑤𐑝𐑦𐑖 𐑿𐑯𐑦𐑑𐑕 𐑴𐑯𐑤𐑦 𐑕𐑐𐑧𐑯𐑛 1 " "𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑, 𐑥𐑴𐑕𐑑 𐑣𐑿𐑥𐑩𐑯 𐑯 𐑹𐑒 𐑿𐑯𐑦𐑑𐑕 𐑕𐑐𐑧𐑯𐑛 2, 𐑢𐑲𐑤 𐑣𐑹𐑕𐑥𐑩𐑯 𐑕𐑐𐑧𐑯𐑛 3. 𐑿 𐑒𐑨𐑯 𐑤𐑻𐑯 " "𐑣𐑬 𐑥𐑧𐑯𐑦 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑮𐑦𐑒𐑢𐑲𐑼𐑟 𐑑 𐑧𐑯𐑑𐑼 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑑𐑻𐑱𐑯 𐑑𐑲𐑐 𐑚𐑲 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 " "𐑪𐑯 𐑦𐑑, 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑿𐑯𐑦𐑑 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯, 𐑯 𐑞𐑧𐑯 𐑤𐑫𐑒𐑦𐑙 𐑨𐑑 text='𐑑𐑻𐑱𐑯 " "𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟'." #. [topic]: id=movement #: data/core/help.cfg:264 #, fuzzy msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑕𐑦𐑥𐑐𐑩𐑤. 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑿 𐑢𐑦𐑖 𐑑 𐑥𐑵𐑝 𐑑 𐑕𐑩𐑤𐑧𐑒𐑑 " "𐑦𐑑, 𐑞𐑧𐑯 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑣𐑧𐑒𐑕 𐑿 𐑢𐑦𐑖 𐑑 𐑥𐑵𐑝 𐑦𐑑 𐑑. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛, 𐑧𐑝𐑮𐑰𐑢𐑺 𐑦𐑑 " "𐑒𐑨𐑯 𐑥𐑵𐑝 𐑞𐑦𐑕 𐑑𐑻𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑣𐑲𐑤𐑲𐑑𐑩𐑛, 𐑯 𐑷𐑤 𐑳𐑞𐑼 𐑣𐑧𐑒𐑕𐑧𐑟 𐑪𐑯 𐑞 𐑥𐑨𐑐 𐑸 𐑥𐑱𐑛 𐑛𐑳𐑤. 𐑥𐑬𐑕𐑦𐑙 " "𐑴𐑝𐑼 𐑩 𐑣𐑲𐑤𐑲𐑑𐑩𐑛 𐑣𐑧𐑒𐑕 𐑖𐑴𐑟 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕 𐑮𐑱𐑑𐑦𐑙 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑫𐑛 𐑣𐑨𐑝 𐑦𐑓 𐑿 𐑥𐑵𐑝𐑛 𐑦𐑑 𐑑 𐑞𐑨𐑑 " "𐑣𐑧𐑒𐑕. 𐑥𐑬𐑕𐑦𐑙 𐑴𐑝𐑼 𐑩 𐑛𐑳𐑤 𐑣𐑧𐑒𐑕 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑖𐑴 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑮𐑰𐑗 𐑦𐑑, 𐑯 " "𐑒𐑤𐑦𐑒𐑦𐑙 𐑢𐑦𐑤 𐑒𐑷𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑥𐑵𐑝 𐑑𐑫𐑢𐑹𐑛𐑟 𐑦𐑑 𐑚𐑲 𐑞 𐑓𐑨𐑕𐑑𐑩𐑕𐑑 𐑮𐑵𐑑 𐑴𐑝𐑼 𐑞𐑦𐑕 𐑯 𐑕𐑳𐑚𐑕𐑩𐑒𐑢𐑩𐑯𐑑 " "𐑑𐑻𐑯𐑟. 𐑦𐑓 𐑿 𐑛𐑴𐑯𐑑 𐑿𐑟 𐑳𐑐 𐑷𐑤 𐑝 𐑩 𐑿𐑯𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑢𐑧𐑯 𐑿 𐑓𐑻𐑕𐑑 𐑥𐑵𐑝 𐑩 𐑿𐑯𐑦𐑑, 𐑿 𐑥𐑱 𐑥𐑵𐑝 " "𐑦𐑑 𐑩𐑜𐑱𐑯. 𐑞𐑦𐑕 𐑦𐑟 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑣𐑨𐑝𐑦𐑙 𐑑𐑵 𐑿𐑯𐑦𐑑𐑕 𐑕𐑢𐑦𐑗 𐑐𐑤𐑱𐑕𐑩𐑟. 𐑩𐑑𐑨𐑒𐑦𐑙 𐑢𐑦𐑞 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 " "𐑿𐑕 𐑳𐑐 𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑. 𐑧𐑯𐑛𐑦𐑙 𐑩 𐑥𐑵𐑝 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑿 𐑛𐑴𐑯𐑑 𐑷𐑤𐑮𐑧𐑛𐑦 𐑴𐑯 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑿𐑟 𐑳𐑐 𐑩 " "𐑿𐑯𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑, 𐑚𐑳𐑑 𐑢𐑦𐑤 𐑕𐑑𐑦𐑤 𐑩𐑤𐑬 𐑦𐑑 𐑑 𐑩𐑑𐑨𐑒." #. [topic]: id=movement #: data/core/help.cfg:266 #, fuzzy msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — generates a zone " "of control in the hexes immediately surrounding it, and any enemy unit " "entering those hexes immediately ends its movement. Learning how to use " "zones of control to your advantage is an important part of Wesnoth, as only " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "𐑩𐑯𐑳𐑞𐑼 𐑔𐑦𐑙 𐑑 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑢𐑲𐑤 𐑥𐑵𐑝𐑦𐑙 𐑦𐑟 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑡𐑧𐑯𐑼𐑱𐑑𐑕 𐑩 𐑟𐑴𐑯 𐑝 " "𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑦𐑯 𐑞 𐑣𐑧𐑒𐑕𐑧𐑟 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑕𐑼𐑬𐑯𐑛𐑦𐑙 𐑦𐑑, 𐑯 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑧𐑯𐑑𐑼𐑦𐑙 𐑞𐑴𐑟 𐑣𐑧𐑒𐑕𐑧𐑟 " "𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑧𐑯𐑛𐑟 𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑. 𐑤𐑻𐑯𐑦𐑙 𐑣𐑬 𐑑 𐑿𐑕 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑑 𐑿𐑼 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑦𐑟 𐑩𐑯 " "𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑐𐑸𐑑 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑨𐑟 𐑴𐑯𐑤𐑦 dst='ability_skirmisher' " "text='𐑕𐑒𐑻𐑥𐑦𐑖𐑻𐑟' 𐑒𐑨𐑯 𐑦𐑜𐑯𐑹 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤." #. [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" "𐑑 𐑕𐑰 𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑑 𐑛𐑘𐑫𐑼𐑦𐑙 𐑞𐑺 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯, 𐑐𐑮𐑧𐑕 CTRL-V 𐑹 Cmd-v. CTRL-b 𐑹 " "Cmd-b 𐑖𐑴𐑟 𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑫𐑛 𐑥𐑵𐑝, 𐑦𐑓 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑻 𐑯𐑪𐑑 𐑪𐑯 𐑞 𐑥𐑨𐑐 𐑑 𐑚𐑤𐑪𐑒 𐑞𐑺 𐑐𐑮𐑩𐑜𐑮𐑧𐑕." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "𐑖𐑮𐑬𐑛 𐑯 𐑓𐑪𐑜 𐑝 𐑢𐑹" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 #, fuzzy msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" "𐑦𐑯 𐑕𐑳𐑥 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑐𐑸𐑑𐑕 𐑝 𐑞 𐑥𐑨𐑐 𐑢𐑦𐑤 𐑚𐑰 𐑣𐑦𐑛𐑩𐑯 𐑓𐑮𐑪𐑥 𐑿. 𐑞𐑺 𐑸 𐑑𐑵 𐑥𐑧𐑒𐑩𐑯𐑦𐑟𐑥𐑟 𐑞𐑨𐑑 𐑒𐑨𐑯 " "𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑕𐑧𐑐𐑼𐑩𐑑𐑤𐑦 𐑹 𐑑𐑫𐑜𐑧𐑞𐑼. 𐑞 𐑖𐑮𐑬𐑛 𐑣𐑲𐑛𐑟 𐑚𐑴𐑔 𐑞 𐑑𐑻𐑱𐑯 𐑯 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑩 " "𐑤𐑴𐑒𐑱𐑖𐑩𐑯. 𐑣𐑬𐑧𐑝𐑼, 𐑢𐑳𐑯𐑕 𐑦𐑑 𐑦𐑟 𐑒𐑤𐑽𐑛, 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑢𐑱𐑟 𐑕𐑰 𐑞𐑨𐑑 𐑤𐑴𐑒𐑱𐑖𐑩𐑯. 𐑞 𐑓𐑪𐑜 𐑝 𐑢𐑹 𐑴𐑯𐑤𐑦 " "𐑣𐑲𐑛𐑟 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑴𐑯𐑼𐑖𐑦𐑐 𐑝 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑳𐑞𐑼 𐑞𐑨𐑯 𐑚𐑲 𐑿 𐑹 𐑿𐑼 𐑨𐑤𐑲𐑟). 𐑞 𐑓𐑪𐑜 𐑝 𐑢𐑹 𐑦𐑟 𐑒𐑤𐑽𐑛 " "𐑑𐑧𐑥𐑐𐑼𐑼𐑦𐑤𐑦 𐑢𐑧𐑯 𐑿 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑽𐑚𐑲, 𐑚𐑳𐑑 𐑮𐑦𐑑𐑻𐑯𐑟 𐑢𐑧𐑯 𐑞𐑱 𐑤𐑰𐑝. 𐑚𐑴𐑔 𐑞 𐑖𐑮𐑬𐑛 𐑯 𐑞 𐑓𐑪𐑜 𐑝 " "𐑢𐑹 𐑸 𐑒𐑤𐑽𐑛 𐑚𐑲 𐑿𐑯𐑦𐑑𐑕. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑒𐑤𐑽𐑟 𐑤𐑴𐑒𐑱𐑖𐑩𐑯𐑟 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑞𐑴𐑟 𐑢𐑦𐑞𐑦𐑯 𐑢𐑳𐑯 𐑑𐑻𐑯𐑟 𐑥𐑵𐑝 " "(𐑦𐑜𐑯𐑹𐑦𐑙 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕).\n" "\n" "𐑯𐑹𐑥𐑩𐑤𐑦 𐑿 𐑒𐑨𐑯 𐑳𐑯𐑛𐑵 𐑩 𐑿𐑯𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑, 𐑨𐑟 𐑤𐑪𐑙 𐑨𐑟 𐑩𐑯 𐑦𐑝𐑧𐑯𐑑 𐑢𐑦𐑞 𐑩 𐑮𐑨𐑯𐑛𐑩𐑥𐑲𐑟𐑛 𐑮𐑦𐑟𐑳𐑤𐑑 " "𐑣𐑨𐑟 𐑯𐑪𐑑 𐑪𐑒𐑻𐑛, 𐑕𐑳𐑗 𐑨𐑟 𐑒𐑪𐑥𐑚𐑨𐑑 𐑹 𐑮𐑩𐑒𐑮𐑵𐑑𐑥𐑩𐑯𐑑 (𐑨𐑟 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑮𐑨𐑯𐑛𐑩𐑥 𐑑𐑮𐑱𐑑𐑕 " "𐑢𐑧𐑯 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛). 𐑦𐑒𐑕𐑐𐑤𐑹𐑦𐑙 𐑣𐑦𐑛𐑩𐑯 𐑑𐑻𐑱𐑯 𐑚𐑲 𐑒𐑤𐑽𐑦𐑙 𐑖𐑮𐑬𐑛 𐑹 𐑓𐑪𐑜 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑐𐑮𐑦𐑝𐑧𐑯𐑑 " "𐑳𐑯𐑛𐑵𐑟 𐑑 𐑩 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑑𐑱𐑑. 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑨𐑒𐑑𐑦𐑝𐑱𐑑 '𐑛𐑦𐑤𐑱 𐑖𐑮𐑬𐑛 𐑳𐑐𐑛𐑱𐑑𐑕' 𐑦𐑯 𐑞 𐑨𐑒𐑖𐑩𐑯𐑟 " "𐑥𐑧𐑯𐑿. 𐑞𐑦𐑕 𐑢𐑦𐑤 𐑐𐑮𐑦𐑝𐑧𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑒𐑤𐑽𐑦𐑙 𐑖𐑮𐑬𐑛 𐑹 𐑓𐑪𐑜 𐑳𐑯𐑑𐑦𐑤 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑮𐑨𐑯𐑛𐑩𐑥𐑲𐑟𐑛 " "𐑦𐑝𐑧𐑯𐑑 𐑹 𐑩 𐑥𐑨𐑯𐑘𐑫𐑩𐑤 𐑳𐑐𐑛𐑱𐑑 𐑝𐑲𐑩 '𐑳𐑐𐑛𐑱𐑑 𐑖𐑮𐑬𐑛 𐑯𐑬' (𐑹 𐑞 𐑧𐑯𐑛 𐑝 𐑿𐑼 𐑑𐑻𐑯) 𐑯 𐑞𐑺𐑚𐑲 𐑐𐑮𐑦𐑟𐑻𐑝 " "𐑿𐑼 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑳𐑯𐑛𐑵 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 #, fuzzy msgid "
text='Multiplayer and undo'
" msgstr "" "\n" "\n" "
text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'
" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:284 msgid "" "In multiplayer games, moves that have been sent to the network can’t be " "undone; the game delays sending data to try to preserve your undo ability. " "When discussing with teammates, remember that the other players are usually " "looking at a snapshot from the time of the last combat or fog-revealing " "move. Chat messages and map labels are sent immediately, however they don’t " "cause the undoable moves to be sent." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 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. 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:294 msgid "" "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:297 msgid "" "Small risks build up for your non-hero units too. While the story and " "dialogue usually aim to give you some emotional bond with your troops, the " "game mechanics reward remembering that it’s just a game — there is rarely " "any penalty for letting these units die, other than being unable to recall " "them in future scenarios. Your battle plan should distribute the risks based " "on which troops you want to recall later." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:299 msgid "" "The difficulty levels are balanced assuming that the player won’t save-load. " "In the mainline campaigns, harder difficulties generally have more enemies " "and thus more experience points available; this leads to them being balanced " "assuming that the player will be able to train enough troops to cope with " "losing some level two or level three units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:301 msgid "" "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:308 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 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:311 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:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 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:317 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:319 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:321 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. Campaigns generally " "assume that you will have some text='carryover gold' and " "some experienced units on your text='recall list.' (These " "concepts are explained in the tutorial.) If you win a scenario but lose most " "of your experienced 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:323 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:325 #, fuzzy msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=whylost #: data/core/help.cfg:327 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:329 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:331 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:333 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:335 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:337 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:346 msgid "Combat" msgstr "𐑒𐑪𐑥𐑚𐑨𐑑" #. [topic]: id=combat #: data/core/help.cfg:347 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'
" #. [topic]: id=combat #: data/core/help.cfg:347 #, fuzzy msgid "" "Combat in text='Battle for Wesnoth' always takes place " "between units in adjacent hexes. Click on your unit, and click on the enemy " "you want to attack: your unit will move towards the enemy unit, and when " "they are next to each other, combat will begin. The attacker and defender " "alternate strikes until each has used their allotted number of strikes. The " "attacker chooses one of its weapons to attack with, and the defender " "retaliates with one of its attacks of the same type. There are two types of " "attacks: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "𐑒𐑪𐑥𐑚𐑨𐑑 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑷𐑤𐑢𐑱𐑟 𐑑𐑱𐑒𐑕 𐑐𐑤𐑱𐑕 𐑚𐑦𐑑𐑢𐑰𐑯 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑣𐑧𐑒𐑕𐑧𐑟. " "𐑒𐑤𐑦𐑒 𐑪𐑯 𐑿𐑼 𐑿𐑯𐑦𐑑, 𐑯 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑿 𐑢𐑪𐑯𐑑 𐑑 𐑩𐑑𐑨𐑒: 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑥𐑵𐑝 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞 " "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑, 𐑯 𐑢𐑧𐑯 𐑞𐑱 𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑳𐑞𐑼, 𐑒𐑪𐑥𐑚𐑨𐑑 𐑢𐑦𐑤 𐑚𐑩𐑜𐑦𐑯. 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 " "𐑪𐑤𐑑𐑼𐑯𐑱𐑑 𐑕𐑑𐑮𐑲𐑒𐑕 𐑳𐑯𐑑𐑦𐑤 𐑰𐑗 𐑣𐑨𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑞𐑺 𐑩𐑤𐑭𐑑𐑦𐑛 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕. 𐑞 𐑩𐑑𐑨𐑒𐑻 " "𐑗𐑵𐑟𐑩𐑟 𐑢𐑳𐑯 𐑝 𐑦𐑑𐑕 𐑢𐑧𐑐𐑩𐑯𐑟 𐑑 𐑩𐑑𐑨𐑒 𐑢𐑦𐑞, 𐑯 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑑𐑕 𐑢𐑦𐑞 𐑢𐑳𐑯 𐑝 𐑦𐑑𐑕 𐑩𐑑𐑨𐑒𐑕 " "𐑝 𐑞 𐑕𐑱𐑥 𐑑𐑲𐑐. 𐑞𐑺 𐑸 𐑑𐑵 𐑑𐑲𐑐𐑕 𐑝 𐑩𐑑𐑨𐑒𐑕: 𐑥𐑱𐑤𐑱, 𐑢𐑦𐑗 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯𐑝𐑪𐑤𐑝𐑟 𐑢𐑧𐑐𐑩𐑯𐑟 𐑕𐑳𐑗 𐑨𐑟 " "𐑕𐑹𐑛𐑟, 𐑺𐑱𐑩𐑒𐑕𐑩𐑟 𐑹 𐑓𐑨𐑙𐑟; 𐑯 𐑮𐑱𐑯𐑡𐑛, 𐑢𐑦𐑗 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯𐑝𐑪𐑤𐑝𐑟 𐑢𐑧𐑐𐑩𐑯𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑚𐑴𐑟, 𐑕𐑐𐑽𐑟 𐑯 " "𐑓𐑲𐑻𐑚𐑪𐑤𐑟." #. [topic]: id=combat #: data/core/help.cfg:349 #, fuzzy msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5×4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "𐑞 𐑩𐑑𐑨𐑒𐑻 𐑜𐑧𐑑𐑕 𐑞 𐑓𐑻𐑕𐑑 𐑕𐑑𐑮𐑲𐑒, 𐑞𐑧𐑯 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑑𐑕. 𐑰𐑗 𐑕𐑑𐑮𐑲𐑒 𐑲𐑞𐑼 𐑣𐑦𐑑𐑕, 𐑛𐑵𐑦𐑙 " "𐑩 𐑜𐑦𐑝𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡, 𐑹 𐑥𐑦𐑕𐑩𐑟, 𐑛𐑵𐑦𐑙 𐑯𐑴 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑷𐑤. 𐑕𐑑𐑮𐑲𐑒𐑕 𐑪𐑤𐑑𐑼𐑯𐑱𐑑 𐑳𐑯𐑑𐑦𐑤 𐑰𐑗 " "𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑳𐑐 𐑷𐑤 𐑝 𐑦𐑑𐑕 𐑕𐑑𐑮𐑲𐑒𐑕. 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑝𐑺𐑦𐑟; 𐑓𐑹 " "𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑩𐑯 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼 𐑢𐑦𐑞 𐑩 5-4 𐑩𐑑𐑨𐑒 𐑥𐑱 𐑕𐑑𐑮𐑲𐑒 4 𐑑𐑲𐑥𐑟, 𐑰𐑗 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 " "𐑛𐑰𐑤𐑦𐑙 5 𐑛𐑨𐑥𐑦𐑡, 𐑢𐑲𐑤 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑜𐑮𐑳𐑯𐑑 𐑢𐑦𐑞 𐑩 9-2 𐑩𐑑𐑨𐑒 𐑒𐑨𐑯 𐑴𐑯𐑤𐑦 𐑕𐑑𐑮𐑲𐑒 𐑑𐑢𐑲𐑕 (𐑚𐑳𐑑 𐑨𐑑 " "9 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑰𐑗 𐑣𐑦𐑑)." #. [topic]: id=combat #: data/core/help.cfg:351 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=combat #: data/core/help.cfg:353 #, fuzzy msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" "\n" "\n" "𐑧𐑝𐑮𐑦 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑗𐑭𐑯𐑕 𐑝 𐑚𐑰𐑦𐑙 𐑣𐑦𐑑, 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑞 𐑑𐑻𐑱𐑯 𐑦𐑑 𐑦𐑟 𐑦𐑯. 𐑞𐑦𐑕 𐑦𐑟 𐑖𐑴𐑯 𐑦𐑯 𐑞 " "𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯, 𐑯 𐑥𐑱 𐑷𐑤𐑕𐑴 𐑚𐑰 𐑓𐑬𐑯𐑛 𐑚𐑲 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 𐑩 𐑿𐑯𐑦𐑑, 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑿𐑯𐑦𐑑 " "𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯, 𐑯 𐑞𐑧𐑯 𐑤𐑫𐑒𐑦𐑙 𐑨𐑑 text='𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟'. 𐑓𐑹 " "𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑥𐑧𐑯𐑦 𐑧𐑤𐑝𐑟 𐑣𐑨𐑝 𐑩 𐑛𐑦𐑓𐑧𐑯𐑕 𐑮𐑱𐑑𐑦𐑙 𐑝 70% 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑕𐑴 𐑩 𐑿𐑯𐑦𐑑 𐑩𐑑𐑨𐑒𐑦𐑙 𐑞𐑧𐑥 " "𐑣𐑨𐑟 𐑴𐑯𐑤𐑦 𐑩 30% 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙. 𐑒𐑩𐑯𐑝𐑻𐑕𐑤𐑦, 𐑞 𐑧𐑤𐑓𐑕 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑦𐑯 𐑮𐑦𐑑𐑻𐑯 " "𐑛𐑦𐑐𐑧𐑯𐑛𐑟 𐑪𐑯 𐑢𐑪𐑑 𐑑𐑻𐑱𐑯 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑦𐑟 𐑦𐑯." #. [topic]: id=combat #: data/core/help.cfg:355 #, fuzzy msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "𐑞𐑺 𐑸 𐑑𐑵 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟 𐑑 𐑞𐑦𐑕 𐑮𐑵𐑤: dst='weaponspecial_magical' text='𐑥𐑨𐑡𐑦𐑒𐑩𐑤 " "𐑩𐑑𐑨𐑒𐑕' 𐑯 dst='weaponspecial_marksman' text='𐑥𐑸𐑒𐑕𐑥𐑧𐑯'. " "𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑝 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑, 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑑𐑻𐑱𐑯, 𐑯, 𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 " "𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑥𐑸𐑒𐑕𐑥𐑧𐑯 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑝 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑, 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑑𐑻𐑱𐑯." #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=𐑛𐑨𐑥𐑦𐑡
" #. [topic]: id=combat #: data/core/help.cfg:359 #, fuzzy msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5×4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "𐑰𐑗 𐑕𐑑𐑮𐑲𐑒 𐑢𐑦𐑗 𐑣𐑦𐑑𐑕 𐑒𐑷𐑟𐑩𐑟 𐑩 𐑚𐑱𐑕 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑛𐑦𐑐𐑧𐑯𐑛𐑦𐑙 𐑪𐑯 𐑞 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐. 𐑓𐑹 " "𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑩𐑯 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼 𐑢𐑦𐑞 𐑩 5-4 𐑩𐑑𐑨𐑒 𐑛𐑳𐑟 5 𐑚𐑱𐑕 𐑛𐑨𐑥𐑦𐑡. 𐑞𐑦𐑕 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑥𐑪𐑛𐑦𐑓𐑲𐑛 " "𐑚𐑲 𐑑𐑵 𐑔𐑦𐑙𐑟: dst='damage_types_and_resistance' text='𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕' 𐑯 " "dst='time_of_day' text='𐑑𐑲𐑥 𐑝 𐑛𐑱'. 𐑑 𐑕𐑰 𐑣𐑬 𐑚𐑱𐑕 𐑛𐑨𐑥𐑦𐑡 𐑦𐑟 𐑥𐑪𐑛𐑦𐑓𐑲𐑛 " "𐑚𐑲 𐑞 𐑕𐑻𐑒𐑩𐑥𐑕𐑑𐑩𐑯𐑕𐑩𐑟, 𐑕𐑩𐑤𐑧𐑒𐑑 text='𐑛𐑨𐑥𐑦𐑡 𐑒𐑨𐑤𐑒𐑿𐑤𐑱𐑖𐑩𐑯𐑟' 𐑦𐑯 𐑞 " "𐑩𐑑𐑨𐑒 𐑕𐑦𐑤𐑧𐑒𐑖𐑩𐑯 𐑥𐑧𐑯𐑿." #. [topic]: id=combat #: data/core/help.cfg:361 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "𐑩 𐑓𐑿 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑕𐑐𐑧𐑖𐑩𐑤 dst='..abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟' " "𐑢𐑦𐑗 𐑩𐑓𐑧𐑒𐑑 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑. 𐑞 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯 𐑝 𐑞𐑰𐑟 𐑦𐑟 " "dst='weaponspecial_charge' text='𐑗𐑸𐑡', 𐑢𐑦𐑗 𐑛𐑩𐑚𐑩𐑤𐑟 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑚𐑲 " "𐑚𐑴𐑔 𐑩𐑑𐑨𐑒𐑻 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑢𐑧𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑗𐑸𐑡 𐑩𐑑𐑨𐑒𐑕." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕 𐑯 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 #, fuzzy msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" "\n" "\n" "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑢𐑻𐑒 𐑝𐑧𐑮𐑦 𐑕𐑦𐑥𐑐𐑤𐑦: 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 40% 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐, " "𐑞𐑧𐑯 𐑦𐑑 𐑢𐑦𐑤 𐑕𐑳𐑓𐑼 40% 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡 𐑢𐑧𐑯 𐑣𐑦𐑑 𐑢𐑦𐑞 𐑞𐑨𐑑 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐. 𐑦𐑑 𐑦𐑟 𐑷𐑤𐑕𐑴 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 " "𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑚𐑰 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑩𐑜𐑱𐑯𐑕𐑑 𐑕𐑳𐑥 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕. 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 −100% " "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐, 𐑦𐑑 𐑢𐑦𐑤 𐑕𐑳𐑓𐑼 100% 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑢𐑧𐑯 𐑣𐑦𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑑𐑲𐑐." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 #, fuzzy msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "𐑦𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑞𐑺 𐑸 𐑔𐑮𐑰 𐑑𐑲𐑐𐑕 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑿𐑖𐑿𐑩𐑤𐑦 𐑩𐑕𐑴𐑖𐑦𐑱𐑑𐑩𐑛 𐑢𐑦𐑞 𐑓𐑦𐑟𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕: 𐑚𐑤𐑱𐑛, " "𐑐𐑽𐑕 𐑯 𐑦𐑥𐑐𐑨𐑒𐑑 𐑛𐑨𐑥𐑦𐑡. 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤𐑰, 𐑞𐑺 𐑸 𐑔𐑮𐑰 𐑓𐑻𐑞𐑼 𐑑𐑲𐑐𐑕 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑿𐑖𐑿𐑩𐑤𐑦 𐑩𐑕𐑴𐑖𐑦𐑱𐑑𐑩𐑛 " "𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕: 𐑓𐑲𐑼, 𐑒𐑴𐑤𐑛 𐑯 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒𐑕. 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑣𐑨𐑝 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 " "𐑢𐑦𐑗 𐑪𐑤𐑑𐑻 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑢𐑦𐑗 𐑞𐑱 𐑑𐑱𐑒 𐑓𐑮𐑪𐑥 𐑕𐑻𐑑𐑩𐑯 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 #, fuzzy msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" "\n" "\n" "𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑕𐑒𐑧𐑤𐑩𐑑𐑩𐑯𐑟 𐑸 𐑣𐑲𐑤𐑦 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑑 𐑑 𐑚𐑤𐑱𐑛 𐑯 𐑐𐑽𐑕 𐑛𐑨𐑥𐑦𐑡, 𐑚𐑳𐑑 𐑸 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 " "𐑑 𐑦𐑥𐑐𐑨𐑒𐑑 𐑯 𐑓𐑲𐑼 𐑛𐑨𐑥𐑦𐑡, 𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑑 𐑸𐑒𐑱𐑯 𐑛𐑨𐑥𐑦𐑡." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:374 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" "𐑦𐑓 𐑩 𐑕𐑑𐑮𐑲𐑒 𐑦𐑟 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑛 𐑑 𐑣𐑦𐑑, 𐑦𐑑 𐑢𐑦𐑤 𐑷𐑤𐑢𐑱𐑟 𐑛𐑵 𐑨𐑑 𐑤𐑰𐑕𐑑 1 𐑐𐑶𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡. 𐑞𐑦𐑕 " "𐑩𐑐𐑤𐑲𐑟 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑣𐑨𐑟 100% 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑑 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐." #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "Orbs and ellipses" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:395 msgid "" "The orbs show whether the unit can move or attack. The statuses and their " "standard colors are:\n" "• text='Green' if it has neither moved nor attacked this turn.\n" "• text='Yellow' if it has moved (or attacked), and can still " "attack. It might still be able to move further too.\n" "• text='Red' if it can neither move further nor attack again " "this turn.\n" " • Red is also used after the ‘end unit turn’ command, and,\n" " • when a unit is in the middle of a multi-turn move (has been told to " "move further than it can in the current turn).\n" "• text='Red and yellow' if it has moved (or attacked), can " "still move further, but it can no longer attack.\n" " • This can happen due to campaign-specific events or abilities, for " "example the text='disengage' ability in the campaign " "text='Under the Burning Suns'.\n" "• text='Blue' for allied units, except during that ally’s own " "turn.\n" " • During the ally’s own turn, their units will be shown with the colors " "showing whether the units can still move and attack; however their moves, " "and the corresponding orb changes, are delayed as explained in " "dst='shroud_and_fog' text='Shroud and Fog of War'.\n" "• Enemy units normally don’t have orbs, however these can be enabled in the " "advanced preference “Customize orb colors”." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:407 #, fuzzy msgid "
text='Ellipses'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=orbs #: data/core/help.cfg:410 msgid "" "A team-colored shape is drawn on the ground under each unit. This is called " "the “ellipse”, although some units’ ellipses are not elliptical." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:421 msgid "" "• Most units have a circular ellipse.\n" "• Units that can recruit have a seven-pointed star.\n" "• dst='crowns' text='Hero units' have a smaller variant of the " "seven-pointed star, these units can’t recruit.\n" "• Units without a dst='movement' text='zone of control' have a " "broken outline version of the shape.\n" "• Some campaigns start with a level zero leader. Able to recruit but lacking " "a ZoC, these units have a broken outline version of the seven-pointed star." msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:433 msgid "" "Some units have an additional marker superimposed on their dst='orbs' " "text='orb', and a corresponding shape to their dst='orbs' " "text='ellipses':" msgstr "" #. [topic]: id=crowns #. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver". #: data/core/help.cfg:448 msgid "" "• Leaders are shown with a text='gold crown'.\n" "• Heroes have a text='blueish-silver crown'.\n" "• Expendable leaders are shown with a text='silver crown'.\n" "• dst='traits_loyal' text='Loyal units' have the " "text='loyal icon'.\n" "\n" "Of these categories, only leaders are built into the basic game rules. The " "others are found in campaigns, and are characters that form part of the " "narration. The exact rules for them are set by their campaign, which might " "deviate from these standard expectations about them:\n" "\n" "• The death of any hero leads to immediate defeat.\n" "• The death of an expendable leader doesn’t lead to immediate defeat, even " "though they can recruit.\n" "• All of these units have the main advantage of the loyal trait, that they " "cost no upkeep.\n" "• Losing any of these units causes a disadvantage for the remainder of the " "campaign, assuming it doesn’t end immediately.\n" "• These units will never occur as random recruits." msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "𐑑𐑲𐑥 𐑝 𐑛𐑱" #. [topic]: id=time_of_day #: data/core/help.cfg:467 #, fuzzy msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get +25% damage during twilight." msgstr "" "𐑞 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑩𐑓𐑧𐑒𐑑𐑕 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑝 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑓𐑪𐑤𐑴𐑟:\n" "𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑜𐑧𐑑 +25% 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 𐑛𐑱𐑑𐑲𐑥, 𐑯 −25% 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑯𐑲𐑑.\n" "𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑜𐑧𐑑 +25% 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑯𐑲𐑑, 𐑯 −25% 𐑦𐑯 𐑛𐑱𐑑𐑲𐑥.\n" "𐑯𐑵𐑑𐑮𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑩𐑯𐑩𐑓𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑞 𐑑𐑲𐑥 𐑝 𐑛𐑱." #. [topic]: id=time_of_day #: data/core/help.cfg:472 #, fuzzy msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" "\n" msgstr "" "\n" "\n" "𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑒𐑨𐑯 𐑚𐑰 𐑩𐑚𐑟𐑻𐑝𐑛 𐑳𐑯𐑛𐑼 𐑞 𐑥𐑦𐑯𐑰𐑥𐑨𐑐 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯. 𐑓𐑹 𐑞 𐑿𐑖𐑿𐑩𐑤 " "𐑛𐑱/𐑯𐑲𐑑 𐑕𐑲𐑒𐑩𐑤, 𐑥𐑹𐑯𐑦𐑙 𐑯 𐑭𐑓𐑑𐑼𐑯𐑵𐑯 𐑒𐑬𐑯𐑑 𐑨𐑟 𐑛𐑱, 𐑓𐑻𐑕𐑑 𐑯 𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡 𐑒𐑬𐑯𐑑 𐑨𐑟 𐑯𐑲𐑑:\n" #. [topic]: id=time_of_day #. [time]: id=dawn #. [time]: id=dawn_hour #: data/core/help.cfg:476 data/core/macros/schedules.cfg:16 #: data/core/macros/schedules.cfg:290 msgid "Dawn" msgstr "𐑛𐑷𐑯" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "𐑥𐑹𐑯𐑦𐑙" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "𐑭𐑓𐑑𐑼𐑯𐑵𐑯" #. [topic]: id=time_of_day #. [time]: id=dusk #. [time]: id=dusk_hour #: data/core/help.cfg:479 data/core/macros/schedules.cfg:55 #: data/core/macros/schedules.cfg:411 msgid "Dusk" msgstr "𐑛𐑩𐑕𐑒" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "𐑓𐑻𐑕𐑑 𐑢𐑪𐑡" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [topic]: id=time_of_day #: data/core/help.cfg:483 #, fuzzy #| msgid "" #| "Keep in mind that some scenarios take place underground, where it is " #| "perpetually night!" msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑕𐑳𐑥 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛, 𐑢𐑺 𐑦𐑑 𐑦𐑟 𐑐𐑼𐑐𐑧𐑑𐑘𐑫𐑩𐑤𐑦 𐑯𐑲𐑑!" #. [topic]: id=time_of_day #: data/core/help.cfg:485 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:487 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:489 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:496 msgid "Healing" msgstr "𐑣𐑰𐑤𐑦𐑙" #. [topic]: id=healing #: data/core/help.cfg:497 #, fuzzy msgid "" "\n" "\n" "• text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "𐑮𐑧𐑕𐑑𐑦𐑙: 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑯𐑲𐑞𐑼 𐑥𐑵𐑝𐑟, 𐑩𐑑𐑨𐑒𐑕, 𐑯𐑹 𐑦𐑟 𐑩𐑑𐑨𐑒𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 2 HP 𐑦𐑯 𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 " "𐑑𐑻𐑯." #. [topic]: id=healing #: data/core/help.cfg:497 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:499 #, fuzzy msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "𐑝𐑦𐑤𐑦𐑡𐑦𐑟: 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑕𐑑𐑸𐑑𐑕 𐑩 𐑑𐑻𐑯 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑢𐑦𐑤 𐑣𐑰𐑤 8HP." #. [topic]: id=healing #: data/core/help.cfg:500 #, fuzzy #| msgid "" #| "\n" #| "dst='ability_regenerates' text='Regeneration': Certain units " #| "(such as trolls) will automatically heal 8HP every turn." msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "dst='ability_regenerates' text='𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯': 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 (𐑕𐑳𐑗 𐑨𐑟 " "𐑑𐑮𐑴𐑤𐑟) 𐑢𐑦𐑤 𐑷𐑑𐑩𐑥𐑨𐑑𐑦𐑒𐑤𐑦 𐑣𐑰𐑤 8HP 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯." #. [topic]: id=healing #: data/core/help.cfg:501 #, fuzzy msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "𐑣𐑰𐑤𐑦𐑙 𐑿𐑯𐑦𐑑𐑕: 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 dst='ability_heals +4' text='𐑣𐑰𐑤𐑟' " "𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑰𐑗 𐑨𐑤𐑲𐑛 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑, 𐑿𐑖𐑿𐑩𐑤𐑦 dst='ability_heals +4' " "text='4HP' 𐑹 dst='ability_heals +8' text='8HP' 𐑐𐑻 𐑑𐑻𐑯, 𐑹 " "𐑐𐑮𐑦𐑝𐑧𐑯𐑑 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑒𐑷𐑟𐑦𐑙 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑛𐑨𐑥𐑦𐑡." #. [topic]: id=healing #: data/core/help.cfg:502 #, fuzzy msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "𐑒𐑘𐑫𐑼𐑦𐑙 𐑿𐑯𐑦𐑑𐑕: 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 dst='ability_cures' text='𐑒𐑘𐑫𐑮𐑟' " "𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑤 𐑒𐑘𐑫𐑼 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑷𐑤 𐑨𐑤𐑲𐑛 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 (𐑦𐑯 𐑐𐑮𐑧𐑓𐑼𐑩𐑯𐑕 𐑑 𐑣𐑰𐑤𐑦𐑙, 𐑦𐑓 𐑦𐑑 " "𐑣𐑨𐑟 𐑞𐑨𐑑 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑨𐑟 𐑢𐑧𐑤)." #. [topic]: id=healing #: data/core/help.cfg:503 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:504 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" "𐑮𐑧𐑕𐑑𐑦𐑙 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑩𐑥𐑚𐑲𐑯𐑛 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑓𐑹𐑥𐑟 𐑝 𐑣𐑰𐑤𐑦𐑙, 𐑚𐑳𐑑 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯, 𐑣𐑰𐑤𐑦𐑙 𐑯 " "𐑒𐑘𐑫𐑼𐑦𐑙 𐑒𐑨𐑯𐑪𐑑 𐑒𐑪𐑥𐑚𐑲𐑯 𐑢𐑦𐑞 𐑰𐑗 𐑳𐑞𐑼: 𐑞 𐑚𐑧𐑕𐑑 𐑪𐑐𐑖𐑩𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛. 𐑓𐑲𐑯𐑩𐑤𐑦, 𐑿𐑯𐑦𐑑𐑕 " "𐑣𐑰𐑤 𐑓𐑫𐑤𐑦 𐑚𐑦𐑑𐑢𐑰𐑯 𐑕𐑦𐑯𐑺𐑰𐑴𐑟." #. [topic]: id=healing #: data/core/help.cfg:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:508 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" #. [topic]: id=wrap_up #: data/core/help.cfg:516 msgid "Wrap Up" msgstr "𐑮𐑨𐑐 𐑳𐑐" #. [topic]: id=wrap_up #: data/core/help.cfg:517 #, fuzzy msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "𐑞𐑦𐑕 𐑒𐑩𐑯𐑒𐑤𐑵𐑛𐑟 𐑞 𐑓𐑩𐑯𐑛𐑩𐑥𐑧𐑯𐑑𐑩𐑤𐑟 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑿 𐑥𐑲𐑑 𐑢𐑪𐑯𐑑 𐑑 𐑸𐑱𐑖𐑱𐑙𐑔𐑮𐑰𐑛 𐑳𐑐 𐑪𐑯 𐑚𐑱𐑕𐑦𐑒 " "𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰, 𐑹 𐑓𐑩𐑥𐑦𐑤𐑘𐑻𐑲𐑟 𐑿𐑼𐑕𐑧𐑤𐑓 𐑢𐑦𐑞 dst='..traits_section' text='𐑑𐑮𐑱𐑑𐑕' 𐑯 dst='..abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟', 𐑚𐑳𐑑 𐑿 𐑯𐑬 𐑯𐑴 " "𐑧𐑝𐑮𐑦𐑔𐑦𐑙 𐑿 𐑯𐑰𐑛 𐑑 𐑯𐑴 𐑑 𐑐𐑤𐑱 𐑞 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯 𐑒𐑨𐑥𐑐𐑱𐑯. 𐑣𐑨𐑝 𐑓𐑳𐑯, 𐑯 𐑜𐑫𐑛 𐑤𐑳𐑒!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "𐑤𐑲𐑕𐑩𐑯𐑕" #. [topic]: id=..traits_section #: data/core/help.cfg:533 #, fuzzy msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', and woses do not receive " "any traits. " msgstr "" "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑑𐑵 𐑑𐑮𐑱𐑑𐑕. 𐑣𐑬𐑧𐑝𐑼, 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑨𐑟𐑕𐑲𐑯𐑛 𐑞 𐑕𐑦𐑙𐑜𐑩𐑤 𐑑𐑮𐑱𐑑 '𐑳𐑯𐑛𐑧𐑛', " "𐑯 𐑢𐑴𐑟𐑧𐑟 𐑛𐑵 𐑯𐑪𐑑 𐑮𐑦𐑕𐑰𐑝 𐑧𐑯𐑦 𐑑𐑮𐑱𐑑𐑕. 𐑑𐑮𐑱𐑑𐑕 𐑸 𐑥𐑪𐑛𐑦𐑓𐑦𐑒𐑱𐑖𐑩𐑯𐑟 𐑞𐑨𐑑 𐑗𐑱𐑯𐑡 𐑩 𐑿𐑯𐑦𐑑𐑕 " "𐑩𐑑𐑮𐑦𐑚𐑿𐑑𐑕 𐑕𐑤𐑲𐑑𐑤𐑦. 𐑞𐑱 𐑸 𐑿𐑖𐑿𐑩𐑤𐑦 𐑮𐑨𐑯𐑛𐑩𐑥𐑤𐑦 𐑨𐑟𐑕𐑲𐑯𐑛 𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛." #. [topic]: id=..traits_section #: data/core/help.cfg:533 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:535 #, fuzzy msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "𐑞 𐑑𐑮𐑱𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑑 𐑷𐑤 𐑯𐑪𐑯-𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 dst='traits_intelligent' " "text='𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑', dst='traits_quick' text='𐑒𐑢𐑦𐑒', " "dst='traits_resilient' text='𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑', 𐑯 " "dst='traits_strong' text='𐑕𐑑𐑮𐑪𐑙'." #. [topic]: id=..traits_section #: data/core/help.cfg:537 #, fuzzy msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "𐑳𐑞𐑼 𐑑𐑮𐑱𐑑𐑕 𐑞𐑨𐑑 𐑥𐑱 𐑚𐑰 𐑨𐑟𐑕𐑲𐑯𐑛 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 dst='traits_dextrous' " "text='𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕', dst='traits_loyal' text='𐑤𐑶𐑩𐑤', 𐑯 " "dst='traits_undead' text='𐑳𐑯𐑛𐑧𐑛'.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "𐑜𐑱𐑥 𐑥𐑨𐑐𐑕 𐑓𐑰𐑗𐑼 𐑩 𐑝𐑼𐑲𐑩𐑑𐑦 𐑝 𐑑𐑻𐑱𐑯𐑟 𐑞𐑨𐑑 𐑩𐑓𐑧𐑒𐑑 𐑚𐑴𐑔 𐑿𐑯𐑦𐑑 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑯 𐑩 𐑿𐑯𐑦𐑑𐑕 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 " "𐑒𐑱𐑐𐑩𐑚𐑦𐑤𐑩𐑑𐑰 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:549 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:551 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:555 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:557 #, fuzzy msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:559 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:563 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:567 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:571 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:575 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:577 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:579 #, fuzzy msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:581 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:583 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:585 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:587 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=..addons #: data/core/help.cfg:600 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:610 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:611 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=𐑛𐑨𐑥𐑦𐑡
" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:613 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:615 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑑𐑨𐑒'
" #. [topic]: id=using_addons #: data/core/help.cfg:617 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:619 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'
" #. [topic]: id=using_addons #: data/core/help.cfg:621 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:625 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:627 #, fuzzy msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 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:631 #, fuzzy msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=using_addons #: data/core/help.cfg:633 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:637 #, fuzzy msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #. [topic]: id=using_addons #: data/core/help.cfg:639 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:648 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:649 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:662 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:663 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:678 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "𐑡𐑧𐑯𐑼𐑩𐑤 𐑒𐑩𐑥𐑭𐑯𐑛𐑟" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:679 data/core/help.cfg:724 data/core/help.cfg:762 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:681 msgid "" "\n" "Similar to the 'fps' command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "𐑒𐑤𐑽 𐑗𐑨𐑑 𐑥𐑧𐑕𐑦𐑡𐑩𐑟.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:687 #, fuzzy msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "𐑕𐑢𐑦𐑗 𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑪𐑯 (𐑛𐑴𐑟 𐑯𐑪𐑑 𐑢𐑻𐑒 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻). 𐑕𐑰 dst='debug_commands' " "text='𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑒𐑩𐑥𐑭𐑯𐑛𐑟'.\n" "𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑦𐑟 𐑑𐑻𐑯𐑛 𐑪𐑓 𐑚𐑲 𐑒𐑢𐑦𐑑𐑦𐑙 𐑞 𐑜𐑱𐑥 𐑹 :nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:697 #, fuzzy #| msgid "" #| "\n" #| "Toggle the display of the current frames per second.\n" #| "\n" msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" "\n" "𐑑𐑪𐑜𐑩𐑤 𐑞 𐑛𐑦𐑕𐑐𐑤𐑱 𐑝 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑓𐑮𐑱𐑥𐑟 𐑐𐑻 𐑕𐑧𐑒𐑩𐑯𐑛.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:700 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "𐑕𐑢𐑦𐑗 𐑩 𐑤𐑪𐑜 𐑛𐑴𐑥𐑱𐑯 𐑑 𐑩 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑤𐑪𐑜 𐑤𐑧𐑝𐑩𐑤.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:703 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "𐑮𐑰𐑛𐑮𐑷𐑕 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑯 𐑮𐑰𐑤𐑴𐑛𐑟 𐑧𐑯𐑦 𐑦𐑥𐑦𐑡 𐑓𐑲𐑤𐑟 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑗𐑱𐑯𐑡𐑛.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "𐑚𐑮𐑦𐑙 𐑳𐑐 𐑔𐑰𐑥 𐑕𐑦𐑤𐑧𐑒𐑖𐑩𐑯 𐑥𐑧𐑯𐑿.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "𐑒𐑢𐑦𐑑 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "𐑕𐑱𐑝 𐑞 𐑜𐑱𐑥 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "𐑕𐑱𐑝 𐑞 𐑜𐑱𐑥 𐑯 𐑒𐑢𐑦𐑑 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙)." #. [topic]: id=mp_commands #: data/core/help.cfg:723 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑒𐑩𐑥𐑭𐑯𐑛𐑟" #. [topic]: id=mp_commands #: data/core/help.cfg:726 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" "𐑚𐑨𐑯 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑚𐑲 𐑞 ·𐑦·𐑐 𐑩𐑛𐑮𐑧𐑕 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑿𐑟𐑻𐑯𐑱𐑥 𐑯 𐑒𐑦𐑒 " "𐑣𐑦𐑥. 𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑪𐑯 𐑿𐑟𐑼𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑚𐑳𐑑 𐑪𐑯 𐑞 𐑕𐑻𐑝𐑻. (𐑝 𐑒𐑹𐑕 𐑞𐑱 𐑢𐑴𐑯𐑑 𐑚𐑰 " "𐑒𐑦𐑒𐑑 𐑞𐑧𐑯.)\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:729 #, fuzzy msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "𐑗𐑱𐑯𐑡 𐑞 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼 𐑓𐑹 𐑕𐑲𐑛 (𐑮𐑲𐑑 𐑣𐑽 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑞 𐑕𐑲𐑛) 𐑑 𐑿𐑟𐑻𐑯𐑱𐑥 (𐑮𐑲𐑑 𐑣𐑽 𐑞 𐑯𐑦𐑒 𐑝 𐑞 " "𐑐𐑤𐑱𐑻 𐑹 𐑩𐑚𐑟𐑻𐑝𐑻). 𐑿 𐑒𐑨𐑯 𐑗𐑧𐑒 𐑢𐑪𐑑 𐑕𐑲𐑛 𐑚𐑦𐑤𐑪𐑙𐑟 𐑑 𐑢𐑦𐑗 𐑐𐑤𐑱𐑻 𐑦𐑯 𐑞 '𐑕𐑦𐑯𐑺𐑰𐑴 𐑕𐑧𐑑𐑦𐑙𐑟' " "𐑛𐑲𐑩𐑤𐑪𐑜 (𐑐𐑮𐑧𐑕 𐑞 '𐑥𐑹' 𐑚𐑳𐑑𐑩𐑯 𐑦𐑯 𐑞 '𐑕𐑑𐑱𐑑𐑫𐑕 𐑑𐑱𐑚𐑩𐑤' (·𐑷𐑤𐑑+𐑕 𐑚𐑲 𐑛𐑰𐑓𐑷𐑤𐑑) 𐑑 𐑜𐑧𐑑 𐑞𐑺.). " "𐑞 𐑣𐑴𐑕𐑑 𐑒𐑨𐑯 𐑗𐑱𐑯𐑡 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑧𐑯𐑦 𐑕𐑲𐑛.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:732 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:735 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:738 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" "𐑒𐑦𐑒 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻. 𐑞𐑱 𐑢𐑦𐑤 𐑚𐑰 𐑱𐑚𐑩𐑤 𐑑 𐑮𐑰𐑡𐑶𐑯 𐑞 𐑜𐑱𐑥. 𐑦𐑓 𐑿 𐑡𐑳𐑕𐑑 𐑢𐑪𐑯𐑑 𐑑 𐑗𐑱𐑯𐑡 " "𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑞𐑺 𐑕𐑲𐑛(𐑕) 𐑿𐑟 𐑞 :𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑒𐑩𐑥𐑭𐑯𐑛 𐑦𐑯𐑕𐑑𐑧𐑛.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:741 #, fuzzy msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" "𐑕𐑧𐑯𐑛𐑟 𐑩 𐑐𐑮𐑲𐑝𐑩𐑑 𐑥𐑧𐑕𐑦𐑡. 𐑿 𐑒𐑭𐑯𐑑 𐑕𐑧𐑯𐑛 𐑥𐑧𐑕𐑦𐑡𐑩𐑟 𐑑 𐑐𐑤𐑱𐑼𐑟 𐑞𐑨𐑑 𐑛𐑴𐑯𐑑 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑩 𐑕𐑲𐑛 𐑦𐑯 " "𐑩 𐑮𐑳𐑯𐑦𐑙 𐑜𐑱𐑥 𐑿 𐑸 𐑦𐑯." #. [topic]: id=mp_commands #: data/core/help.cfg:744 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "𐑥𐑿𐑑 𐑩 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑩𐑚𐑟𐑻𐑝𐑻. 𐑦𐑓 𐑯𐑴 𐑿𐑟𐑻𐑯𐑱𐑥 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛 𐑞 𐑥𐑿𐑑𐑩𐑛 𐑿𐑟𐑼𐑯𐑱𐑥𐑟 𐑸 𐑛𐑦𐑕𐑐𐑤𐑱𐑛.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "𐑑𐑪𐑜𐑩𐑤 𐑥𐑿𐑑𐑦𐑙/𐑕𐑲𐑤𐑩𐑯𐑕𐑦𐑙 𐑝 𐑷𐑤 𐑩𐑚𐑟𐑻𐑝𐑼𐑟 𐑪𐑯/𐑪𐑓.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:750 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" "𐑳𐑯𐑚𐑨𐑯 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑚𐑲 𐑞 ·𐑦·𐑐 𐑩𐑛𐑮𐑧𐑕 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑿𐑟𐑻𐑯𐑱𐑥. 𐑒𐑨𐑯 " "𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑪𐑯 𐑿𐑟𐑼𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑚𐑳𐑑 𐑪𐑯 𐑞 𐑕𐑻𐑝𐑻.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:753 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "𐑳𐑯𐑥𐑿𐑑 𐑩 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑩𐑚𐑟𐑻𐑝𐑻. 𐑦𐑓 𐑯𐑴 𐑿𐑟𐑻𐑯𐑱𐑥 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛 𐑞 𐑤𐑦𐑕𐑑 𐑝 𐑥𐑿𐑑𐑩𐑛 𐑩𐑚𐑟𐑻𐑝𐑼𐑟 𐑦𐑟 " "𐑒𐑤𐑽𐑛." #. [topic]: id=debug_commands #: data/core/help.cfg:761 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑒𐑩𐑥𐑭𐑯𐑛𐑟" #. [topic]: id=debug_commands #: data/core/help.cfg:764 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "𐑚𐑮𐑦𐑙𐑟 𐑳𐑐 𐑩 𐑥𐑧𐑯𐑿 𐑓𐑹 𐑗𐑵𐑟𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:767 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "𐑒𐑮𐑰𐑱𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑝 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑑𐑲𐑐 𐑪𐑯 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑣𐑧𐑒𐑕.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "𐑑𐑪𐑜𐑩𐑤 𐑓𐑪𐑜/𐑖𐑮𐑬𐑛 𐑓𐑹 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑕𐑲𐑛.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "𐑨𐑛𐑟 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑩𐑥𐑬𐑯𐑑 𐑑 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑕𐑲𐑛𐑟 𐑜𐑴𐑤𐑛.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:776 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑑 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "𐑥𐑨𐑯𐑘𐑫𐑩𐑤𐑦 𐑕𐑧𐑑 𐑩 𐑜𐑱𐑥𐑕𐑑𐑱𐑑 𐑝𐑺𐑦𐑩𐑚𐑩𐑤 𐑑 𐑝𐑨𐑤𐑿.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "𐑖𐑴 𐑩 𐑜𐑱𐑥𐑕𐑑𐑱𐑑 𐑝𐑺𐑦𐑩𐑚𐑩𐑤.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "𐑥𐑨𐑯𐑘𐑫𐑩𐑤𐑦 𐑓𐑲𐑼 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑦𐑝𐑧𐑯𐑑.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:788 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "𐑥𐑪𐑛𐑦𐑓𐑲𐑟 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑐𐑮𐑪𐑐𐑼𐑑𐑦 𐑝 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: :𐑿𐑯𐑦𐑑 hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "𐑥𐑱𐑒𐑕 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑤𐑧𐑝𐑩𐑤 𐑳𐑐 n 𐑑𐑲𐑥𐑟. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: :𐑿𐑯𐑦𐑑 advances=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 #, 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 "" "𐑣𐑰𐑤𐑟 +4:\n" "𐑩𐑤𐑬𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑨𐑤𐑲𐑛 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑬𐑼 𐑑𐑻𐑯.\n" "\n" "𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 4 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 " "𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n" "𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 " "𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼." #. [heals]: id=healing #: data/core/macros/abilities.cfg:37 #, 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 "" "𐑣𐑰𐑤𐑟 +8:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 " "𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛.\n" "\n" "𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 " "𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n" "𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 " "𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "𐑒𐑘𐑫𐑮𐑟" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 #, 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 "" "𐑒𐑘𐑫𐑮𐑟:\n" "𐑩 𐑒𐑘𐑫𐑮𐑻 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼 𐑩 𐑿𐑯𐑦𐑑 𐑝 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑞𐑴 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑮𐑦𐑕𐑰𐑝 𐑯𐑴 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑣𐑰𐑤𐑦𐑙 " "𐑪𐑯 𐑞 𐑑𐑻𐑯 𐑦𐑑 𐑦𐑟 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 #, 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 "" "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕:\n" "𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑦𐑑𐑕𐑧𐑤𐑓 8 HP 𐑐𐑻 𐑑𐑻𐑯. 𐑦𐑓 𐑦𐑑 𐑦𐑟 𐑐𐑶𐑟𐑩𐑯𐑛, 𐑦𐑑 𐑢𐑦𐑤 𐑮𐑰𐑥𐑵𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯 " "𐑦𐑯𐑕𐑑𐑧𐑛 𐑝 𐑣𐑰𐑤𐑦𐑙." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, 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 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕:\n" "𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑦𐑑𐑕𐑧𐑤𐑓 8 HP 𐑐𐑻 𐑑𐑻𐑯. 𐑦𐑓 𐑦𐑑 𐑦𐑟 𐑐𐑶𐑟𐑩𐑯𐑛, 𐑦𐑑 𐑢𐑦𐑤 𐑮𐑰𐑥𐑵𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯 " "𐑦𐑯𐑕𐑑𐑧𐑛 𐑝 𐑣𐑰𐑤𐑦𐑙." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑨𐑟 𐑞𐑴 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 #, 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 "" "𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑸 𐑛𐑳𐑚𐑩𐑤𐑛, 𐑳𐑐 𐑑 𐑩 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝 50%, 𐑢𐑧𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙. " "𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑦𐑤𐑦𐑑𐑰𐑟 𐑸 𐑯𐑪𐑑 𐑩𐑓𐑧𐑒𐑑𐑩𐑛." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 #, fuzzy #| msgid "female^leadership" msgid "female^diversion" msgstr "𐑤𐑰𐑛𐑼𐑖𐑦𐑐" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 #, fuzzy #| 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." msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" "𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 " "𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 #, fuzzy #| 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." msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target's attention and reduces its " "chance to hit." msgstr "" "𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 " "𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "𐑤𐑰𐑛𐑼𐑖𐑦𐑐" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "𐑕𐑒𐑻𐑥𐑦𐑖𐑻" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "𐑕𐑒𐑻𐑥𐑦𐑖𐑻:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑕𐑒𐑦𐑤𐑛 𐑦𐑯 𐑥𐑵𐑝𐑦𐑙 𐑐𐑭𐑕𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑒𐑢𐑦𐑒𐑤𐑦, 𐑯 𐑦𐑜𐑯𐑹𐑟 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑟𐑴𐑯𐑟 𐑝 " "𐑒𐑩𐑯𐑑𐑮𐑴𐑤." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:236 msgid "female^illuminates" msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "This unit illuminates the surrounding area, making lawful units fight " #| "better, and chaotic units fight worse.\n" #| "\n" #| "Any units adjacent to this unit will fight as if it were dusk when it is " #| "night, and as if it were day when it is dusk." msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕 𐑞 𐑕𐑼𐑬𐑯𐑛𐑦𐑙 𐑺𐑦𐑩, 𐑥𐑱𐑒𐑦𐑙 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼, 𐑯 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 " "𐑓𐑲𐑑 𐑢𐑻𐑕.\n" "\n" "𐑧𐑯𐑦 𐑿𐑯𐑦𐑑𐑕 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑓𐑲𐑑 𐑨𐑟 𐑦𐑓 𐑦𐑑 𐑢𐑻 𐑛𐑩𐑕𐑒 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑯𐑲𐑑, 𐑯 𐑨𐑟 𐑦𐑓 " "𐑦𐑑 𐑢𐑻 𐑛𐑱 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑛𐑩𐑕𐑒." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:251 msgid "female^teleport" msgstr "𐑑𐑧𐑤𐑩𐑐𐑹𐑑" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:252 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "𐑑𐑧𐑤𐑩𐑐𐑹𐑑:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑑𐑧𐑤𐑩𐑐𐑹𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑧𐑯𐑦 𐑑𐑵 𐑧𐑥𐑐𐑑𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑴𐑯𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑕𐑲𐑛 𐑿𐑟𐑦𐑙 𐑢𐑳𐑯 𐑝 " "𐑦𐑑𐑕 𐑥𐑵𐑝𐑟." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:283 msgid "female^ambush" msgstr "𐑨𐑥𐑚𐑫𐑖" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:284 #, fuzzy #| msgid "" #| "Ambush:\n" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "𐑨𐑥𐑚𐑫𐑖:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟.\n" "\n" "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 " "𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 " "𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:302 msgid "burrow" msgstr "" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:303 #, fuzzy #| msgid "female^slow" msgid "female^burrow" msgstr "𐑕𐑤𐑴" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:304 #, fuzzy #| msgid "" #| "Ambush:\n" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest or sand if it is resting (has not moved for a " "turn), and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is resting in forest or sand, " "except if they have units next to it. Any enemy unit that first discovers " "this unit immediately loses all its remaining movement." msgstr "" "𐑨𐑥𐑚𐑫𐑖:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟.\n" "\n" "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 " "𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 " "𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:325 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "The unit becomes invisible during night.\n" #| "\n" #| "Enemy units cannot see this unit at night, except if they have units next " #| "to it. Any enemy unit that first discovers this unit immediately loses " #| "all its remaining movement." msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "𐑯𐑲𐑑𐑕𐑑𐑷𐑒:\n" "𐑞 𐑿𐑯𐑦𐑑 𐑚𐑦𐑒𐑳𐑥𐑟 𐑦𐑯𐑝𐑦𐑕𐑦𐑚𐑩𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑯𐑲𐑑.\n" "\n" "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑨𐑑 𐑯𐑲𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 " "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:344 msgid "female^concealment" msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:345 #, fuzzy #| msgid "" #| "Concealment:\n" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units can not see this unit while it is in a village, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑢𐑦𐑞 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟), 𐑯 𐑮𐑦𐑥𐑱𐑯 " "𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑚𐑲 𐑞𐑴𐑟 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑.\n" "\n" "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 " "𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 " "𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:364 msgid "female^submerge" msgstr "𐑕𐑩𐑚𐑥𐑻𐑡" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:365 #, fuzzy #| msgid "" #| "Submerge:\n" #| "This unit can hide in deep water, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in deep water, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "𐑕𐑩𐑚𐑥𐑻𐑡:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟.\n" "\n" "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 " "𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 " "𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:385 msgid "female^feeding" msgstr "𐑓𐑰𐑛𐑦𐑙" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:398 msgid "berserk" msgstr "𐑚𐑻𐑕𐑻𐑒" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:399 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "𐑚𐑻𐑕𐑻𐑒:\n" "𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 𐑢𐑳𐑯 " "𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:411 #, fuzzy #| msgid "" #| "Backstab:\n" #| "When used offensively, this attack deals double damage if there is an " #| "enemy of the target on the opposite side of the target, and that unit is " #| "not incapacitated (turned to stone or otherwise paralyzed)." msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "𐑚𐑨𐑒𐑕𐑑𐑨𐑚:\n" "𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 " "𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑, 𐑯 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑯𐑒𐑩𐑐𐑨𐑕𐑦𐑑𐑱𐑑𐑦𐑛 (𐑑𐑻𐑯𐑛 𐑑 " "𐑕𐑑𐑴𐑯 𐑹 𐑳𐑞𐑼𐑢𐑲𐑟 𐑐𐑺𐑩𐑤𐑲𐑟𐑛)." #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:431 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "𐑐𐑤𐑱𐑜:\n" "𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑢𐑷𐑒𐑦𐑙 𐑒𐑹𐑐𐑕 𐑪𐑯 𐑞 " "𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟." #. [slow]: id=slow #: data/core/macros/abilities.cfg:454 #, fuzzy #| msgid "" #| "Slow:\n" #| "This attack slows the target until it ends a turn. Slow halves the damage " #| "caused by attacks and the movement cost for a slowed unit is doubled. A " #| "unit that is slowed will feature a snail icon in its sidebar information " #| "when it is selected." msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "𐑕𐑤𐑴:\n" "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑕𐑤𐑴𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑳𐑯𐑑𐑦𐑤 𐑦𐑑 𐑧𐑯𐑛𐑟 𐑩 𐑑𐑻𐑯. 𐑕𐑤𐑴 𐑣𐑭𐑝𐑟 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑒𐑷𐑟𐑛 𐑚𐑲 𐑩𐑑𐑨𐑒𐑕 𐑯 " "𐑞 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑 𐑓𐑹 𐑩 𐑕𐑤𐑴𐑛 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑛𐑳𐑚𐑩𐑤𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑦𐑟 𐑕𐑤𐑴𐑛 𐑢𐑦𐑤 𐑓𐑰𐑗𐑼 𐑩 𐑕𐑯𐑱𐑤 " "𐑲𐑒𐑪𐑯 𐑦𐑯 𐑦𐑑𐑕 𐑕𐑲𐑛𐑚𐑸 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:464 msgid "petrifies" msgstr "𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑟" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:465 #, fuzzy #| msgid "" #| "Petrify:\n" #| "This attack petrifies the target, turning it to stone. Units that have " #| "been petrified may not move or attack." msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "𐑐𐑧𐑑𐑮𐑩𐑓𐑲:\n" "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑, 𐑑𐑻𐑯𐑦𐑙 𐑦𐑑 𐑑 𐑕𐑑𐑴𐑯. 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑛 𐑥𐑱 " "𐑯𐑪𐑑 𐑥𐑵𐑝 𐑹 𐑩𐑑𐑨𐑒." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:476 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "𐑥𐑸𐑒𐑕𐑥𐑩𐑯:\n" "𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑." #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:489 msgid "deflect" msgstr "" #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:490 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used defensively, this attack reduces the opponent's chance to hit by " "10%." msgstr "" "𐑥𐑸𐑒𐑕𐑥𐑩𐑯:\n" "𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑." #. [chance_to_hit]: id=deflect #: data/core/macros/abilities.cfg:491 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:505 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "𐑥𐑨𐑡𐑦𐑒𐑩𐑤:\n" "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 𐑿𐑯𐑦𐑑 " "𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:517 msgid "swarm" msgstr "𐑕𐑢𐑹𐑥" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:518 #, fuzzy #| msgid "" #| "Swarm:\n" #| "The number of strikes of this attack decreases when the unit is wounded. " #| "The number of strikes is proportional to the percentage of its of maximum " #| "HP the unit has. For example a unit with 3/4 of its maximum HP will get " #| "3/4 of the number of strikes." msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "𐑕𐑢𐑹𐑥:\n" "𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 𐑝 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑦𐑒𐑮𐑰𐑕𐑩𐑟 𐑢𐑧𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑢𐑵𐑯𐑛𐑩𐑛. 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 " "𐑦𐑟 𐑐𐑮𐑩𐑐𐑹𐑖𐑩𐑯𐑩𐑤 𐑑 𐑞 𐑐𐑼𐑕𐑧𐑯𐑑𐑦𐑡 𐑝 𐑦𐑑𐑕 𐑝 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑞 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟. 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤 𐑩 " "𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 3/4 𐑝 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑢𐑦𐑤 𐑜𐑧𐑑 3/4 𐑝 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕." #. [damage]: id=charge #: data/core/macros/abilities.cfg:529 #, fuzzy #| msgid "" #| "Charge:\n" #| "When used offensively, this attack deals double damage to the target. It " #| "also causes this unit to take double damage from the target’s " #| "counterattack." msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "𐑗𐑸𐑡:\n" "𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑞 𐑑𐑸𐑜𐑧𐑑. 𐑦𐑑 𐑷𐑤𐑕𐑴 𐑒𐑷𐑟𐑩𐑟 " "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑑 𐑑𐑱𐑒 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑞 𐑑𐑸𐑜𐑩𐑑𐑕 𐑒𐑬𐑯𐑑𐑻𐑩𐑑𐑨𐑒." #. [damage]: id=absorb #: data/core/macros/abilities.cfg:542 msgid "absorb" msgstr "" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:543 msgid "" "This attack puts the unit in good defensive position, and it absorbs some of " "the damage dealt by an enemy strike." msgstr "" #. [damage]: id=absorb #: data/core/macros/abilities.cfg:544 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" #. [drains]: id=drains #: data/core/macros/abilities.cfg:556 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "𐑛𐑮𐑱𐑯:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑛𐑮𐑱𐑯𐑟 𐑣𐑧𐑤𐑔 𐑓𐑮𐑪𐑥 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕, 𐑣𐑰𐑤𐑦𐑙 𐑦𐑑𐑕𐑧𐑤𐑓 𐑓𐑹 𐑣𐑭𐑓 𐑞 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑦𐑑 " "𐑛𐑰𐑤𐑟 (𐑮𐑬𐑯𐑛𐑩𐑛 𐑛𐑬𐑯)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:566 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:567 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "𐑓𐑻𐑕𐑑 𐑕𐑑𐑮𐑲𐑒:\n" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑮𐑲𐑒𐑕 𐑓𐑻𐑕𐑑 𐑢𐑦𐑞 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒, 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞𐑱 𐑸 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙." #. [poison]: id=poison #: data/core/macros/abilities.cfg:578 #, fuzzy #| msgid "" #| "Poison:\n" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison can not, of itself, " #| "kill a unit." msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "𐑐𐑶𐑟𐑩𐑯:\n" "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑶𐑟𐑩𐑯𐑟 𐑤𐑦𐑝𐑦𐑙 𐑑𐑸𐑜𐑩𐑑𐑕. 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑𐑕 𐑤𐑵𐑟 8 HP 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑸 " "𐑒𐑘𐑫𐑼𐑛 𐑹 𐑸 𐑮𐑦𐑛𐑿𐑕𐑑 𐑑 1 HP. 𐑐𐑶𐑟𐑩𐑯 𐑒𐑨𐑯 𐑯𐑪𐑑, 𐑝 𐑦𐑑𐑕𐑧𐑤𐑓, 𐑒𐑦𐑤 𐑩 𐑿𐑯𐑦𐑑." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "𐑥𐑨𐑒𐑕 HP 𐑚𐑴𐑯𐑩𐑕 +3, 𐑥𐑨𐑒𐑕 XP +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "𐑓𐑻𐑕𐑑 𐑢𐑪𐑡" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "𐑥𐑹𐑯𐑦𐑙" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "𐑥𐑹𐑯𐑦𐑙" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "𐑓𐑻𐑕𐑑 𐑢𐑪𐑡" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "𐑭𐑓𐑑𐑼𐑯𐑵𐑯" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "𐑭𐑓𐑑𐑼𐑯𐑵𐑯" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:6 src/help/help_topic_generators.cpp:185 #: src/help/help_topic_generators.cpp:602 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Special Notes:" msgid "Special Notes:" msgstr "" "\n" "\n" "𐑕𐑐𐑧𐑖𐑩𐑤 𐑯𐑴𐑑𐑕:" #: data/core/macros/special-notes.cfg:16 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" "𐑕𐑐𐑦𐑮𐑦𐑑𐑕 𐑣𐑨𐑝 𐑝𐑧𐑮𐑦 𐑳𐑯𐑿𐑠𐑫𐑩𐑤 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑑 𐑛𐑨𐑥𐑦𐑡, 𐑯 𐑥𐑵𐑝 𐑒𐑢𐑲𐑑 𐑕𐑤𐑴𐑤𐑦 𐑴𐑝𐑼 𐑴𐑐𐑩𐑯 𐑢𐑷𐑑𐑼." #: data/core/macros/special-notes.cfg:19 #, fuzzy #| msgid "" #| " This unit’s arcane attack deals tremendous damage to magical creatures, " #| "and even some to mundane creatures." msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑑𐑮𐑦𐑥𐑧𐑯𐑛𐑩𐑕 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑯 𐑰𐑝𐑩𐑯 𐑕𐑳𐑥 𐑑 " "𐑥𐑩𐑯𐑛𐑱𐑯 𐑒𐑮𐑰𐑗𐑼𐑟." #: data/core/macros/special-notes.cfg:26 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙." #: data/core/macros/special-notes.cfg:29 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of rapid healing." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙." #: data/core/macros/special-notes.cfg:32 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑰𐑤𐑦𐑙 𐑞𐑴𐑟 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑, 𐑯 𐑒𐑘𐑫𐑼𐑦𐑙 𐑞𐑧𐑥 𐑝 𐑐𐑶𐑟𐑩𐑯." #: data/core/macros/special-notes.cfg:35 #, fuzzy #| msgid "" #| " This unit is capable of neutralizing the effects of poison in units " #| "around it." msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑯𐑵𐑑𐑮𐑩𐑤𐑲𐑟𐑦𐑙 𐑞 𐑦𐑓𐑧𐑒𐑑𐑕 𐑝 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑿𐑯𐑦𐑑𐑕 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑." #: data/core/macros/special-notes.cfg:38 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑨𐑟 𐑞𐑴 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡." #: data/core/macros/special-notes.cfg:41 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" "𐑞 𐑕𐑑𐑧𐑛𐑰𐑯𐑦𐑕 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑦𐑛𐑿𐑕𐑩𐑟 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑕𐑳𐑥 𐑩𐑑𐑨𐑒𐑕, 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑢𐑲𐑤 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙." #: data/core/macros/special-notes.cfg:44 #, fuzzy #| msgid "" #| " The leadership of this unit enables adjacent units of the same side to " #| "deal more damage in combat, though this only applies to units of lower " #| "level." 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 "" "𐑞 𐑤𐑰𐑛𐑼𐑖𐑦𐑐 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑯𐑱𐑚𐑩𐑤𐑟 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑑 𐑛𐑰𐑤 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 " "𐑒𐑪𐑥𐑚𐑨𐑑, 𐑞𐑴 𐑞𐑦𐑕 𐑴𐑯𐑤𐑦 𐑩𐑐𐑤𐑲𐑟 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤." #: data/core/macros/special-notes.cfg:47 #, fuzzy #| msgid "" #| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " #| "control and thus move unhindered around them." msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑕𐑒𐑦𐑤 𐑨𐑑 𐑕𐑒𐑻𐑥𐑦𐑖𐑦𐑙 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑦𐑜𐑯𐑹 𐑧𐑯𐑦𐑥𐑦𐑟' 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑞𐑳𐑕 𐑥𐑵𐑝 " "𐑩𐑯𐑣𐑦𐑯𐑛𐑻𐑛 𐑩𐑮𐑬𐑯𐑛 𐑞𐑧𐑥." #: data/core/macros/special-notes.cfg:50 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "Illumination increases the lighting level in adjacent areas." msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑖𐑩𐑯 𐑦𐑯𐑒𐑮𐑰𐑕𐑩𐑟 𐑞 𐑤𐑲𐑑𐑦𐑙 𐑤𐑧𐑝𐑩𐑤 𐑦𐑯 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑺𐑰𐑩𐑟." #: data/core/macros/special-notes.cfg:53 #, fuzzy #| msgid "" #| " This unit can use one move to teleport between any two empty villages " #| "controlled by its side." msgid "" "This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑿𐑕 𐑢𐑳𐑯 𐑥𐑵𐑝 𐑑 𐑑𐑧𐑤𐑩𐑐𐑹𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑧𐑯𐑦 𐑑𐑵 𐑧𐑥𐑐𐑑𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑛 𐑚𐑲 " "𐑦𐑑𐑕 𐑕𐑲𐑛." #: data/core/macros/special-notes.cfg:56 #, fuzzy #| msgid "" #| " In woodlands, this unit’s ambush skill renders it invisible to enemies " #| "unless it is immediately adjacent or has revealed itself by attacking." 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 "" "𐑦𐑯 𐑢𐑫𐑛𐑤𐑨𐑯𐑛𐑟, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑨𐑥𐑚𐑫𐑖 𐑕𐑒𐑦𐑤 𐑮𐑧𐑯𐑛𐑻𐑟 𐑦𐑑 𐑦𐑯𐑝𐑦𐑕𐑦𐑚𐑩𐑤 𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑳𐑯𐑤𐑧𐑕 𐑦𐑑 𐑦𐑟 " "𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑹 𐑣𐑨𐑟 𐑮𐑦𐑝𐑰𐑤𐑛 𐑦𐑑𐑕𐑧𐑤𐑓 𐑚𐑲 𐑩𐑑𐑨𐑒𐑦𐑙." #: data/core/macros/special-notes.cfg:59 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑣𐑲𐑛 𐑨𐑑 𐑯𐑲𐑑, 𐑤𐑰𐑝𐑦𐑙 𐑯𐑴 𐑑𐑮𐑱𐑕 𐑝 𐑦𐑑𐑕 𐑐𐑮𐑧𐑟𐑩𐑯𐑕." #: data/core/macros/special-notes.cfg:62 #, fuzzy #| 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." 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 "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑢𐑦𐑞 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟), 𐑯 𐑮𐑦𐑥𐑱𐑯 " "𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑚𐑲 𐑞𐑴𐑟 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑." #: data/core/macros/special-notes.cfg:65 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑩𐑯𐑕𐑰𐑯 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑮𐑦𐑒𐑢𐑲𐑼𐑦𐑙 𐑯𐑴 𐑺 𐑓𐑮𐑪𐑥 𐑞 𐑕𐑻𐑓𐑦𐑕." #: data/core/macros/special-notes.cfg:68 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑." #: data/core/macros/special-notes.cfg:71 #, fuzzy #| msgid "" #| " Whenever its berserk attack is used, this unit continues to push the " #| "attack until either it or its enemy lies dead." msgid "" "Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" "𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑𐑕 𐑚𐑻𐑕𐑻𐑒 𐑩𐑑𐑨𐑒 𐑦𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑯𐑑𐑦𐑯𐑿𐑟 𐑑 𐑐𐑫𐑖 𐑞 𐑩𐑑𐑨𐑒 𐑳𐑯𐑑𐑦𐑤 𐑲𐑞𐑼 " "𐑦𐑑 𐑹 𐑦𐑑𐑕 𐑧𐑯𐑩𐑥𐑦 𐑤𐑲𐑟 𐑛𐑧𐑛." #: data/core/macros/special-notes.cfg:74 #, fuzzy #| 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." 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 "" "𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 " "𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦." #: data/core/macros/special-notes.cfg:77 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" "𐑓𐑴𐑟 𐑣𐑵 𐑤𐑵𐑟 𐑞𐑺 𐑤𐑲𐑓 𐑑 𐑞 𐑐𐑤𐑱𐑜 𐑢𐑦𐑤 𐑮𐑲𐑟 𐑩𐑜𐑱𐑯 𐑦𐑯 𐑩𐑯𐑤𐑲𐑓, 𐑳𐑯𐑤𐑧𐑕 𐑞𐑱 𐑸 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑪𐑯 𐑩 " "𐑝𐑦𐑤𐑦𐑡." #: data/core/macros/special-notes.cfg:80 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑕𐑤𐑴 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑣𐑨𐑝𐑦𐑙 𐑞𐑺 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑕𐑐𐑰𐑛 𐑯 𐑩𐑑𐑨𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 " "𐑞𐑱 𐑧𐑯𐑛 𐑩 𐑑𐑻𐑯." #: data/core/macros/special-notes.cfg:83 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑑𐑻𐑯 𐑞 𐑤𐑦𐑝𐑦𐑙 𐑑 𐑕𐑑𐑴𐑯 𐑥𐑱𐑒𐑕 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑛𐑱𐑯𐑡𐑼𐑩𐑕." #: data/core/macros/special-notes.cfg:86 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑥𐑸𐑒𐑕𐑥𐑩𐑯𐑖𐑦𐑐 𐑜𐑦𐑝𐑟 𐑦𐑑 𐑩 𐑣𐑲 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑑𐑸𐑜𐑩𐑑𐑦𐑛 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑪𐑯 𐑞 " "𐑩𐑑𐑨𐑒." #: data/core/macros/special-notes.cfg:89 #, fuzzy #| msgid "" #| " The unit has magical attacks, which always have a high chance of hitting " #| "an opponent." msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "𐑞 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕, 𐑢𐑦𐑗 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑝 𐑩 𐑣𐑲 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑩𐑯 𐑩𐑐𐑴𐑯𐑩𐑯𐑑." #: data/core/macros/special-notes.cfg:92 #, fuzzy #| msgid "" #| " The swarming attacks of this unit become less deadly whenever its " #| "members are wounded." msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "𐑞 𐑕𐑢𐑹𐑥𐑦𐑙 𐑩𐑑𐑨𐑒𐑕 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑚𐑦𐑒𐑳𐑥 𐑤𐑧𐑕 𐑛𐑧𐑛𐑤𐑰 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑𐑕 𐑥𐑧𐑥𐑚𐑼𐑟 𐑸 𐑢𐑵𐑯𐑛𐑩𐑛." #: data/core/macros/special-notes.cfg:95 #, fuzzy #| msgid "" #| " Using a charging attack doubles both damage dealt and received; this " #| "does not affect defensive retaliation." msgid "" "Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" "𐑿𐑟𐑦𐑙 𐑩 𐑗𐑸𐑡𐑦𐑙 𐑩𐑑𐑨𐑒 𐑛𐑩𐑚𐑩𐑤𐑟 𐑚𐑴𐑔 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑯 𐑮𐑦𐑕𐑰𐑝𐑛; 𐑞𐑦𐑕 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑩𐑓𐑧𐑒𐑑 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 " "𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑖𐑩𐑯." #: data/core/macros/special-notes.cfg:98 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "𐑛𐑘𐑫𐑼𐑦𐑙 𐑚𐑨𐑑𐑩𐑤, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑛𐑮𐑱𐑯 𐑤𐑲𐑓 𐑓𐑮𐑪𐑥 𐑝𐑦𐑒𐑑𐑩𐑥𐑟 𐑑 𐑮𐑰𐑯𐑿 𐑦𐑑𐑕 𐑴𐑯 𐑣𐑧𐑤𐑔." #: data/core/macros/special-notes.cfg:101 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr "𐑞 𐑤𐑧𐑙𐑔 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑢𐑧𐑐𐑩𐑯 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑕𐑑𐑮𐑲𐑒 𐑓𐑻𐑕𐑑 𐑦𐑯 𐑥𐑱𐑤𐑱, 𐑰𐑝𐑩𐑯 𐑦𐑯 𐑛𐑦𐑓𐑧𐑯𐑕." #: data/core/macros/special-notes.cfg:104 #, fuzzy #| 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." 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 "" "𐑞 𐑝𐑦𐑒𐑑𐑩𐑥𐑟 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑢𐑦𐑤 𐑒𐑩𐑯𐑑𐑦𐑯𐑿𐑩𐑤𐑦 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 " "𐑦𐑯 𐑑𐑬𐑯 𐑹 𐑚𐑲 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑒𐑘𐑫𐑮𐑟." #: data/core/macros/special-notes.cfg:107 msgid "" "This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "𐑤𐑶𐑩𐑤" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "𐑤𐑶𐑩𐑤" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "𐑟𐑽𐑴 𐑳𐑐𐑒𐑰𐑐" #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 #, fuzzy msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "𐑛𐑘𐑫𐑼𐑦𐑙 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑭𐑐𐑑 𐑑 𐑡𐑶𐑯 𐑞 𐑐𐑤𐑱𐑻𐑟 𐑓𐑹𐑕𐑩𐑟 𐑝 𐑞𐑺 𐑴𐑯 𐑝𐑴𐑤𐑦𐑖𐑩𐑯. 𐑞𐑰𐑟 " "𐑿𐑯𐑦𐑑𐑕 𐑸 𐑥𐑸𐑒𐑑 𐑢𐑦𐑞 𐑞 𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑥𐑱 𐑮𐑦𐑒𐑢𐑲𐑼 𐑐𐑱𐑥𐑩𐑯𐑑 𐑑 𐑚𐑰 𐑮𐑰𐑒𐑷𐑤𐑛, 𐑞𐑱 𐑯𐑧𐑝𐑼 " "𐑦𐑯𐑒𐑻 𐑧𐑯𐑦 𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑥𐑱𐑒 𐑞𐑧𐑥 𐑦𐑯𐑝𐑨𐑤𐑘𐑩𐑚𐑩𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑤𐑪𐑙 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑢𐑧𐑯 " "𐑜𐑴𐑤𐑛 𐑦𐑟 𐑦𐑯 𐑖𐑹𐑑 𐑕𐑩𐑐𐑤𐑲. 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑 𐑦𐑟 𐑯𐑧𐑝𐑼 𐑜𐑦𐑝𐑩𐑯 𐑑 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕, 𐑕𐑴 𐑦𐑑 𐑥𐑱 𐑚𐑰 " "𐑩𐑯𐑢𐑲𐑟 𐑑 𐑛𐑦𐑕𐑥𐑦𐑕 𐑕𐑳𐑗 𐑿𐑯𐑦𐑑𐑕 𐑹 𐑑 𐑕𐑧𐑯𐑛 𐑞𐑧𐑥 𐑑 𐑩 𐑓𐑵𐑤𐑦𐑖 𐑛𐑧𐑔." #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 #, fuzzy msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑴𐑯𐑑 𐑦𐑯𐑒𐑻 𐑳𐑐𐑒𐑰𐑐. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯𐑒𐑻 𐑩𐑯 𐑳𐑐𐑒𐑰𐑐 𐑒𐑪𐑕𐑑 𐑨𐑑 𐑞 𐑧𐑯𐑛 𐑝 𐑧𐑝𐑮𐑦 " "𐑑𐑻𐑯, 𐑢𐑦𐑗 𐑦𐑟 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞𐑺 𐑤𐑧𐑝𐑩𐑤. 𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 𐑯𐑪𐑑 𐑦𐑯𐑒𐑻 𐑞𐑦𐑕 𐑒𐑪𐑕𐑑." #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "𐑳𐑯𐑛𐑧𐑛" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83 #: data/core/macros/traits.cfg:109 msgid "Immune to drain, poison, and plague" msgstr "𐑦𐑥𐑿𐑯 𐑑 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 #, fuzzy msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" "\n" "\n" "𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 '𐑳𐑯𐑛𐑧𐑛' 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑞 𐑚𐑪𐑛𐑦𐑟 " "𐑝 𐑞 𐑛𐑧𐑛, 𐑮𐑦𐑟𐑩𐑯 𐑑 𐑓𐑲𐑑 𐑩𐑜𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑥𐑱𐑒 𐑞𐑧𐑥 " "𐑦𐑯𐑝𐑨𐑤𐑘𐑩𐑚𐑩𐑤 𐑦𐑯 𐑛𐑰𐑤𐑦𐑙 𐑢𐑦𐑞 𐑓𐑴𐑟 𐑣𐑵 𐑿𐑕 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑒𐑩𐑯𐑡𐑩𐑙𐑒𐑖𐑩𐑯 𐑢𐑦𐑞 𐑞𐑺 𐑩𐑑𐑨𐑒𐑕." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 #, fuzzy msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 '𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤' 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 " "𐑿𐑯𐑦𐑑𐑕 𐑛𐑴𐑯𐑑 𐑮𐑾𐑤𐑦 𐑣𐑨𐑝 𐑤𐑲𐑓, 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 #, fuzzy msgid "elemental" msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 #, fuzzy msgid "female^elemental" msgstr "𐑤𐑶𐑩𐑤" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 #, fuzzy msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 '𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤' 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 " "𐑿𐑯𐑦𐑑𐑕 𐑛𐑴𐑯𐑑 𐑮𐑾𐑤𐑦 𐑣𐑨𐑝 𐑤𐑲𐑓, 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥." #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "𐑕𐑑𐑮𐑪𐑙" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "𐑕𐑑𐑮𐑪𐑙" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 #, fuzzy msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "𐑢𐑲𐑤 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑧𐑯𐑦 𐑒𐑤𐑴𐑕-𐑒𐑪𐑥𐑚𐑨𐑑 𐑿𐑯𐑦𐑑, 𐑕𐑑𐑮𐑪𐑙 𐑦𐑟 𐑥𐑴𐑕𐑑 𐑦𐑓𐑧𐑒𐑑𐑦𐑝 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑣𐑵 𐑣𐑨𐑝 𐑩 " "𐑣𐑲 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑢𐑦𐑙𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑞 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼. 𐑕𐑑𐑮𐑪𐑙 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑩 " "𐑑𐑲𐑯𐑦 𐑚𐑦𐑑 𐑝 𐑧𐑒𐑕𐑑𐑮𐑩 𐑛𐑨𐑥𐑦𐑡 𐑦𐑟 𐑷𐑤 𐑞𐑨𐑑 𐑦𐑟 𐑯𐑰𐑛𐑩𐑛 𐑑 𐑑𐑻𐑯 𐑩 𐑛𐑨𐑥𐑦𐑡𐑦𐑙 𐑕𐑑𐑮𐑴𐑒 𐑦𐑯𐑑𐑫 𐑩 " "𐑒𐑦𐑤𐑦𐑙 𐑚𐑤𐑴." #. [trait]: id=strong #: data/core/macros/traits.cfg:134 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "𐑕𐑑𐑮𐑪𐑙 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 1 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 𐑦𐑯 𐑥𐑱𐑤𐑱 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑯 𐑣𐑨𐑝 1 𐑥𐑹 " "HP." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 #, fuzzy msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕 𐑦𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑐𐑩𐑟𐑧𐑕𐑑 𐑴𐑯𐑤𐑦 𐑚𐑲 𐑧𐑤𐑝𐑟. 𐑞 𐑧𐑤𐑝𐑧𐑯 𐑐𐑰𐑐𐑩𐑤 𐑸 𐑯𐑴𐑯 𐑓𐑹 𐑞𐑺 𐑩𐑯𐑒𐑨𐑯𐑰 " "𐑜𐑮𐑱𐑕, 𐑯 𐑞𐑺 𐑜𐑮𐑱𐑑 𐑓𐑩𐑕𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑞 𐑞 𐑚𐑴. 𐑕𐑳𐑥, 𐑣𐑬𐑧𐑝𐑼, 𐑸 𐑜𐑦𐑓𐑑𐑩𐑛 𐑢𐑦𐑞 𐑯𐑨𐑗𐑼𐑩𐑤 𐑑𐑨𐑤𐑩𐑯𐑑 " "𐑞𐑨𐑑 𐑩𐑒𐑕𐑰𐑛𐑟 𐑞𐑺 𐑚𐑮𐑧𐑞𐑮𐑩𐑯. 𐑞𐑰𐑟 𐑧𐑤𐑝𐑟 𐑦𐑯𐑓𐑤𐑦𐑒𐑑 𐑩𐑯 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑐𐑶𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑢𐑦𐑞 𐑰𐑗 𐑨𐑮𐑴." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 1 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 𐑦𐑯 𐑮𐑱𐑯𐑡𐑛 𐑒𐑪𐑥𐑚𐑨𐑑." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "𐑒𐑢𐑦𐑒" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "𐑒𐑢𐑦𐑒" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 #, fuzzy msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "𐑒𐑢𐑦𐑒 𐑦𐑟 𐑞 𐑥𐑴𐑕𐑑 𐑯𐑴𐑑𐑦𐑕𐑩𐑚𐑩𐑤 𐑑𐑮𐑱𐑑, 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼𐑤𐑦 𐑦𐑯 𐑕𐑤𐑴𐑻 𐑥𐑵𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑕𐑳𐑗 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟 𐑹 " "𐑣𐑧𐑝𐑦 𐑦𐑯𐑓𐑩𐑯𐑑𐑮𐑦. 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑒𐑢𐑦𐑒 𐑑𐑮𐑱𐑑 𐑪𐑓𐑩𐑯 𐑣𐑨𐑝 𐑜𐑮𐑱𐑑𐑤𐑦 𐑦𐑯𐑒𐑮𐑰𐑕𐑑 𐑥𐑴𐑚𐑦𐑤𐑩𐑑𐑰 𐑦𐑯 𐑮𐑳𐑓 " "𐑑𐑻𐑱𐑯, 𐑢𐑦𐑗 𐑒𐑨𐑯 𐑚𐑰 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑑 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑢𐑧𐑯 𐑛𐑦𐑐𐑤𐑶𐑦𐑙 𐑿𐑼 𐑓𐑹𐑕𐑩𐑟. 𐑷𐑤𐑕𐑴, 𐑒𐑢𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 " "𐑸𐑯𐑑 𐑒𐑢𐑲𐑑 𐑨𐑟 𐑑𐑳𐑓 𐑨𐑟 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞𐑬𐑑 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑 𐑯 𐑸 𐑕𐑳𐑚𐑕𐑩𐑒𐑢𐑩𐑯𐑑𐑤𐑦 𐑤𐑧𐑕 𐑜𐑫𐑛 𐑨𐑑 𐑣𐑴𐑤𐑛𐑦𐑙 " "𐑒𐑩𐑯𐑑𐑧𐑕𐑑𐑩𐑛 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟." #. [trait]: id=quick #: data/core/macros/traits.cfg:172 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "𐑒𐑢𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 1 𐑧𐑒𐑕𐑑𐑮𐑩 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑, 𐑚𐑳𐑑 5% 𐑤𐑧𐑕 HP 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 #, fuzzy msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (AMLA) is not as significant a change as " "advancing a level. If you have many ‘maximum level’ units you may wish to " "recall units with more desirable traits." msgstr "" "\n" "\n" "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯 𐑨𐑟 𐑞𐑱 𐑒𐑨𐑯 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑣𐑲𐑼 " "𐑤𐑧𐑝𐑩𐑤𐑟 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦. 𐑤𐑱𐑑𐑼 𐑦𐑯 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑒𐑢𐑲𐑑 𐑨𐑟 𐑿𐑕𐑓𐑩𐑤 𐑚𐑦𐑒𐑪𐑟 𐑞 " "𐑭𐑓𐑑𐑼 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 (AMLA) 𐑦𐑟 𐑯𐑪𐑑 𐑨𐑟 𐑕𐑩𐑜𐑯𐑦𐑓𐑦𐑒𐑩𐑯𐑑 𐑩 𐑗𐑱𐑯𐑡 𐑨𐑟 " "𐑩𐑛𐑝𐑭𐑯𐑕𐑦𐑙 𐑩 𐑤𐑧𐑝𐑩𐑤. 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑥𐑧𐑯𐑦 '𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤' 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑮𐑰𐑒𐑷𐑤 " "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑥𐑹 𐑛𐑦𐑟𐑲𐑮𐑩𐑚𐑩𐑤 𐑑𐑮𐑱𐑑𐑕." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑒𐑢𐑲𐑼 20% 𐑤𐑧𐑕 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑" #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 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" "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑷𐑤 𐑕𐑑𐑱𐑡𐑩𐑟 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑩 𐑿𐑕𐑓𐑩𐑤 𐑑𐑮𐑱𐑑 " "𐑓𐑹 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑦𐑟 𐑪𐑓𐑩𐑯 𐑥𐑴𐑕𐑑 𐑣𐑧𐑤𐑐𐑓𐑩𐑤 𐑨𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑢𐑧𐑯 𐑦𐑑 𐑪𐑒𐑻𐑟 𐑦𐑯 𐑩 𐑿𐑯𐑦𐑑 " "𐑞𐑨𐑑 𐑣𐑨𐑟 𐑕𐑳𐑥 𐑒𐑪𐑥𐑚𐑦𐑯𐑱𐑖𐑩𐑯 𐑝 𐑤𐑴 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕, 𐑜𐑫𐑛 𐑛𐑦𐑓𐑧𐑯𐑕, 𐑹 𐑣𐑲 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟. " "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑕𐑑𐑮𐑩𐑑𐑰𐑡𐑦𐑒 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 " "𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕." #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 #, fuzzy msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 4 HP 𐑐𐑤𐑳𐑕 1 HP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤." #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "𐑣𐑧𐑤𐑔𐑦" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 #, fuzzy #| msgid "" #| "Renowned for their vitality, some dwarves are sturdier than others and " #| "can rest even when travelling." msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "𐑮𐑦𐑯𐑬𐑯𐑛 𐑓𐑹 𐑞𐑺 𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰, 𐑕𐑳𐑥 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑕𐑑𐑻𐑛𐑰𐑻 𐑞𐑨𐑯 𐑳𐑞𐑼𐑟 𐑯 𐑒𐑨𐑯 𐑮𐑧𐑕𐑑 𐑰𐑝𐑩𐑯 𐑢𐑧𐑯 " "𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙." #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "𐑓𐑽𐑤𐑩𐑕" #. [trait]: id=fearless #: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271 msgid "Fights normally during unfavorable times of day/night" msgstr "𐑓𐑲𐑑𐑕 𐑯𐑹𐑥𐑩𐑤𐑦 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩𐑯𐑓𐑱𐑝𐑻𐑩𐑚𐑩𐑤 𐑑𐑲𐑥𐑟 𐑝 𐑛𐑱/𐑯𐑲𐑑" #. [trait]: id=fearless #: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "𐑩𐑝𐑻𐑠𐑩𐑯 𐑑 𐑤𐑲𐑑 𐑯 𐑛𐑸𐑒 𐑣𐑴𐑤𐑛𐑟 𐑯𐑴 𐑕𐑢𐑱 𐑴𐑝𐑼 𐑞𐑰𐑟 𐑚𐑮𐑱𐑝 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟." #. [trait]: id=feral #: data/core/macros/traits.cfg:285 #, fuzzy msgid "feral" msgstr "𐑴𐑝𐑼𐑷𐑤" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 #, fuzzy msgid "female^feral" msgstr "𐑯𐑵𐑑𐑮𐑩𐑤" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:288 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "𐑢𐑰𐑒" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "𐑢𐑰𐑒" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 #, fuzzy msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑑𐑮𐑱𐑑 𐑢𐑰𐑒 𐑜𐑧𐑑 𐑩 -1 𐑦𐑯𐑒𐑮𐑩𐑥𐑩𐑯𐑑 𐑦𐑯 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑥𐑱𐑤𐑱 𐑛𐑨𐑥𐑦𐑡." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "𐑕𐑤𐑴" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "𐑕𐑤𐑴" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 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" "𐑔𐑦𐑒-𐑚𐑭𐑛𐑰𐑛 𐑯 𐑒𐑤𐑩𐑥𐑟𐑰, 𐑕𐑤𐑴 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑝 𐑜𐑭𐑚𐑤𐑦𐑯𐑟 𐑯 𐑳𐑞𐑼 𐑕𐑐𐑰𐑖𐑰𐑟 𐑑𐑱𐑒 𐑩 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 " "𐑐𐑧𐑯𐑩𐑤𐑑𐑰 𐑚𐑳𐑑 𐑸 𐑒𐑭𐑥𐑐𐑩𐑯𐑕𐑱𐑑𐑩𐑛 𐑓𐑹 𐑦𐑑 𐑢𐑦𐑞 𐑩 𐑕𐑤𐑲𐑑 𐑦𐑯𐑒𐑮𐑰𐑕 𐑦𐑯 𐑧𐑯𐑛𐑻𐑩𐑯𐑕." #. [trait]: id=slow #: data/core/macros/traits.cfg:325 #, fuzzy msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "𐑕𐑤𐑴 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 -1 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑚𐑳𐑑 5% 𐑥𐑹 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "𐑛𐑦𐑥" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "𐑛𐑦𐑥" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 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" "𐑛𐑦𐑥 𐑦𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑷𐑤 𐑑𐑵 𐑒𐑪𐑥𐑩𐑯 𐑦𐑯 𐑜𐑭𐑚𐑤𐑦𐑯𐑟 𐑯 𐑳𐑞𐑼 𐑤𐑧𐑕𐑼 𐑕𐑐𐑰𐑖𐑰𐑟. 𐑞𐑺 𐑸 𐑮𐑰𐑟𐑩𐑯𐑟 𐑞𐑰𐑟 " "𐑕𐑐𐑰𐑖𐑰𐑟 𐑸 𐑤𐑧𐑕𐑼, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑢𐑳𐑯 𐑝 𐑞𐑧𐑥." #. [trait]: id=dim #: data/core/macros/traits.cfg:345 #, fuzzy msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑑𐑮𐑱𐑑 𐑛𐑦𐑥 𐑕𐑳𐑓𐑼 𐑩 20% 𐑦𐑯𐑒𐑮𐑰𐑕 𐑦𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "𐑱𐑡𐑦𐑛" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 #, fuzzy msgid "female^aged" msgstr "𐑛𐑦𐑥" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 #, fuzzy msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑑𐑮𐑱𐑑 𐑢𐑰𐑒 𐑜𐑧𐑑 𐑩 -1 𐑦𐑯𐑒𐑮𐑩𐑥𐑩𐑯𐑑 𐑦𐑯 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑥𐑱𐑤𐑱 𐑛𐑨𐑥𐑦𐑡." #: data/core/units.cfg:4 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:39 msgid "race^Bat" msgstr "𐑚𐑨𐑑" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "𐑚𐑨𐑑" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "𐑚𐑨𐑑𐑕" #. [race]: id=bats #: data/core/units.cfg:42 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "𐑛𐑮𐑱𐑒" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "𐑛𐑮𐑱𐑒" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "𐑛𐑮𐑱𐑒𐑕" #. [race]: id=drake #: data/core/units.cfg:54 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 into ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch from eggs and usually live naturally between 20 to 30 years. " "Death in battle is the most preferred way for a drake to leave this world. " "Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "𐑛𐑢𐑹𐑓" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "𐑛𐑢𐑹𐑓" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "𐑛𐑢𐑹𐑝𐑟" #. [race]: id=dwarf #: data/core/units.cfg:90 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However, some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "𐑧𐑤𐑓" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "𐑧𐑤𐑓" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "𐑧𐑤𐑝𐑟" #. [race]: id=elf #: data/core/units.cfg:111 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 " "at least a full two centuries. While some elves possessing a high magical " "aptitude have been known to live longer, most elves begin to grow physically " "frail at some point between 250 and 300 years of age and pass away rapidly " "thereafter.\n" "\n" "Most elves share an intense affection for unspoiled nature and find " "themselves uncomfortable in open, unvegetated places. 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 several millennia.\n" "\n" "
text='Magic'
\n" "While elves are fundamentally different creatures than the fabled fair folk, " "their magic has some connection to the faerie and is the source of their " "unusually keen senses as well as their long lives. Elven magic is split " "between two different paths, one focused on manipulation of the mundane or " "natural world, and one focused on divination into the arcane plane. More " "common is the the way of corporeal alteration, which has more tangible " "effects than its antithesis in the arcane. Though elven nature magic is ill-" "suited toward combat, its potent ability to harness earthly energies to " "nurture and protect is the primary reason for the effectiveness of elven " "healing as well as the beauty and vitality of their forests.\n" "\n" "Those who follow the mystic path are also well-regarded by other elves, but " "their motives and abilities are often unclear to those outside of their " "order. Some who venture far down the path of mysticism take on more faerie-" "like traits, gaining extraordinary insight and longevity, but also becoming " "sensitive to and even burned by the presence of cold iron.\n" "\n" "
text='Culture'
\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, often for sporting purposes. As a result, elves excel at archery, a " "craft that is readily and effectively applied to warfare. Elves are also " "renowned musicians, particularly skilled at wind and plucked string " "instruments in small ensembles. The Aeolian harps of the Aethenwood, for " "example, are crafted from the fine wood of Elven yew trees and are legendary " "for their soft, gentle tone.\n" "\n" "
text='Society'
\n" "Elvish society is roughly divided into three factions: a pseudo-military " "faction responsible for defending their forests, peaceful civilians who are " "usually craftsmen and artists, and healers and mystics who maintain the " "elves’ connection to the faerie. Responsible for governing these different " "aspects is the nobility, who are treated as servants to the broader social " "order, rather than as strict rulers of their people. The process for " "selecting these nobles differs between the various elven conclaves, with the " "governing council of Wesmere — the Ka’lian — being elected and the nobility " "in Lintanir usually being inherited.\n" "\n" "In times of strife, the hierarchy of command becomes more adaptable, with " "the ordinary aristocracy deferring to more war-minded marshals. By " "tradition, in both Wesmere and Lintanir, an enchantress from the order of " "elven mystics is also called upon to facilitate the transition of power." msgstr "" #. [race]: id=falcon #: data/core/units.cfg:137 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "𐑣𐑿𐑥𐑩𐑯" #. [race]: id=falcon #: data/core/units.cfg:138 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "𐑣𐑿𐑥𐑩𐑯" #. [race]: id=falcon #: data/core/units.cfg:139 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "𐑣𐑿𐑥𐑩𐑯𐑟" #. [race]: id=falcon #: data/core/units.cfg:140 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblin" msgstr "𐑜𐑭𐑚𐑤𐑦𐑯" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "race+female^Goblin" msgstr "𐑜𐑭𐑚𐑤𐑦𐑯" #. [race]: id=goblin #: data/core/units.cfg:152 msgid "race^Goblins" msgstr "𐑜𐑭𐑚𐑤𐑦𐑯𐑟" #. [race]: id=goblin #: data/core/units.cfg:153 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature " "of a human child.\n" "\n" "Goblins are born into a lifetime of near-slavery to their larger kin, and " "used as sword-fodder in battle. They thrive in spite of their tragic fate; " "in part because they are so very numerous, and also because their brother " "orcs are well aware how dependent they are on the goblins. They perform the " "bulk of manual labor needed by the orcs, with the sole exception of jobs " "that require the brute strength of true orcs. Those the orcs revel in as " "proof of their prowess." msgstr "" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphon" msgstr "𐑜𐑮𐑦𐑓𐑩𐑯" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "race+female^Gryphon" msgstr "𐑜𐑮𐑦𐑓𐑩𐑯" #. [race]: id=gryphon #: data/core/units.cfg:172 msgid "race^Gryphons" msgstr "𐑜𐑮𐑦𐑓𐑩𐑯𐑟" #. [race]: id=gryphon #: data/core/units.cfg:173 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=horse #: data/core/units.cfg:183 #, fuzzy #| msgid "race^Wose" msgid "race^Horse" msgstr "𐑢𐑴𐑟" #. [race]: id=horse #: data/core/units.cfg:184 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "𐑴𐑜𐑻" #. [race]: id=horse #: data/core/units.cfg:185 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "𐑢𐑴𐑟𐑧𐑟" #. [race]: id=horse #: data/core/units.cfg:186 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Human" msgstr "𐑣𐑿𐑥𐑩𐑯" #. [race]: id=human #: data/core/units.cfg:204 msgid "race+female^Human" msgstr "𐑣𐑿𐑥𐑩𐑯" #. [race]: id=human #: data/core/units.cfg:205 msgid "race^Humans" msgstr "𐑣𐑿𐑥𐑩𐑯𐑟" #. [race]: id=human #: data/core/units.cfg:206 #, fuzzy #| msgid "" #| "The race of men is an extremely diverse one. Although they originally " #| "came from the Old Continent, men have spread all over the world and split " #| "into many different cultures and races. Although they are not imbued with " #| "magic like other creatures, humans can learn to wield it and able to " #| "learn more types than most others. They have no extra special abilities " #| "or aptitudes except their versatility and drive. While often at odds with " #| "other races, they can occasionally form alliances with the less " #| "aggressive races such as elves and dwarves. The less scrupulous among " #| "them do not shrink back from hiring orcish mercenaries, either. They have " #| "no natural enemies, although the majority of men, like most people of all " #| "races, have an instinctive dislike of the undead. Men are shorter than " #| "the elves, but taller still than dwarves. Their skin color can vary, from " #| "almost white to dark brown.\n" #| "\n" #| "
text='Subjects of the Crown'
\n" #| "Many different groups of men exist, but the majority of them on the Great " #| "Continent live under the rule of the Crown of Wesnoth. The humans first " #| "appeared on the Great Continent from a land far across the ocean to the " #| "West, the Green Isle, and soon established their capital at the inland " #| "city of Weldyn. Over the following centuries they have built up a number " #| "cities across the continent. The soldiers from the Crown of Wesnoth " #| "protect the country, forming the most organized military force in the " #| "known world. Its warriors come from the main provinces, where all men are " #| "conscripted at an early age.\n" #| "\n" #| "
text='The Clansmen'
\n" #| "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " #| "geography consisting of more open plains and rolling hills than the " #| "western, more civilized provinces. They are home to the Horse Clans, who " #| "are allied with the Crown of Wesnoth but operate independently and " #| "maintain their own identity. Some consider them to be a tributary state, " #| "which sends food and soldiers to Crown in exchange for protection. Others " #| "say they are on equal footing with the western half of Wesnoth. In any " #| "case, the eastern provinces do not have a conscript army the way Western " #| "Wesnoth does. Training for fighting is part of the way of life of the " #| "Clans; the parents teach the children to ride horses, fight and shoot a " #| "bow from an early age. In general, the Clan warriors are less organized " #| "than the civilized fighters, and the strengths and weaknesses of these " #| "groups complement each other." 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 "" "𐑞 𐑮𐑱𐑕 𐑝 𐑥𐑧𐑯 𐑦𐑟 𐑩𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑛𐑲𐑝𐑻𐑕 𐑢𐑳𐑯. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑩𐑮𐑦𐑡𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑥 𐑓𐑮𐑪𐑥 𐑞 𐑴𐑤𐑛 " "𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑, 𐑥𐑧𐑯 𐑣𐑨𐑝 𐑕𐑐𐑮𐑧𐑛 𐑷𐑤 𐑴𐑝𐑼 𐑞 𐑢𐑻𐑤𐑛 𐑯 𐑕𐑐𐑤𐑦𐑑 𐑦𐑯𐑑𐑫 𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑩𐑤𐑗𐑻𐑟 𐑯 " "𐑮𐑱𐑕𐑩𐑟. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑸 𐑯𐑪𐑑 𐑦𐑥𐑚𐑿𐑛 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑤𐑲𐑒 𐑳𐑞𐑼 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑣𐑿𐑥𐑩𐑯𐑟 𐑒𐑨𐑯 𐑤𐑻𐑯 𐑑 𐑢𐑰𐑤𐑛 " "𐑦𐑑 𐑯 𐑱𐑚𐑩𐑤 𐑑 𐑤𐑻𐑯 𐑥𐑹 𐑑𐑲𐑐𐑕 𐑞𐑨𐑯 𐑥𐑴𐑕𐑑 𐑳𐑞𐑼𐑟. 𐑞𐑱 𐑣𐑨𐑝 𐑯𐑴 𐑧𐑒𐑕𐑑𐑮𐑩 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑹 " "𐑨𐑐𐑑𐑩𐑑𐑵𐑛𐑟 𐑦𐑒𐑕𐑧𐑐𐑑 𐑞𐑺 𐑝𐑻𐑕𐑩𐑑𐑦𐑤𐑩𐑑𐑰 𐑯 𐑛𐑮𐑲𐑝. 𐑢𐑲𐑤 𐑪𐑓𐑩𐑯 𐑨𐑑 𐑪𐑛𐑟 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟, 𐑞𐑱 𐑒𐑨𐑯 " "𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑓𐑹𐑥 𐑩𐑤𐑲𐑩𐑯𐑕𐑩𐑟 𐑢𐑦𐑞 𐑞 𐑤𐑧𐑕 𐑩𐑜𐑮𐑧𐑕𐑦𐑝 𐑮𐑱𐑕𐑩𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑧𐑤𐑝𐑟 𐑯 𐑛𐑢𐑹𐑝𐑟. 𐑞 𐑤𐑧𐑕 " "𐑕𐑒𐑮𐑵𐑐𐑘𐑩𐑤𐑩𐑕 𐑩𐑥𐑳𐑙 𐑞𐑧𐑥 𐑛𐑵 𐑯𐑪𐑑 𐑖𐑮𐑰𐑙𐑒 𐑚𐑨𐑒 𐑓𐑮𐑪𐑥 𐑣𐑲𐑮𐑦𐑙 𐑹𐑒𐑦𐑖 𐑥𐑻𐑕𐑩𐑯𐑺𐑰𐑟, 𐑲𐑞𐑼. 𐑞𐑱 𐑣𐑨𐑝 " "𐑯𐑴 𐑯𐑨𐑗𐑼𐑩𐑤 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑷𐑤𐑞𐑴 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑥𐑧𐑯, 𐑤𐑲𐑒 𐑥𐑴𐑕𐑑 𐑐𐑰𐑐𐑩𐑤 𐑝 𐑷𐑤 𐑮𐑱𐑕𐑩𐑟, 𐑣𐑨𐑝 𐑩𐑯 " "𐑦𐑯𐑕𐑑𐑦𐑙𐑒𐑑𐑦𐑝 𐑛𐑦𐑕𐑤𐑲𐑒 𐑝 𐑞 𐑳𐑯𐑛𐑧𐑛. 𐑥𐑧𐑯 𐑸 𐑖𐑹𐑑𐑼 𐑞𐑨𐑯 𐑞 𐑧𐑤𐑝𐑟, 𐑚𐑳𐑑 𐑑𐑷𐑤𐑼 𐑕𐑑𐑦𐑤 𐑞𐑨𐑯 𐑛𐑢𐑹𐑝𐑟. " "𐑞𐑺 𐑕𐑒𐑦𐑯 𐑒𐑳𐑤𐑼 𐑒𐑨𐑯 𐑝𐑺𐑦, 𐑓𐑮𐑪𐑥 𐑷𐑤𐑥𐑴𐑕𐑑 𐑢𐑲𐑑 𐑑 𐑛𐑸𐑒 𐑚𐑮𐑬𐑯.\n" "\n" "
text='𐑕𐑩𐑚𐑡𐑧𐑒𐑑𐑕 𐑝 𐑞 𐑒𐑮𐑬𐑯'
\n" "𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑜𐑮𐑵𐑐𐑕 𐑝 𐑥𐑧𐑯 𐑧𐑒𐑟𐑦𐑕𐑑, 𐑚𐑳𐑑 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑞𐑧𐑥 𐑪𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 " "𐑤𐑦𐑝 𐑳𐑯𐑛𐑼 𐑞 𐑮𐑵𐑤 𐑝 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑞 𐑣𐑿𐑥𐑩𐑯𐑟 𐑓𐑻𐑕𐑑 𐑩𐑐𐑽𐑛 𐑪𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 " "𐑓𐑮𐑪𐑥 𐑩 𐑤𐑨𐑯𐑛 𐑓𐑸 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑴𐑖𐑩𐑯 𐑑 𐑞 𐑢𐑧𐑕𐑑, 𐑞 𐑜𐑮𐑰𐑯 𐑲𐑤, 𐑯 𐑕𐑵𐑯 𐑩𐑕𐑑𐑨𐑚𐑤𐑦𐑖𐑑 𐑞𐑺 𐑒𐑨𐑐𐑦𐑑𐑩𐑤 " "𐑨𐑑 𐑞 𐑦𐑯𐑤𐑩𐑯𐑛 𐑕𐑦𐑑𐑦 𐑝 ·𐑢𐑧𐑤𐑑𐑦𐑯. 𐑴𐑝𐑼 𐑞 𐑓𐑪𐑤𐑴𐑦𐑙 𐑕𐑧𐑯𐑑𐑘𐑼𐑦𐑟 𐑞𐑱 𐑣𐑨𐑝 𐑚𐑦𐑤𐑑 𐑳𐑐 𐑩 𐑯𐑳𐑥𐑚𐑻 " "𐑕𐑦𐑑𐑦𐑟 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑. 𐑞 𐑕𐑴𐑤𐑡𐑼𐑟 𐑓𐑮𐑪𐑥 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑐𐑮𐑩𐑑𐑧𐑒𐑑 𐑞 𐑒𐑳𐑯𐑑𐑮𐑰, " "𐑓𐑹𐑥𐑦𐑙 𐑞 𐑥𐑴𐑕𐑑 𐑹𐑜𐑩𐑯𐑲𐑟𐑛 𐑥𐑦𐑤𐑦𐑑𐑼𐑦 𐑓𐑹𐑕 𐑦𐑯 𐑞 𐑯𐑴𐑯 𐑢𐑻𐑤𐑛. 𐑦𐑑𐑕 𐑢𐑪𐑮𐑦𐑼𐑟 𐑒𐑳𐑥 𐑓𐑮𐑪𐑥 𐑞 𐑥𐑱𐑯 " "𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟, 𐑢𐑺 𐑷𐑤 𐑥𐑧𐑯 𐑸 𐑒𐑩𐑯𐑕𐑒𐑮𐑦𐑐𐑑𐑦𐑛 𐑨𐑑 𐑩𐑯 𐑻𐑤𐑰 𐑱𐑡.\n" "\n" "
text='𐑞 ·𐑒𐑤𐑨𐑯𐑕𐑥𐑧𐑯'
\n" "𐑞 𐑰𐑕𐑑𐑼𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑯𐑴𐑯 𐑨𐑟 𐑞 𐑒𐑤𐑨𐑯 𐑣𐑴𐑥𐑤𐑨𐑯𐑛𐑟, 𐑣𐑨𐑝 𐑩 𐑡𐑦𐑪𐑜𐑮𐑩𐑓𐑦 " "𐑒𐑩𐑯𐑕𐑦𐑕𐑑𐑦𐑙 𐑝 𐑥𐑹 𐑴𐑐𐑩𐑯 𐑐𐑤𐑱𐑯𐑟 𐑯 𐑮𐑴𐑤𐑦𐑙 𐑣𐑦𐑤𐑟 𐑞𐑨𐑯 𐑞 𐑢𐑧𐑕𐑑𐑼𐑯, 𐑥𐑹 𐑕𐑦𐑝𐑦𐑤𐑲𐑟𐑛 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟. " "𐑞𐑱 𐑸 𐑣𐑴𐑥 𐑑 𐑞 𐑣𐑹𐑕 𐑒𐑤𐑨𐑯𐑟, 𐑣𐑵 𐑸 𐑨𐑤𐑲𐑛 𐑢𐑦𐑞 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑚𐑳𐑑 𐑪𐑐𐑼𐑱𐑑 " "𐑦𐑯𐑛𐑦𐑐𐑧𐑯𐑛𐑩𐑯𐑑𐑤𐑰 𐑯 𐑥𐑱𐑯𐑑𐑱𐑯 𐑞𐑺 𐑴𐑯 𐑲𐑛𐑧𐑯𐑑𐑦𐑑𐑦. 𐑕𐑳𐑥 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑞𐑧𐑥 𐑑 𐑚𐑰 𐑩 𐑑𐑮𐑦𐑚𐑘𐑩𐑑𐑺𐑰 " "𐑕𐑑𐑱𐑑, 𐑢𐑦𐑗 𐑕𐑧𐑯𐑛𐑟 𐑓𐑵𐑛 𐑯 𐑕𐑴𐑤𐑡𐑼𐑟 𐑑 𐑒𐑮𐑬𐑯 𐑦𐑯 𐑧𐑒𐑕𐑗𐑱𐑯𐑡 𐑓𐑹 𐑐𐑮𐑩𐑑𐑧𐑒𐑖𐑩𐑯. 𐑳𐑞𐑼𐑟 𐑕𐑱 𐑞𐑱 𐑸 𐑪𐑯 " "𐑰𐑒𐑢𐑩𐑤 𐑓𐑫𐑑𐑦𐑙 𐑢𐑦𐑞 𐑞 𐑢𐑧𐑕𐑑𐑼𐑯 𐑣𐑭𐑓 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑦𐑯 𐑧𐑯𐑦 𐑒𐑱𐑕, 𐑞 𐑰𐑕𐑑𐑼𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟 𐑛𐑵 𐑯𐑪𐑑 " "𐑣𐑨𐑝 𐑩 𐑒𐑭𐑯𐑕𐑒𐑮𐑦𐑐𐑑 𐑸𐑥𐑦 𐑞 𐑢𐑱 𐑢𐑧𐑕𐑑𐑼𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑛𐑳𐑟. 𐑑𐑮𐑱𐑯𐑦𐑙 𐑓𐑹 𐑓𐑲𐑑𐑦𐑙 𐑦𐑟 𐑐𐑸𐑑 𐑝 𐑞 𐑢𐑱 𐑝 " "𐑤𐑲𐑓 𐑝 𐑞 𐑒𐑤𐑨𐑯𐑟; 𐑞 𐑐𐑺𐑩𐑯𐑑𐑕 𐑑𐑰𐑡 𐑞 𐑗𐑦𐑤𐑛𐑮𐑩𐑯 𐑑 𐑮𐑲𐑛 𐑣𐑹𐑕𐑩𐑟, 𐑓𐑲𐑑 𐑯 𐑖𐑵𐑑 𐑩 𐑚𐑴 𐑓𐑮𐑪𐑥 𐑩𐑯 " "𐑻𐑤𐑰 𐑱𐑡. 𐑦𐑯 𐑡𐑧𐑯𐑼𐑩𐑤, 𐑞 𐑒𐑤𐑨𐑯 𐑢𐑪𐑮𐑦𐑼𐑟 𐑸 𐑤𐑧𐑕 𐑹𐑜𐑩𐑯𐑲𐑟𐑛 𐑞𐑨𐑯 𐑞 𐑕𐑦𐑝𐑦𐑤𐑲𐑟𐑛 𐑓𐑲𐑑𐑻𐑟, 𐑯 𐑞 " "𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑝 𐑞𐑰𐑟 𐑜𐑮𐑵𐑐𐑕 𐑒𐑭𐑥𐑐𐑤𐑩𐑥𐑩𐑯𐑑 𐑰𐑗 𐑳𐑞𐑼." #. [race]: id=dunefolk #: data/core/units.cfg:221 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "𐑣𐑿𐑥𐑩𐑯" #. [race]: id=dunefolk #: data/core/units.cfg:222 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "𐑣𐑿𐑥𐑩𐑯" #. [race]: id=dunefolk #: data/core/units.cfg:223 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "𐑳𐑯𐑛𐑧𐑛" #. [race]: id=dunefolk #: data/core/units.cfg:225 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk 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=lizard #: data/core/units.cfg:246 msgid "race^Saurian" msgstr "𐑕𐑸𐑾𐑯" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race+female^Saurian" msgstr "𐑕𐑸𐑾𐑯" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race^Saurians" msgstr "𐑕𐑸𐑾𐑯𐑟" #. [race]: id=lizard #: data/core/units.cfg:249 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan's number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female's choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores' food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:275 msgid "race^Mechanical" msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤" #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race+plural^Mechanical" msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤" #. [race]: id=mechanical #: data/core/units.cfg:277 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" #. [race]: id=merman #: data/core/units.cfg:286 msgid "race^Merman" msgstr "𐑥𐑻𐑥𐑨𐑯" #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Mermaid" msgstr "𐑥𐑻𐑥𐑱𐑛" #. [race]: id=merman #: data/core/units.cfg:288 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "𐑑𐑮𐑴𐑤" #. [race]: id=merman #: data/core/units.cfg:290 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monster" msgstr "𐑥𐑪𐑯𐑕𐑑𐑼" #. [race]: id=monster #: data/core/units.cfg:299 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "𐑥𐑪𐑯𐑕𐑑𐑼" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race^Monsters" msgstr "𐑥𐑪𐑯𐑕𐑑𐑼𐑟" #. [race]: id=monster #: data/core/units.cfg:301 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Naga" msgstr "𐑯𐑭𐑜𐑩" #. [race]: id=naga #: data/core/units.cfg:309 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "𐑯𐑨𐑜𐑭𐑯𐑰" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagas" msgstr "𐑯𐑭𐑜𐑩𐑟" #. [race]: id=naga #: data/core/units.cfg:311 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogre" msgstr "𐑴𐑜𐑻" #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race+female^Ogre" msgstr "𐑴𐑜𐑻" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race^Ogres" msgstr "𐑴𐑜𐑻𐑟" #. [race]: id=ogre #: data/core/units.cfg:322 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orc" msgstr "𐑹𐑒" #. [race]: id=orc #: data/core/units.cfg:331 msgid "race+female^Orc" msgstr "𐑹𐑒" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race^Orcs" msgstr "𐑹𐑒𐑕" #. [race]: id=orc #: data/core/units.cfg:333 #, fuzzy #| msgid "" #| "In appearance, orcs are half men and half beasts. They are taller, " #| "sturdier and stronger than humans. They are warlike, savage, and cruel by " #| "nature. Their blood is darker and thicker than that of normal humans and " #| "they have little care for personal hygiene or their personal appearance. " #| "Although Orcs are violent even among themselves creatures, they are pack-" #| "oriented; an orc never travels long or lives alone in groups smaller than " #| "half a dozen.\n" #| "\n" #| "
text='Society'
\n" #| "Almost every orc are a member of a tribe or a clan. Relations between " #| "neighboring tribes are usually violent, except in cases of a mutual enemy " #| "threatens their existence or prospects of great plunder override mutual " #| "animosity. Occasionally, a single strong chieftain may emerge to lead " #| "multiple tribes from time to time, usually through intimidation of " #| "followers. An orc tribe in times of peace tends to focus almost solely on " #| "strengthening itself in preparation for the next armed conflict. Orcs are " #| "known to possess a crude system of writing — usually in blood — although " #| "it’s most commonly used to trade insults or threats among tribal " #| "leaders.\n" #| "\n" #| "Orc societies are based on little else but strength; might makes right, " #| "and a leader leads and survives only as long as no one manages to wrest " #| "the title from him. A constant struggle for power simmers among potential " #| "tribal chiefs. An orcish leader rarely lives more than a handful of years " #| "to enjoy his absolute authority before being killed for his position — " #| "although history knows some notable exceptions. Orcs hold no particular " #| "honor code and while indisputable raw strength is usually the preferred " #| "method of displaying power, assassination, poisoning and backstabbing are " #| "completely viable means to further one’s own goals.\n" #| "\n" #| "Orcs mostly live in rural areas, often in foothills or mountainous " #| "regions, sometimes in caves. They grow no crops nor keep livestock, but " #| "are competent hunters as a result of their physical stature and " #| "brutality. Due to their large numbers they are capable of hunting an area " #| "virtually clean of anything larger than rodents in relatively short " #| "period of time. Due to this and their unstable leadership, orcish tribes " #| "tend to lead a semi-nomadic lifestyle, never settling in one region for " #| "too long. The larger tribes may establish themselves firmly in an area " #| "for years or even decades and build large encampments almost resembling " #| "cities, but even these are easily dismantled and abandoned if there is a " #| "need to relocate the horde.\n" #| "\n" #| "The oldest known orcs have been around 50 to 60 years of age, but very " #| "few individuals ever live to see over two or three decades before meeting " #| "their end either in war or by the hand of one of their kin. The oldest " #| "orcs are often shamans, which are perhaps the only ones most of their " #| "kind sees as being trustworthy and neutral. The origins of this custom " #| "are unknown, as the shamans do not directly contribute much to orcish " #| "societies but only act as advisors — not something orcs tend to otherwise " #| "tolerate. Shamans are in many ways the opposite of most other orcs: they " #| "are often physically withered and frail in comparison and lack skill in " #| "battle. Despite their reliance on raw strength, not nearly all orcs are " #| "destined to grow to possess any. Many orcs are born smaller and weaker " #| "than the rest, and already almost as newborns are put in their place by " #| "their stronger siblings. The stronger ones will routinely grab most of " #| "the food and thus grow stronger still, while their weaker siblings do " #| "not. Many of these individuals tend to specialize in other skills, like " #| "archery or assassination." 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 "" "𐑦𐑯 𐑩𐑐𐑽𐑩𐑯𐑕, 𐑹𐑒𐑕 𐑸 𐑣𐑭𐑓 𐑥𐑧𐑯 𐑯 𐑣𐑭𐑓 𐑚𐑰𐑕𐑑𐑕. 𐑞𐑱 𐑸 𐑑𐑷𐑤𐑼, 𐑕𐑑𐑻𐑛𐑰𐑻 𐑯 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑞𐑨𐑯 " "𐑣𐑿𐑥𐑩𐑯𐑟. 𐑞𐑱 𐑸 𐑢𐑹𐑤𐑲𐑒, 𐑕𐑨𐑝𐑦𐑡, 𐑯 𐑒𐑮𐑫𐑩𐑤 𐑚𐑲 𐑯𐑱𐑗𐑼. 𐑞𐑺 𐑚𐑤𐑳𐑛 𐑦𐑟 𐑛𐑸𐑒𐑻 𐑯 𐑔𐑦𐑒𐑼 𐑞𐑨𐑯 𐑞𐑨𐑑 𐑝 " "𐑯𐑹𐑥𐑩𐑤 𐑣𐑿𐑥𐑩𐑯𐑟 𐑯 𐑞𐑱 𐑣𐑨𐑝 𐑤𐑦𐑑𐑩𐑤 𐑒𐑺 𐑓𐑹 𐑐𐑻𐑕𐑩𐑯𐑩𐑤 𐑣𐑲𐑡𐑰𐑯 𐑹 𐑞𐑺 𐑐𐑻𐑕𐑩𐑯𐑩𐑤 𐑩𐑐𐑽𐑩𐑯𐑕. 𐑷𐑤𐑞𐑴 " "𐑹𐑒𐑕 𐑸 𐑝𐑲𐑩𐑤𐑩𐑯𐑑 𐑰𐑝𐑩𐑯 𐑩𐑥𐑳𐑙 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑞𐑱 𐑸 𐑐𐑨𐑒-𐑹𐑰𐑧𐑯𐑑𐑩𐑛; 𐑩𐑯 𐑹𐑒 𐑯𐑧𐑝𐑼 " "𐑑𐑮𐑨𐑝𐑩𐑤𐑟 𐑤𐑪𐑙 𐑹 𐑤𐑲𐑝𐑟 𐑩𐑤𐑴𐑯 𐑦𐑯 𐑜𐑮𐑵𐑐𐑕 𐑕𐑥𐑷𐑤𐑼 𐑞𐑨𐑯 𐑣𐑭𐑓 𐑩 𐑛𐑳𐑟𐑩𐑯.\n" "\n" "
text='𐑕𐑩𐑕𐑲𐑩𐑑𐑦'
\n" "𐑷𐑤𐑥𐑴𐑕𐑑 𐑧𐑝𐑮𐑦 𐑹𐑒 𐑸 𐑩 𐑥𐑧𐑥𐑚𐑼 𐑝 𐑩 𐑑𐑮𐑲𐑚 𐑹 𐑩 𐑒𐑤𐑨𐑯. 𐑮𐑦𐑤𐑱𐑖𐑩𐑯𐑟 𐑚𐑦𐑑𐑢𐑰𐑯 𐑯𐑱𐑚𐑼𐑦𐑙 𐑑𐑮𐑲𐑚𐑟 𐑸 " "𐑿𐑖𐑿𐑩𐑤𐑦 𐑝𐑲𐑩𐑤𐑩𐑯𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑯 𐑒𐑱𐑕𐑩𐑟 𐑝 𐑩 𐑥𐑿𐑗𐑫𐑩𐑤 𐑧𐑯𐑩𐑥𐑦 𐑔𐑮𐑧𐑑𐑩𐑯𐑟 𐑞𐑺 𐑧𐑒𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑹 " "𐑐𐑮𐑪𐑕𐑐𐑧𐑒𐑑𐑕 𐑝 𐑜𐑮𐑱𐑑 𐑐𐑤𐑳𐑯𐑛𐑼 𐑴𐑝𐑼𐑮𐑲𐑛 𐑥𐑿𐑗𐑫𐑩𐑤 𐑨𐑯𐑩𐑥𐑭𐑕𐑩𐑑𐑰. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦, 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑕𐑑𐑮𐑪𐑙 " "𐑗𐑰𐑓𐑑𐑩𐑯 𐑥𐑱 𐑦𐑥𐑻𐑡 𐑑 𐑤𐑧𐑛 𐑥𐑳𐑤𐑑𐑦𐑐𐑩𐑤 𐑑𐑮𐑲𐑚𐑟 𐑓𐑮𐑪𐑥 𐑑𐑲𐑥 𐑑 𐑑𐑲𐑥, 𐑿𐑖𐑿𐑩𐑤𐑦 𐑔𐑮𐑵 𐑦𐑯𐑑𐑦𐑥𐑦𐑛𐑱𐑖𐑩𐑯 𐑝 " "𐑓𐑪𐑤𐑴𐑼𐑟. 𐑩𐑯 𐑹𐑒 𐑑𐑮𐑲𐑚 𐑦𐑯 𐑑𐑲𐑥𐑟 𐑝 𐑐𐑰𐑕 𐑑𐑧𐑯𐑛𐑟 𐑑 𐑓𐑴𐑒𐑩𐑕 𐑷𐑤𐑥𐑴𐑕𐑑 𐑕𐑴𐑤𐑤𐑰 𐑪𐑯 𐑕𐑑𐑮𐑧𐑙𐑔𐑩𐑯𐑦𐑙 " "𐑦𐑑𐑕𐑧𐑤𐑓 𐑦𐑯 𐑐𐑮𐑧𐑐𐑼𐑱𐑕𐑩𐑯 𐑓𐑹 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑸𐑥𐑛 𐑒𐑩𐑯𐑓𐑤𐑦𐑒𐑑. 𐑹𐑒𐑕 𐑸 𐑯𐑴𐑯 𐑑 𐑐𐑩𐑟𐑧𐑕 𐑩 𐑒𐑮𐑵𐑛 𐑕𐑦𐑕𐑑𐑩𐑥 " "𐑝 𐑮𐑲𐑑𐑦𐑙 - 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯 𐑚𐑤𐑳𐑛 - 𐑷𐑤𐑞𐑴 𐑦𐑑'𐑕 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯𐑤𐑦 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑑 𐑑𐑮𐑱𐑛 𐑦𐑯𐑕𐑩𐑤𐑑𐑕 𐑹 " "𐑔𐑮𐑧𐑑𐑕 𐑩𐑥𐑳𐑙 𐑑𐑮𐑲𐑚𐑩𐑤 𐑤𐑰𐑛𐑼𐑟.\n" "\n" "𐑹𐑒 𐑕𐑩𐑕𐑲𐑩𐑑𐑦𐑟 𐑸 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑤𐑦𐑑𐑩𐑤 𐑧𐑤𐑕 𐑚𐑳𐑑 𐑕𐑑𐑮𐑧𐑙𐑔; 𐑥𐑲𐑑 𐑥𐑱𐑒𐑕 𐑮𐑲𐑑, 𐑯 𐑩 𐑤𐑰𐑛𐑻 𐑤𐑰𐑛𐑟 𐑯 " "𐑕𐑻𐑝𐑲𐑝𐑟 𐑴𐑯𐑤𐑦 𐑨𐑟 𐑤𐑪𐑙 𐑨𐑟 𐑯𐑴 𐑢𐑳𐑯 𐑥𐑨𐑯𐑦𐑡𐑩𐑟 𐑑 𐑮𐑧𐑕𐑑 𐑞 𐑑𐑲𐑑𐑩𐑤 𐑓𐑮𐑪𐑥 𐑣𐑦𐑥. 𐑩 𐑒𐑪𐑯𐑕𐑑𐑩𐑯𐑑 " "𐑕𐑑𐑮𐑳𐑜𐑩𐑤 𐑓𐑹 𐑐𐑬𐑼 𐑕𐑦𐑥𐑻𐑟 𐑩𐑥𐑳𐑙 𐑐𐑩𐑑𐑧𐑯𐑖𐑩𐑤 𐑑𐑮𐑲𐑚𐑩𐑤 𐑡𐑰𐑓𐑕. 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑤𐑰𐑛𐑻 𐑮𐑺𐑤𐑦 𐑤𐑦𐑝𐑟 𐑥𐑹 " "𐑞𐑨𐑯 𐑩 𐑣𐑨𐑯𐑛𐑓𐑫𐑤 𐑝 𐑘𐑽𐑟 𐑑 𐑦𐑯𐑡𐑶 𐑣𐑦𐑟 𐑨𐑚𐑕𐑴𐑤𐑵𐑑 𐑷𐑔𐑪𐑮𐑦𐑑𐑰 𐑚𐑦𐑓𐑹 𐑚𐑰𐑦𐑙 𐑒𐑦𐑤𐑛 𐑓𐑹 𐑣𐑦𐑟 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 " "- 𐑷𐑤𐑞𐑴 𐑣𐑦𐑕𐑑𐑼𐑦 𐑯𐑴𐑟 𐑕𐑳𐑥 𐑯𐑪𐑑𐑩𐑚𐑩𐑤 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟. 𐑹𐑒𐑕 𐑣𐑴𐑤𐑛 𐑯𐑴 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑪𐑯𐑼 𐑒𐑴𐑛 𐑯 𐑢𐑲𐑤 " "𐑦𐑯𐑛𐑦𐑕𐑐𐑿𐑑𐑩𐑚𐑩𐑤 𐑮𐑷 𐑕𐑑𐑮𐑧𐑙𐑔 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑞 𐑐𐑮𐑦𐑓𐑻𐑛 𐑥𐑧𐑔𐑩𐑛 𐑝 𐑛𐑦𐑕𐑐𐑤𐑱𐑦𐑙 𐑐𐑬𐑼, 𐑩𐑕𐑨𐑕𐑩𐑯𐑱𐑖𐑩𐑯, " "𐑐𐑶𐑟𐑩𐑯𐑦𐑙 𐑯 𐑚𐑨𐑒𐑕𐑑𐑨𐑚𐑦𐑙 𐑸 𐑒𐑩𐑥𐑐𐑤𐑰𐑑𐑤𐑦 𐑝𐑲𐑩𐑚𐑩𐑤 𐑥𐑰𐑯𐑟 𐑑 𐑓𐑻𐑞𐑼 𐑢𐑳𐑯'𐑟 𐑴𐑯 𐑜𐑴𐑤𐑟.\n" "\n" "𐑹𐑒𐑕 𐑥𐑴𐑕𐑑𐑤𐑦 𐑤𐑦𐑝 𐑦𐑯 𐑮𐑫𐑮𐑩𐑤 𐑺𐑰𐑩𐑟, 𐑪𐑓𐑩𐑯 𐑦𐑯 𐑓𐑫𐑑𐑣𐑦𐑤𐑟 𐑹 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 𐑮𐑰𐑗𐑩𐑯𐑟, 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 𐑦𐑯 " "𐑒𐑱𐑝𐑟. 𐑞𐑱 𐑜𐑮𐑴 𐑯𐑴 𐑒𐑮𐑪𐑐𐑕 𐑯𐑹 𐑒𐑰𐑐 𐑤𐑲𐑝𐑕𐑑𐑪𐑒, 𐑚𐑳𐑑 𐑸 𐑒𐑭𐑥𐑐𐑩𐑑𐑦𐑯𐑑 𐑣𐑩𐑯𐑑𐑻𐑟 𐑨𐑟 𐑩 𐑮𐑦𐑟𐑳𐑤𐑑 𐑝 " "𐑞𐑺 𐑓𐑦𐑟𐑦𐑒𐑩𐑤 𐑕𐑑𐑨𐑗𐑼 𐑯 𐑚𐑮𐑵𐑑𐑨𐑤𐑩𐑑𐑰. 𐑛𐑿 𐑑 𐑞𐑺 𐑤𐑸𐑡 𐑯𐑳𐑥𐑚𐑼𐑟 𐑞𐑱 𐑸 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑳𐑯𐑑𐑦𐑙 𐑩𐑯 " "𐑺𐑦𐑩 𐑝𐑻𐑗𐑵𐑩𐑤𐑰 𐑒𐑤𐑰𐑯 𐑝 𐑧𐑯𐑦𐑔𐑦𐑙 𐑤𐑸𐑡𐑼 𐑞𐑨𐑯 𐑮𐑴𐑛𐑩𐑯𐑑𐑕 𐑦𐑯 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑖𐑹𐑑 𐑐𐑽𐑦𐑩𐑛 𐑝 𐑑𐑲𐑥. 𐑛𐑿 " "𐑑 𐑞𐑦𐑕 𐑯 𐑞𐑺 𐑩𐑯𐑕𐑑𐑱𐑚𐑩𐑤 𐑤𐑰𐑛𐑼𐑖𐑦𐑐, 𐑹𐑒𐑦𐑖 𐑑𐑮𐑲𐑚𐑟 𐑑𐑧𐑯𐑛 𐑑 𐑤𐑧𐑛 𐑩 𐑕𐑧𐑥𐑰-𐑯𐑴𐑥𐑨𐑛𐑦𐑒 𐑤𐑲𐑓𐑕𐑑𐑲𐑤, " "𐑯𐑧𐑝𐑼 𐑕𐑧𐑑𐑤𐑦𐑙 𐑦𐑯 𐑢𐑳𐑯 𐑮𐑰𐑗𐑩𐑯 𐑓𐑹 𐑑𐑵 𐑤𐑪𐑙. 𐑞 𐑤𐑸𐑡𐑼 𐑑𐑮𐑲𐑚𐑟 𐑥𐑱 𐑩𐑕𐑑𐑨𐑚𐑤𐑦𐑖 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑓𐑻𐑥𐑤𐑦 " "𐑦𐑯 𐑩𐑯 𐑺𐑦𐑩 𐑓𐑹 𐑘𐑽𐑟 𐑹 𐑰𐑝𐑩𐑯 𐑛𐑧𐑒𐑱𐑛𐑟 𐑯 𐑚𐑦𐑤𐑛 𐑤𐑸𐑡 𐑦𐑯𐑒𐑨𐑥𐑐𐑥𐑦𐑯𐑑𐑕 𐑷𐑤𐑥𐑴𐑕𐑑 𐑮𐑦𐑟𐑧𐑥𐑚𐑩𐑤𐑦𐑙 " "𐑕𐑦𐑑𐑦𐑟, 𐑚𐑳𐑑 𐑰𐑝𐑩𐑯 𐑞𐑰𐑟 𐑸 𐑰𐑟𐑦𐑤𐑦 𐑛𐑦𐑕𐑥𐑨𐑯𐑑𐑩𐑤𐑛 𐑯 𐑩𐑚𐑨𐑯𐑛𐑩𐑯𐑛 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩 𐑯𐑰𐑛 𐑑 𐑮𐑰𐑤𐑴𐑒𐑱𐑑 𐑞 " "𐑣𐑹𐑛.\n" "\n" "𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑯𐑴𐑯 𐑹𐑒𐑕 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑩𐑮𐑬𐑯𐑛 50 𐑑 60 𐑘𐑽𐑟 𐑝 𐑱𐑡, 𐑚𐑳𐑑 𐑝𐑧𐑮𐑦 𐑓𐑿 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑧𐑝𐑼 " "𐑤𐑦𐑝 𐑑 𐑕𐑰 𐑴𐑝𐑼 𐑑𐑵 𐑹 𐑔𐑮𐑰 𐑛𐑧𐑒𐑱𐑛𐑟 𐑚𐑦𐑓𐑹 𐑥𐑰𐑑𐑦𐑙 𐑞𐑺 𐑧𐑯𐑛 𐑲𐑞𐑼 𐑦𐑯 𐑢𐑹 𐑹 𐑚𐑲 𐑞 𐑣𐑨𐑯𐑛 𐑝 𐑢𐑳𐑯 𐑝 " "𐑞𐑺 𐑒𐑦𐑯. 𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑹𐑒𐑕 𐑸 𐑪𐑓𐑩𐑯 𐑖𐑱𐑥𐑩𐑯𐑟, 𐑢𐑦𐑗 𐑸 𐑐𐑼𐑣𐑨𐑐𐑕 𐑞 𐑴𐑯𐑤𐑦 𐑢𐑳𐑯𐑟 𐑥𐑴𐑕𐑑 𐑝 𐑞𐑺 𐑒𐑲𐑯𐑛 " "𐑕𐑰𐑟 𐑨𐑟 𐑚𐑰𐑦𐑙 𐑑𐑮𐑩𐑕𐑑𐑢𐑻𐑞𐑰 𐑯 𐑯𐑵𐑑𐑮𐑩𐑤. 𐑞 𐑪𐑮𐑦𐑡𐑦𐑯𐑟 𐑝 𐑞𐑦𐑕 𐑒𐑳𐑕𐑑𐑩𐑥 𐑸 𐑳𐑯𐑯𐑴𐑯, 𐑨𐑟 𐑞 𐑖𐑱𐑥𐑩𐑯𐑟 " "𐑛𐑵 𐑯𐑪𐑑 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑒𐑩𐑯𐑑𐑮𐑦𐑚𐑿𐑑 𐑥𐑳𐑗 𐑑 𐑹𐑒𐑦𐑖 𐑕𐑩𐑕𐑲𐑩𐑑𐑦𐑟 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑨𐑒𐑑 𐑨𐑟 𐑨𐑛𐑝𐑲𐑟𐑼𐑟 - 𐑯𐑪𐑑 " "𐑕𐑳𐑥𐑔𐑦𐑙 𐑹𐑒𐑕 𐑑𐑧𐑯𐑛 𐑑 𐑳𐑞𐑼𐑢𐑲𐑟 𐑑𐑭𐑤𐑻𐑱𐑑. 𐑖𐑱𐑥𐑩𐑯𐑟 𐑸 𐑦𐑯 𐑥𐑧𐑯𐑦 𐑢𐑱𐑟 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑝 𐑥𐑴𐑕𐑑 𐑳𐑞𐑼 " "𐑹𐑒𐑕: 𐑞𐑱 𐑸 𐑪𐑓𐑩𐑯 𐑓𐑦𐑟𐑦𐑒𐑩𐑤𐑦 𐑢𐑦𐑞𐑻𐑛 𐑯 𐑓𐑮𐑱𐑤 𐑦𐑯 𐑒𐑩𐑥𐑐𐑨𐑮𐑦𐑕𐑩𐑯 𐑯 𐑤𐑨𐑒 𐑕𐑒𐑦𐑤 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤. " "𐑛𐑦𐑕𐑐𐑲𐑑 𐑞𐑺 𐑮𐑦𐑤𐑲𐑩𐑯𐑕 𐑪𐑯 𐑮𐑷 𐑕𐑑𐑮𐑧𐑙𐑔, 𐑯𐑪𐑑 𐑯𐑽𐑤𐑦 𐑷𐑤 𐑹𐑒𐑕 𐑸 𐑛𐑧𐑕𐑑𐑦𐑯𐑛 𐑑 𐑜𐑮𐑴 𐑑 𐑐𐑩𐑟𐑧𐑕 𐑧𐑯𐑦. " "𐑥𐑧𐑯𐑦 𐑹𐑒𐑕 𐑸 𐑚𐑹𐑯 𐑕𐑥𐑷𐑤𐑼 𐑯 𐑢𐑰𐑒𐑻 𐑞𐑨𐑯 𐑞 𐑮𐑧𐑕𐑑, 𐑯 𐑷𐑤𐑮𐑧𐑛𐑦 𐑷𐑤𐑥𐑴𐑕𐑑 𐑨𐑟 𐑯𐑵𐑚𐑹𐑯𐑟 𐑸 𐑐𐑫𐑑 𐑦𐑯 " "𐑞𐑺 𐑐𐑤𐑱𐑕 𐑚𐑲 𐑞𐑺 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑕𐑦𐑚𐑤𐑦𐑙𐑟. 𐑞 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑢𐑳𐑯𐑟 𐑢𐑦𐑤 𐑮𐑵𐑑𐑰𐑯𐑤𐑰 𐑜𐑮𐑨𐑚 𐑥𐑴𐑕𐑑 𐑝 𐑞 𐑓𐑵𐑛 " "𐑯 𐑞𐑳𐑕 𐑜𐑮𐑴 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑕𐑑𐑦𐑤, 𐑢𐑲𐑤 𐑞𐑺 𐑢𐑰𐑒𐑻 𐑕𐑦𐑚𐑤𐑦𐑙𐑟 𐑛𐑵 𐑯𐑪𐑑. 𐑥𐑧𐑯𐑦 𐑝 𐑞𐑰𐑟 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 " "𐑑𐑧𐑯𐑛 𐑑 𐑕𐑐𐑧𐑖𐑩𐑤𐑲𐑟 𐑦𐑯 𐑳𐑞𐑼 𐑕𐑒𐑦𐑤𐑟, 𐑤𐑲𐑒 𐑸𐑗𐑻𐑰 𐑹 𐑩𐑕𐑨𐑕𐑩𐑯𐑱𐑖𐑩𐑯." #. [race]: id=orc #: data/core/units.cfg:344 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" #. [race]: id=troll #: data/core/units.cfg:353 msgid "race^Troll" msgstr "𐑑𐑮𐑴𐑤" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race+female^Troll" msgstr "𐑑𐑮𐑴𐑤" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race^Trolls" msgstr "𐑑𐑮𐑴𐑤𐑟" #. [race]: id=troll #: data/core/units.cfg:356 #, 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 can even tell " #| "them apart, it is usually easy for an orcish band to convince a group of " #| "trolls that by joining them they get to exact revenge on those that have " #| "before hunted them. These new recruits are then directed to attack " #| "whoever the orcs themselves are currently in conflict with, whether " #| "previously a foe of the trolls or not, accumulating even more enemies for " #| "the misled trolls. The most common enemy of trolls are dwarves, and the " #| "animosity between these two races is ancient.\n" #| "\n" #| "
text='Geography'
\n" #| "Trolls have inhabited the mountains of the Great Continent longer than " #| "the dwarves who migrated there. Trolls are a common sight on the mountain " #| "ranges north and east of Wesnoth, and wherever Orcish hordes travel." msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, 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 "" "𐑑𐑮𐑴𐑤𐑟 𐑸 𐑱𐑯𐑖𐑩𐑯𐑑 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑢𐑳𐑯 𐑝 𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑯𐑴𐑯 𐑮𐑱𐑕𐑩𐑟 𐑯𐑴𐑯 𐑑 𐑦𐑯𐑣𐑨𐑚𐑦𐑑 𐑞 𐑜𐑮𐑱𐑑 " "𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑. 𐑞𐑱 𐑸 𐑤𐑸𐑡, 𐑕𐑤𐑴, 𐑕𐑦𐑥𐑐𐑩𐑤-𐑥𐑲𐑯𐑛𐑩𐑛, 𐑯 𐑤𐑲𐑝 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑤𐑪𐑙 𐑤𐑲𐑝𐑟 𐑦𐑯𐑕𐑲𐑛 𐑛𐑰𐑐 " "𐑒𐑱𐑝𐑟 𐑹 𐑩𐑑𐑭𐑐 𐑣𐑲 𐑥𐑬𐑯𐑑𐑩𐑯𐑟. 𐑞 𐑥𐑴𐑕𐑑 𐑿𐑯𐑰𐑒 𐑒𐑼𐑧𐑒𐑑𐑼𐑦𐑕𐑑𐑦𐑒 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑦𐑟 𐑩𐑯 𐑦𐑯𐑑𐑻𐑯𐑩𐑤 " "𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰 𐑞𐑨𐑑 𐑕𐑩𐑕𐑑𐑱𐑯𐑟 𐑯 𐑣𐑰𐑤𐑟 𐑞𐑧𐑥 𐑓𐑮𐑪𐑥 𐑢𐑦𐑞𐑦𐑯. 𐑨𐑟 𐑩 𐑮𐑦𐑟𐑳𐑤𐑑 𐑞𐑱 𐑤𐑦𐑝 𐑝𐑧𐑮𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 " "𐑤𐑲𐑝𐑟 𐑓𐑮𐑪𐑥 𐑷𐑤𐑥𐑴𐑕𐑑 𐑧𐑯𐑦 𐑯𐑴𐑯 𐑒𐑮𐑰𐑗𐑼. 𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑓𐑿 𐑮𐑾𐑤 𐑯𐑰𐑛𐑟: 𐑞𐑱 𐑮𐑦𐑒𐑢𐑲𐑼 𐑤𐑦𐑑𐑩𐑤 𐑓𐑵𐑛 𐑹 " "𐑢𐑷𐑑𐑼, 𐑯 𐑞𐑳𐑕 𐑞𐑱 𐑣𐑨𐑝 𐑤𐑦𐑑𐑩𐑤 𐑦𐑯𐑕𐑧𐑯𐑑𐑦𐑝 𐑑 𐑐𐑼𐑕𐑿 𐑥𐑳𐑗 𐑚𐑦𐑕𐑲𐑛𐑟 𐑐𐑮𐑩𐑑𐑧𐑒𐑖𐑩𐑯 𐑓𐑮𐑪𐑥 𐑞𐑴𐑟 𐑣𐑵 𐑸 " "𐑣𐑪𐑕𐑑𐑲𐑤 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞𐑧𐑥. 𐑞𐑦𐑕 𐑦𐑯 𐑑𐑻𐑯 𐑥𐑰𐑯𐑟 𐑞𐑱 𐑮𐑺𐑤𐑦 𐑣𐑨𐑝 𐑑 𐑢𐑳𐑮𐑦 𐑩𐑚𐑬𐑑 𐑧𐑯𐑦𐑔𐑦𐑙 𐑯 𐑒𐑨𐑯 " "𐑕𐑐𐑧𐑯𐑛 𐑥𐑳𐑗 𐑝 𐑞𐑺 𐑑𐑲𐑥 𐑕𐑤𐑰𐑐𐑦𐑙 𐑹 𐑦𐑯 𐑒𐑭𐑯𐑑𐑩𐑥𐑐𐑤𐑱𐑖𐑩𐑯. 𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑩 𐑒𐑿𐑮𐑰𐑫𐑕 𐑩𐑓𐑦𐑯𐑩𐑑𐑰 𐑢𐑦𐑞 " "𐑯𐑱𐑗𐑼. 𐑞𐑱 𐑛𐑵 𐑯𐑪𐑑 𐑮𐑦𐑤𐑱𐑑 𐑢𐑦𐑞 𐑤𐑦𐑝𐑦𐑙 𐑔𐑦𐑙𐑟 𐑤𐑲𐑒 𐑧𐑤𐑝𐑟 𐑛𐑵, 𐑚𐑳𐑑 𐑦𐑯𐑕𐑑𐑧𐑛 𐑢𐑦𐑞 𐑻𐑔 𐑯 𐑕𐑑𐑴𐑯. " "𐑞𐑱 𐑸 𐑷𐑤𐑕𐑴 𐑕𐑳𐑥𐑢𐑪𐑑 𐑒𐑿𐑮𐑰𐑫𐑕 𐑝 𐑞𐑺 𐑕𐑼𐑬𐑯𐑛𐑦𐑙𐑟 𐑯 𐑥𐑧𐑯𐑦 𐑘𐑳𐑙𐑼 𐑢𐑧𐑤𐑐𐑕 𐑰𐑝𐑩𐑯 𐑦𐑯𐑡𐑶 𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙 𐑯 " "𐑕𐑰𐑦𐑙 𐑞 𐑢𐑻𐑤𐑛. 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟 𐑜𐑮𐑴 𐑴𐑤𐑛𐑼 𐑞𐑱 𐑑𐑧𐑯𐑛 𐑑 𐑚𐑦𐑒𐑳𐑥 𐑦𐑯𐑒𐑮𐑰𐑕𐑦𐑙𐑤𐑰 𐑐𐑨𐑕𐑦𐑝, 𐑜𐑮𐑨𐑛𐑿𐑩𐑤𐑦 " "𐑤𐑵𐑟𐑦𐑙 𐑦𐑯𐑑𐑼𐑩𐑕𐑑 𐑦𐑯 𐑞𐑺 𐑧𐑯𐑝𐑲𐑼𐑯𐑥𐑩𐑯𐑑 𐑯 𐑕𐑐𐑧𐑯𐑛𐑦𐑙 𐑥𐑹 𐑝 𐑞𐑺 𐑑𐑲𐑥 𐑕𐑤𐑰𐑐𐑦𐑙 𐑦𐑯 𐑩 𐑒𐑢𐑲𐑧𐑑, " "𐑓𐑩𐑥𐑦𐑤𐑦𐑼 𐑒𐑹𐑯𐑻 𐑝 𐑞𐑺 𐑣𐑴𐑥 𐑒𐑱𐑝. 𐑞𐑦𐑕 𐑦𐑟 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑓𐑲𐑯𐑩𐑤𐑦 𐑐𐑭𐑕 𐑩𐑢𐑱 𐑨𐑟 𐑞𐑺 𐑚𐑪𐑛𐑦𐑟 " "𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑕𐑤𐑴𐑤𐑦 𐑑𐑻𐑯 𐑦𐑯𐑑𐑫 𐑤𐑲𐑓𐑤𐑩𐑕 𐑕𐑑𐑨𐑑𐑿𐑟 𐑝 𐑕𐑑𐑴𐑯.\n" "\n" "𐑑𐑮𐑴𐑤𐑟 𐑸 𐑕𐑰𐑯 𐑚𐑲 𐑥𐑧𐑯𐑦 𐑨𐑟 𐑚𐑰𐑦𐑙 𐑤𐑦𐑑𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑘𐑧𐑑 𐑩𐑯𐑳𐑞𐑼 𐑮𐑱𐑕 𐑝 𐑕𐑨𐑝𐑦𐑡 𐑥𐑪𐑯𐑕𐑑𐑼𐑟. 𐑞𐑦𐑕 " "𐑒𐑪𐑥𐑩𐑯 𐑥𐑦𐑕𐑒𐑩𐑯𐑕𐑧𐑐𐑖𐑩𐑯 𐑦𐑟 𐑦𐑯 𐑐𐑸𐑑 𐑐𐑻𐑐𐑧𐑗𐑩𐑢𐑱𐑑𐑦𐑛 𐑚𐑲 𐑹𐑒𐑕 𐑑 𐑐𐑻𐑕𐑢𐑱𐑛 𐑑𐑮𐑴𐑤𐑟 𐑑 𐑡𐑶𐑯 𐑞𐑺 " "𐑸𐑥𐑰𐑟. 𐑚𐑦𐑒𐑪𐑟 𐑞𐑱 𐑸 𐑮𐑭𐑞𐑼 𐑕𐑦𐑥𐑐𐑩𐑤 𐑯 𐑛𐑵 𐑯𐑪𐑑 𐑳𐑯𐑛𐑼𐑕𐑑𐑨𐑯𐑛 𐑞 𐑢𐑱𐑟 𐑝 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟 𐑹 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 " "𐑒𐑨𐑯 𐑰𐑝𐑩𐑯 𐑑𐑧𐑤 𐑞𐑧𐑥 𐑩𐑐𐑸𐑑, 𐑦𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑰𐑟𐑦 𐑓𐑹 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑚𐑨𐑯𐑛 𐑑 𐑒𐑩𐑯𐑝𐑦𐑯𐑕 𐑩 𐑜𐑮𐑵𐑐 𐑝 " "𐑑𐑮𐑴𐑤𐑟 𐑞𐑨𐑑 𐑚𐑲 𐑡𐑶𐑯𐑦𐑙 𐑞𐑧𐑥 𐑞𐑱 𐑜𐑧𐑑 𐑑 𐑦𐑒𐑟𐑨𐑒𐑑 𐑮𐑦𐑝𐑧𐑯𐑡 𐑪𐑯 𐑞𐑴𐑟 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑦𐑓𐑹 𐑣𐑳𐑯𐑑𐑩𐑛 " "𐑞𐑧𐑥. 𐑞𐑰𐑟 𐑯𐑿 𐑮𐑩𐑒𐑮𐑵𐑑𐑕 𐑸 𐑞𐑧𐑯 𐑛𐑲𐑮𐑧𐑒𐑑𐑩𐑛 𐑑 𐑩𐑑𐑨𐑒 𐑣𐑵𐑧𐑝𐑼 𐑞 𐑹𐑒𐑕 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑸 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑦𐑯 " "𐑒𐑪𐑯𐑓𐑤𐑦𐑒𐑑 𐑢𐑦𐑞, 𐑢𐑧𐑞𐑼 𐑐𐑮𐑰𐑝𐑦𐑩𐑕𐑤𐑦 𐑩 𐑓𐑴 𐑝 𐑞 𐑑𐑮𐑴𐑤𐑟 𐑹 𐑯𐑪𐑑, 𐑩𐑒𐑿𐑥𐑘𐑩𐑤𐑱𐑑𐑦𐑙 𐑰𐑝𐑩𐑯 𐑥𐑹 " "𐑧𐑯𐑦𐑥𐑦𐑟 𐑓𐑹 𐑞 𐑥𐑦𐑕𐑤𐑧𐑛 𐑑𐑮𐑴𐑤𐑟. 𐑞 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑛𐑢𐑹𐑝𐑟, 𐑯 𐑞 𐑨𐑯𐑩𐑥𐑭𐑕𐑩𐑑𐑰 " "𐑚𐑦𐑑𐑢𐑰𐑯 𐑞𐑰𐑟 𐑑𐑵 𐑮𐑱𐑕𐑩𐑟 𐑦𐑟 𐑱𐑯𐑖𐑩𐑯𐑑.\n" "\n" "
text='𐑡𐑦𐑪𐑜𐑮𐑩𐑓𐑦'
\n" "𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑦𐑯𐑣𐑨𐑚𐑦𐑑𐑩𐑛 𐑞 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑝 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 𐑤𐑪𐑙𐑜𐑼 𐑞𐑨𐑯 𐑞 𐑛𐑢𐑹𐑝𐑟 𐑣𐑵 " "𐑥𐑲𐑜𐑮𐑱𐑑𐑦𐑛 𐑞𐑺. 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑩 𐑒𐑪𐑥𐑩𐑯 𐑕𐑲𐑑 𐑪𐑯 𐑞 𐑥𐑬𐑯𐑑𐑩𐑯 𐑮𐑱𐑯𐑡𐑩𐑟 𐑯𐑹𐑔 𐑯 𐑰𐑕𐑑 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑯 " "𐑢𐑺𐑧𐑝𐑻 𐑹𐑒𐑦𐑖 𐑣𐑹𐑛𐑟 𐑑𐑮𐑨𐑝𐑩𐑤." #. [race]: id=undead #: data/core/units.cfg:376 msgid "race^Undead" msgstr "𐑳𐑯𐑛𐑧𐑛" #. [race]: id=undead #: data/core/units.cfg:377 msgid "race+female^Undead" msgstr "𐑳𐑯𐑛𐑧𐑛" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+plural^Undead" msgstr "𐑳𐑯𐑛𐑧𐑛" #. [race]: id=undead #: data/core/units.cfg:379 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Most ordinary creatures can, by a sufficiently skilled necromancer, be " "reanimated into constructs of varying character — resurrection of the " "physical form often results in a minion that obeys its master without " "question, while manifestation of a soul usually produces a servant with at " "least a modicum of thought. A great mystery of necromancy is how these " "constructs are sustained and controlled without continuous effort from the " "necromancer. Most dark magi do not provide constant attention or maintenance " "to their creations, instead allowing them a small degree of independence to " "function autonomously in line with the provided commands. However, when left " "unchecked, some undead gain enough sovereignty to break free from and even " "turn on their masters. Accordingly, while even lesser undead require " "periodic maintenance, this is especially true for more powerful undead, " "particularly greater spirits or death knights, who possess a high degree of " "inherent will. In these cases, necromancy becomes a battle of resolve " "between mage and minion. The necromancer must maintain a delicate balance " "between control over their servants and allotting them free will — the " "source of their individual powers.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and merfolk tell of very few of their kind who have " "ever delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" #. [race]: id=wolf #: data/core/units.cfg:392 msgid "race^Wolf" msgstr "𐑢𐑫𐑤𐑓" #. [race]: id=wolf #: data/core/units.cfg:393 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "𐑧𐑤𐑓" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race^Wolves" msgstr "𐑢𐑫𐑤𐑝𐑟" #. [race]: id=wolf #: data/core/units.cfg:395 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:404 msgid "race^Wose" msgstr "𐑢𐑴𐑟" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Woses" msgstr "𐑢𐑴𐑟𐑧𐑟" #. [race]: id=wose #: data/core/units.cfg:406 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 "" #: src/help/help.cpp:213 msgid "Close" msgstr "𐑒𐑤𐑴𐑟" #: src/help/help.cpp:216 msgid "Help" msgstr "𐑣𐑧𐑤𐑐" #: src/help/help.cpp:270 src/help/help.cpp:274 #, fuzzy #| msgid "Parse error when parsing help text: " msgid "Parse error when parsing help text:" msgstr "𐑐𐑸𐑕 𐑻𐑹 𐑢𐑧𐑯 𐑐𐑸𐑕𐑦𐑙 𐑣𐑧𐑤𐑐 𐑑𐑧𐑒𐑕𐑑: " #: src/help/help_topic_generators.cpp:65 msgid "Best of" msgstr "" #: src/help/help_topic_generators.cpp:65 msgid "Worst of" msgstr "" #: src/help/help_topic_generators.cpp:162 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "" #. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village. #. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing. #: src/help/help_topic_generators.cpp:167 msgid "" "This terrain allows units to be cured of poison, or to heal a single " "hitpoint." msgid_plural "" "This terrain allows units to heal $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "" msgstr[1] "" #: src/help/help_topic_generators.cpp:174 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "" #. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one. #: src/help/help_topic_generators.cpp:178 msgid "" "This terrain is a keep — a leader can recruit from this hex onto connected " "castle hexes." msgstr "" #. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this. #: src/help/help_topic_generators.cpp:181 msgid "" "This unusual keep allows a leader to recruit while standing on it, but does " "not allow a leader on a connected keep to recruit onto this hex." msgstr "" #: src/help/help_topic_generators.cpp:194 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "𐑑𐑻𐑱𐑯" #: src/help/help_topic_generators.cpp:214 #, fuzzy #| msgid "Movement Cost" msgid "Movement properties: " msgstr "𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑" #: src/help/help_topic_generators.cpp:218 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:298 #, fuzzy #| msgid "level" msgid "Level" msgstr "𐑤𐑧𐑝𐑩𐑤" #: src/help/help_topic_generators.cpp:359 msgid "Advances from: " msgstr "𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥: " #: src/help/help_topic_generators.cpp:361 #, fuzzy #| msgid "Advances from: " msgid "Advances to: " msgstr "𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥: " #: src/help/help_topic_generators.cpp:390 #, fuzzy #| msgid "Terrain" msgid "Base unit: " msgstr "𐑑𐑻𐑱𐑯" #: src/help/help_topic_generators.cpp:395 #, fuzzy #| msgid "Terrain" msgid "Base units: " msgstr "𐑑𐑻𐑱𐑯" #: src/help/help_topic_generators.cpp:413 #, fuzzy #| msgid "Factions:" msgid "Variations: " msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟:" #: src/help/help_topic_generators.cpp:437 msgid "race^Miscellaneous" msgstr "𐑥𐑦𐑕𐑩𐑤𐑱𐑯𐑰𐑩𐑕" #: src/help/help_topic_generators.cpp:439 msgid "Race: " msgstr "𐑮𐑱𐑕: " #: src/help/help_topic_generators.cpp:509 msgid "Abilities: " msgstr "𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟: " #: src/help/help_topic_generators.cpp:535 msgid "Ability Upgrades: " msgstr "𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑩𐑐𐑜𐑮𐑱𐑛𐑟: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:565 #, fuzzy #| msgid "HP: " msgid "HP:" msgstr "HP: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:569 #, fuzzy #| msgid "Moves: " msgid "Moves:" msgstr "𐑥𐑵𐑝𐑟: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:574 msgid "Vision:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:580 #, fuzzy msgid "Jamming:" msgstr "𐑕𐑢𐑹𐑥" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:585 #, fuzzy #| msgid "Cost: " msgid "Cost:" msgstr "𐑒𐑪𐑕𐑑: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:589 #, fuzzy #| msgid "Alignment: " msgid "Alignment:" msgstr "𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑: " #. TRANSLATORS: This string is used in the help page of a single unit. It uses #. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the #. translation use non-breaking spaces as appropriate for the target language. #: src/help/help_topic_generators.cpp:596 #, fuzzy #| msgid "Required XP: " msgid "Required XP:" msgstr "𐑮𐑦𐑒𐑢𐑲𐑼𐑛 XP: " #: src/help/help_topic_generators.cpp:611 msgid "unit help^Attacks" msgstr "𐑩𐑑𐑨𐑒𐑕" #: src/help/help_topic_generators.cpp:618 msgid "unit help^Name" msgstr "𐑯𐑱𐑥" #: src/help/help_topic_generators.cpp:620 msgid "Range" msgstr "𐑮𐑱𐑯𐑡" #: src/help/help_topic_generators.cpp:621 msgid "Type" msgstr "𐑑𐑲𐑐" #: src/help/help_topic_generators.cpp:622 msgid "Special" msgstr "𐑕𐑐𐑧𐑖𐑩𐑤" #: src/help/help_topic_generators.cpp:704 msgid "Attack Type" msgstr "𐑩𐑑𐑨𐑒 𐑑𐑲𐑐" #: src/help/help_topic_generators.cpp:705 msgid "Resistance" msgstr "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕" #: src/help/help_topic_generators.cpp:734 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Modifiers" msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟" #: src/help/help_topic_generators.cpp:738 msgid "Terrain" msgstr "𐑑𐑻𐑱𐑯" #: src/help/help_topic_generators.cpp:740 msgid "Movement Cost" msgstr "𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑" #: src/help/help_topic_generators.cpp:744 #, fuzzy #| msgid "Defense" msgid "Defense Cap" msgstr "𐑛𐑦𐑓𐑧𐑯𐑕" #: src/help/help_topic_generators.cpp:749 msgid "Vision Cost" msgstr "" #: src/help/help_topic_generators.cpp:753 msgid "Jamming Cost" msgstr "" #, fuzzy #~| msgid "" #~| "Leadership:\n" #~| "This unit can lead our own units that are next to it, making them fight " #~| "better.\n" #~| "\n" #~| "Adjacent own units of lower level will do more damage in battle. When a " #~| "unit adjacent to, of a lower level than, and on the same side as a unit " #~| "with Leadership engages in combat, its attacks do 25% more damage times " #~| "the difference in their levels." #~ msgid "" #~ "This unit can lead your own units that are next to it, making them fight " #~ "better.\n" #~ "\n" #~ "Adjacent own units of lower level will do more damage in battle. When a " #~ "unit adjacent to, of a lower level than, and on the same side as a unit " #~ "with Leadership engages in combat, its attacks do 25% more damage times " #~ "the difference in their levels." #~ msgstr "" #~ "𐑤𐑰𐑛𐑼𐑖𐑦𐑐:\n" #~ "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑤𐑧𐑛 𐑬𐑼 𐑴𐑯 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑, 𐑥𐑱𐑒𐑦𐑙 𐑞𐑧𐑥 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼.\n" #~ "\n" #~ "𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑴𐑯 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑢𐑦𐑤 𐑛𐑵 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 " #~ "𐑑, 𐑝 𐑩 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑞𐑨𐑯, 𐑯 𐑪𐑯 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑤𐑰𐑛𐑼𐑖𐑦𐑐 𐑦𐑯𐑜𐑱𐑡𐑩𐑟 𐑦𐑯 " #~ "𐑒𐑪𐑥𐑚𐑨𐑑, 𐑦𐑑𐑕 𐑩𐑑𐑨𐑒𐑕 𐑛𐑵 25% 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑥𐑟 𐑞 𐑛𐑦𐑓𐑼𐑩𐑯𐑕 𐑦𐑯 𐑞𐑺 𐑤𐑧𐑝𐑩𐑤𐑟." #~ msgid "The Battle for Wesnoth Help" #~ msgstr "𐑞 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑣𐑧𐑤𐑐" #, fuzzy #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr "𐑜𐑮𐑰𐑯 𐑦𐑓 𐑦𐑑 𐑣𐑨𐑟𐑯𐑑 𐑥𐑵𐑝𐑛 𐑞𐑦𐑕 𐑑𐑻𐑯," #, fuzzy #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr "𐑘𐑧𐑤𐑴 𐑦𐑓 𐑦𐑑 𐑣𐑨𐑟 𐑥𐑵𐑝𐑛, 𐑚𐑳𐑑 𐑒𐑫𐑛 𐑕𐑑𐑦𐑤 𐑥𐑵𐑝 𐑓𐑻𐑞𐑼 𐑹 𐑩𐑑𐑨𐑒, 𐑹" #~ msgid "Orbs" #~ msgstr "𐑹𐑮𐑚𐑕" #~ 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 "" #~ "𐑪𐑯 𐑑𐑪𐑐 𐑝 𐑞 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑖𐑴𐑯 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑝 𐑿𐑼𐑟 𐑦𐑟 𐑩𐑯 𐑹𐑚. 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑿 " #~ "𐑒𐑩𐑯𐑑𐑮𐑴𐑤, 𐑞𐑦𐑕 𐑹𐑚 𐑦𐑟:" #, fuzzy #~ msgid " blue if the unit is an ally you do not control." #~ msgstr "𐑞 𐑹𐑚 𐑦𐑟 𐑚𐑤𐑵 𐑦𐑓 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑩𐑯 𐑨𐑤𐑲 𐑿 𐑛𐑵 𐑯𐑪𐑑 𐑒𐑩𐑯𐑑𐑮𐑴𐑤." #, fuzzy #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑯𐑴 𐑹𐑚 𐑪𐑯 𐑑𐑪𐑐 𐑝 𐑞𐑺 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸." #, 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" #~ "𐑕𐑧𐑑 𐑹 𐑑𐑪𐑜𐑩𐑤 𐑐𐑤𐑱𐑻 𐑪𐑯 𐑕𐑲𐑛 𐑚𐑦𐑑𐑢𐑰𐑯 𐑣𐑿𐑥𐑩𐑯 𐑯 AI 𐑐𐑤𐑱𐑻. 𐑞 𐑐𐑤𐑱𐑻/𐑒𐑤𐑲𐑩𐑯𐑑 𐑣𐑵 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑟 " #~ "𐑞𐑨𐑑 𐑕𐑲𐑛 𐑯𐑰𐑛𐑟 𐑑 𐑦𐑖𐑵 𐑞𐑦𐑕 𐑒𐑩𐑥𐑭𐑯𐑛. 𐑦𐑓 𐑯𐑴 𐑕𐑧𐑒𐑩𐑯𐑛 𐑐𐑼𐑨𐑥𐑩𐑑𐑼 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛, 𐑑𐑪𐑜𐑩𐑤 " #~ "bewteen 𐑣𐑿𐑥𐑩𐑯 𐑯 AI. 𐑦𐑓 𐑦𐑑 𐑦𐑟 '𐑪𐑯', 𐑕𐑧𐑑 𐑩𐑯 AI 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼. 𐑦𐑓 𐑦𐑑 𐑦𐑟 '𐑪𐑓' 𐑕𐑧𐑑 " #~ "𐑩 𐑣𐑿𐑥𐑩𐑯 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼. 𐑛𐑦𐑓𐑷𐑤𐑑𐑕 𐑑 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑨𐑒𐑑𐑦𐑝 𐑕𐑲𐑛 𐑦𐑓 𐑯𐑴 𐑐𐑼𐑨𐑥𐑩𐑑𐑼 𐑦𐑟 " #~ "𐑕𐑩𐑐𐑤𐑲𐑛.\n" #~ "\n" #, fuzzy #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "𐑹𐑒" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "𐑹𐑒" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "𐑹𐑒𐑕" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Multiplayer Modifications" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~| msgid "Fundamentals of Gameplay" #~ msgid "" #~ "\n" #~ "\n" #~ "Fundamentals of Gameplay\n" #~ "\n" #~ msgstr "𐑓𐑩𐑯𐑛𐑩𐑥𐑧𐑯𐑑𐑩𐑤𐑟 𐑝 𐑜𐑱𐑥𐑐𐑤𐑱" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Defense Caps" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text=Damage
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text=𐑛𐑨𐑥𐑦𐑡
" #~ msgid "race^Mermen" #~ msgstr "𐑥𐑻𐑥𐑧𐑯" #~ msgid "ingame_help_item^Contributors" #~ msgstr "𐑒𐑩𐑯𐑑𐑮𐑦𐑚𐑘𐑩𐑑𐑻𐑟" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "𐑣𐑿𐑥𐑩𐑯" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "𐑣𐑿𐑥𐑩𐑯" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤" #~ msgid "female^nightstalk" #~ msgstr "𐑯𐑲𐑑𐑕𐑑𐑷𐑒" #, 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 "" #~ "𐑐𐑤𐑱𐑜:\n" #~ "𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑿𐑯𐑦𐑑 " #~ "𐑲𐑛𐑧𐑯𐑑𐑦𐑒𐑩𐑤 𐑑 𐑯 𐑪𐑯 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 " #~ "𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟." #~ msgid "Intelligent" #~ msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑" #~ msgid "Quick" #~ msgstr "𐑒𐑢𐑦𐑒" #~ msgid "Resilient" #~ msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑" #~ msgid "Strong" #~ msgstr "𐑕𐑑𐑮𐑪𐑙" #~ msgid "Fearless" #~ msgstr "𐑓𐑽𐑤𐑩𐑕" #, fuzzy #~ msgid "Feral" #~ msgstr "𐑴𐑝𐑼𐑷𐑤" #~ msgid "Loyal" #~ msgstr "𐑤𐑶𐑩𐑤" #~ msgid "trait^Undead" #~ msgstr "𐑳𐑯𐑛𐑧𐑛" #~ msgid "trait^Mechanical" #~ msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑" #~ msgid "Dextrous" #~ msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕" #~ msgid "Healthy" #~ msgstr "𐑣𐑧𐑤𐑔𐑦" #~ msgid "Dim" #~ msgstr "𐑛𐑦𐑥" #~ msgid "Slow" #~ msgstr "𐑕𐑤𐑴" #~ msgid "Weak" #~ msgstr "𐑢𐑰𐑒" #, fuzzy #~| msgid "trait^Undead" #~ msgid "trait^Aged" #~ msgstr "𐑳𐑯𐑛𐑧𐑛" #, 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 "" #~ "𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑤 𐑦𐑯𐑧𐑝𐑦𐑑𐑩𐑚𐑤𐑦 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 " #~ "dst='experience_and_advancement' text='𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟', 𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 " #~ "𐑓𐑫𐑤𐑦. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑣𐑨𐑐𐑩𐑯 𐑨𐑟 𐑿 𐑓𐑦𐑯𐑦𐑖 𐑓𐑲𐑑𐑦𐑙 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦, 𐑢𐑧𐑞𐑼 𐑦𐑑 𐑦𐑟 𐑿𐑼 𐑑𐑻𐑯 𐑹 𐑯𐑪𐑑. " #~ "·𐑢𐑧𐑕𐑯𐑷𐑔 𐑪𐑓𐑼𐑟 𐑕𐑧𐑝𐑼𐑩𐑤 𐑳𐑞𐑼 𐑢𐑱𐑟 𐑓𐑹 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑣𐑰𐑤, 𐑷𐑤 𐑝 𐑢𐑦𐑗 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑨𐑑 𐑞 " #~ "𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑿𐑼 𐑑𐑻𐑯, 𐑚𐑦𐑓𐑹 𐑿 𐑑𐑱𐑒 𐑨𐑒𐑖𐑩𐑯." #~ msgid "Factions" #~ msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟" #~ msgid "Overview" #~ msgstr "𐑴𐑝𐑻𐑝𐑿" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "To begin with, it’s best to click the text='Tutorial' button " #~ "at the main menu. This will take you to the interactive tutorial, which " #~ "will teach you the basics of Wesnoth. After this, it is recommended that " #~ "you play the Heir to the Throne campaign first — click " #~ "text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite " #~ "challenging, you may wish to start on easy." #~ msgstr "" #~ "\n" #~ "\n" #~ "𐑑 𐑚𐑩𐑜𐑦𐑯 𐑢𐑦𐑞, 𐑦𐑑'𐑕 𐑚𐑧𐑕𐑑 𐑑 𐑒𐑤𐑦𐑒 𐑞 text=𐑑𐑵𐑑𐑹𐑰𐑩𐑤 𐑚𐑳𐑑𐑩𐑯 𐑨𐑑 𐑞 " #~ "𐑥𐑱𐑯 𐑥𐑧𐑯𐑿. 𐑞𐑦𐑕 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑿 𐑑 𐑞 𐑦𐑯𐑑𐑻𐑨𐑒𐑑𐑦𐑝 𐑑𐑵𐑑𐑹𐑰𐑩𐑤, 𐑢𐑦𐑗 𐑢𐑦𐑤 𐑑𐑰𐑡 𐑿 𐑞 𐑚𐑱𐑕𐑦𐑒𐑕 𐑝 " #~ "·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑭𐑓𐑑𐑼 𐑞𐑦𐑕, 𐑦𐑑 𐑦𐑟 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛𐑩𐑛 𐑞𐑨𐑑 𐑿 𐑐𐑤𐑱 𐑞 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯 𐑒𐑨𐑥𐑐𐑱𐑯 𐑓𐑻𐑕𐑑 - " #~ "𐑒𐑤𐑦𐑒 text=𐑒𐑨𐑥𐑐𐑱𐑯 𐑞𐑧𐑯 text='𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯'. " #~ "𐑨𐑟 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑢𐑲𐑑 𐑗𐑨𐑤𐑩𐑯𐑡𐑦𐑙, 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑕𐑑𐑸𐑑 𐑪𐑯 " #~ "text=𐑰𐑟𐑦." #, fuzzy #~ msgid "" #~ "These pages outline all you need to know to play text='Battle for " #~ "Wesnoth'. They cover how to play and the basic mechanics behind " #~ "the game. As you play the game, new information is added to these pages " #~ "as you come across new aspects of the game. For more detailed information " #~ "on special situations and exceptions, please follow the links included." #~ msgstr "" #~ "𐑞𐑰𐑟 𐑐𐑱𐑡𐑧𐑟 𐑬𐑑𐑤𐑲𐑯 𐑷𐑤 𐑿 𐑯𐑰𐑛 𐑑 𐑯𐑴 𐑑 𐑐𐑤𐑱 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑞𐑱 𐑒𐑳𐑝𐑼 𐑣𐑬 𐑑 𐑐𐑤𐑱 𐑯 " #~ "𐑞 𐑚𐑱𐑕𐑦𐑒 𐑥𐑦𐑒𐑨𐑯𐑦𐑒𐑕 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞 𐑜𐑱𐑥. 𐑨𐑟 𐑿 𐑐𐑤𐑱 𐑞 𐑜𐑱𐑥, 𐑯𐑿 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑦𐑟 𐑨𐑛𐑩𐑛 𐑑 " #~ "𐑞𐑰𐑟 𐑐𐑱𐑡𐑧𐑟 𐑨𐑟 𐑿 𐑒𐑳𐑥 𐑩𐑒𐑮𐑪𐑕 𐑯𐑿 𐑨𐑕𐑐𐑧𐑒𐑑𐑕 𐑝 𐑞 𐑜𐑱𐑥. 𐑓𐑹 𐑥𐑹 𐑛𐑰𐑑𐑱𐑤𐑛 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑪𐑯 " #~ "𐑕𐑐𐑧𐑖𐑩𐑤 𐑕𐑦𐑑𐑿𐑱𐑖𐑩𐑯𐑟 𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟, 𐑐𐑤𐑰𐑟 𐑓𐑪𐑤𐑴 𐑞 𐑤𐑦𐑙𐑒𐑕 𐑦𐑯𐑒𐑤𐑵𐑛𐑩𐑛." #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Campaigns' consist of multiple scenarios that " #~ "follow on from each other, telling a story. In a campaign, you often need " #~ "to play more carefully, preserving your best troops so that they can be " #~ "used again in later scenarios in the campaign." #~ msgstr "" #~ "\n" #~ "\n" #~ "𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑒𐑩𐑯𐑕𐑦𐑕𐑑 𐑝 𐑥𐑳𐑤𐑑𐑦𐑐𐑩𐑤 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑞𐑨𐑑 𐑓𐑪𐑤𐑴 𐑪𐑯 𐑓𐑮𐑪𐑥 𐑰𐑗 𐑳𐑞𐑼, 𐑑𐑧𐑤𐑦𐑙 𐑩 𐑕𐑑𐑹𐑦. " #~ "𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑿 𐑪𐑓𐑩𐑯 𐑯𐑰𐑛 𐑑 𐑐𐑤𐑱 𐑥𐑹 𐑒𐑺𐑓𐑩𐑤𐑦, 𐑐𐑮𐑦𐑟𐑻𐑝𐑦𐑙 𐑿𐑼 𐑚𐑧𐑕𐑑 𐑑𐑮𐑵𐑐𐑕 𐑕𐑴 𐑞𐑨𐑑 𐑞𐑱 " #~ "𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑩𐑜𐑱𐑯 𐑦𐑯 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑦𐑯 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯." #, fuzzy #~ msgid "" #~ "The game takes place over a series of battles, called " #~ "text='scenarios'. Each scenario pits your troops against " #~ "the troops of one or more adversaries. You can play against the computer, " #~ "or with friends who each take turns sitting at the computer (hotseat " #~ "play). If your computer is connected to a computer network, you can also " #~ "play against other people connected to that network. If your computer has " #~ "a connection to the Internet, you can play against other people across " #~ "the Internet." #~ msgstr "" #~ "𐑞 𐑜𐑱𐑥 𐑑𐑱𐑒𐑕 𐑐𐑤𐑱𐑕 𐑴𐑝𐑼 𐑩 𐑕𐑽𐑦𐑟 𐑝 𐑚𐑨𐑑𐑩𐑤𐑟, 𐑒𐑷𐑤𐑛 𐑕𐑦𐑯𐑺𐑰𐑴𐑟. 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴 𐑐𐑦𐑑𐑕 𐑿𐑼 " #~ "𐑑𐑮𐑵𐑐𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑑𐑮𐑵𐑐𐑕 𐑝 𐑢𐑳𐑯 𐑹 𐑥𐑹 𐑨𐑛𐑝𐑼𐑕𐑩𐑮𐑦𐑟. 𐑿 𐑒𐑨𐑯 𐑐𐑤𐑱 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼, 𐑹 " #~ "𐑢𐑦𐑞 𐑓𐑮𐑧𐑯𐑛𐑟 𐑣𐑵 𐑰𐑗 𐑑𐑱𐑒 𐑑𐑻𐑯𐑟 𐑕𐑦𐑑𐑦𐑙 𐑨𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 (𐑣𐑭𐑑𐑕𐑰𐑑 𐑐𐑤𐑱). 𐑦𐑓 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 " #~ "𐑦𐑟 𐑒𐑩𐑯𐑧𐑒𐑑𐑩𐑛 𐑑 𐑩 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑯𐑧𐑑𐑢𐑻𐑒, 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑕𐑴 𐑐𐑤𐑱 𐑩𐑜𐑱𐑯𐑕𐑑 𐑳𐑞𐑼 𐑐𐑰𐑐𐑩𐑤 𐑒𐑩𐑯𐑧𐑒𐑑𐑩𐑛 " #~ "𐑑 𐑞𐑨𐑑 𐑯𐑧𐑑𐑢𐑻𐑒. 𐑦𐑓 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑣𐑨𐑟 𐑩 𐑒𐑩𐑯𐑧𐑒𐑖𐑩𐑯 𐑑 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑, 𐑿 𐑒𐑨𐑯 𐑐𐑤𐑱 𐑩𐑜𐑱𐑯𐑕𐑑 " #~ "𐑳𐑞𐑼 𐑐𐑰𐑐𐑩𐑤 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑." #~ msgid "Experience and Advancement" #~ msgstr "𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑯 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Healthy' units have 1 HP plus 1 HP per level more " #~ "than usual and rest heal the usual 2 HP after each turn they did not " #~ "fight. They also suffer a quarter less damage from poison." #~ msgstr "" #~ "\n" #~ "\n" #~ "𐑣𐑧𐑤𐑔𐑦 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 1 HP 𐑐𐑤𐑳𐑕 1 HP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑯 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤 𐑞 𐑿𐑖𐑿𐑩𐑤 2 " #~ "HP 𐑭𐑓𐑑𐑼 𐑰𐑗 𐑑𐑻𐑯 𐑞𐑱 𐑛𐑦𐑛 𐑯𐑪𐑑 𐑓𐑲𐑑. 𐑞𐑱 𐑷𐑤𐑕𐑴 𐑕𐑳𐑓𐑼 𐑩 𐑒𐑢𐑹𐑑𐑼 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑐𐑶𐑟𐑩𐑯." #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑑𐑨𐑒'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑩𐑚𐑦𐑤𐑦𐑑𐑦'
" #~ msgid "Leaders:" #~ msgstr "𐑤𐑰𐑛𐑼𐑟:" #~ msgid "Recruits:" #~ msgstr "𐑮𐑩𐑒𐑮𐑵𐑑𐑕:" #~ msgid "Era:" #~ msgstr "𐑽𐑩:" #~ msgid "Factions:" #~ msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟:" #~ msgid "Factions are only used in multiplayer" #~ msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑸 𐑴𐑯𐑤𐑦 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻" #~ msgid " < Back" #~ msgstr "< 𐑚𐑨𐑒" #~ msgid "Forward >" #~ msgstr "𐑓𐑹𐑢𐑼𐑛 >" #~ msgid "Reference to unknown topic: " #~ msgstr "𐑮𐑧𐑓𐑼𐑩𐑯𐑕 𐑑 𐑳𐑯𐑯𐑴𐑯 𐑑𐑪𐑐𐑦𐑒: " #~ msgid "corrupted original file" #~ msgstr "𐑒𐑼𐑳𐑐𐑑𐑩𐑛 𐑩𐑮𐑦𐑡𐑩𐑯𐑩𐑤 𐑓𐑲𐑤" #, fuzzy #~ msgid "Caste" #~ msgstr "𐑒𐑨𐑕𐑩𐑤" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "𐑓𐑰𐑛𐑦𐑙" #, fuzzy #~ msgid "Hatchling" #~ msgstr "𐑣𐑰𐑤𐑦𐑙" #, fuzzy #~ msgid "Fledgling" #~ msgstr "𐑣𐑰𐑤𐑦𐑙" #, fuzzy #~ msgid "Intendant" #~ msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑" #, fuzzy #~ msgid "Swarm" #~ msgstr "𐑕𐑢𐑹𐑥" #, fuzzy #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑴𐑐𐑩𐑯 𐑐𐑤𐑱𐑯𐑟, 𐑢𐑧𐑞𐑼 𐑒𐑳𐑤𐑑𐑦𐑝𐑱𐑑𐑩𐑛, 𐑒𐑳𐑑 𐑚𐑨𐑒 𐑓𐑹 𐑜𐑮𐑱𐑟𐑦𐑙, 𐑹 " #~ "𐑢𐑲𐑤𐑛. 𐑚𐑰𐑦𐑙 𐑴𐑐𐑩𐑯 𐑜𐑮𐑬𐑯𐑛, 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑦𐑟 𐑚𐑴𐑔 𐑝𐑧𐑮𐑦 𐑰𐑟𐑦 𐑑 𐑥𐑵𐑝 𐑩𐑒𐑮𐑪𐑕, 𐑚𐑳𐑑 𐑦𐑟 𐑷𐑤𐑕𐑴 " #~ "𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑 𐑑 𐑛𐑦𐑓𐑧𐑯𐑛 𐑢𐑳𐑯𐑕𐑧𐑤𐑓 𐑦𐑯. 𐑑𐑦𐑐𐑦𐑒𐑤𐑰, 𐑞𐑴𐑟 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑐𐑼𐑓𐑹𐑥 𐑚𐑧𐑕𐑑 𐑪𐑯 " #~ "𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑸 𐑲𐑞𐑼 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑹 𐑝𐑧𐑮𐑦 𐑨𐑡𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑗 𐑑𐑱𐑒 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑝 𐑞 𐑴𐑐𐑩𐑯 " #~ "𐑕𐑐𐑱𐑕.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑛𐑦𐑓𐑧𐑯𐑕 𐑝 30 𐑑 40% 𐑪𐑯 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛." #~ msgid "Road" #~ msgstr "𐑮𐑴𐑛" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "𐑮𐑴𐑛𐑟 𐑸 𐑚𐑰𐑑𐑩𐑯 𐑐𐑭𐑞𐑟 𐑝 𐑛𐑻𐑑, 𐑓𐑹𐑥𐑛 𐑚𐑲 𐑥𐑧𐑯𐑦 𐑑𐑮𐑨𐑝𐑩𐑤𐑻𐑟 𐑐𐑭𐑕𐑦𐑙 𐑴𐑝𐑼 𐑞𐑧𐑥. 𐑨𐑟 𐑓𐑸 𐑨𐑟 " #~ "𐑜𐑱𐑥𐑐𐑤𐑱 𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑮𐑴𐑛𐑟 𐑚𐑦𐑣𐑱𐑝 𐑨𐑟 dst='terrain_flat' text='𐑓𐑤𐑨𐑑' 𐑑𐑻𐑱𐑯." #, fuzzy #~ msgid "" #~ "text='Forests' represent any woodland with significant " #~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " #~ "down, forests do offer better defense to most units than open ground. " #~ "Cavalry, however, have so much trouble navigating them that any benefit " #~ "gained by stealth is negated. Elves are an exception to this general rule " #~ "for forests. Not only do they possess full movement in forests, but they " #~ "also gain a considerable defensive bonus. Dwarves are another exception " #~ "to this rule; though they are able to plow through the forests without " #~ "much loss of speed, their utter unfamiliarity with the terrain causes " #~ "them to receive no defensive bonus.\n" #~ "\n" #~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " #~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " #~ "units. Dwarves generally receive only 30% defense in forests.\n" #~ "\n" #~ msgstr "" #~ "𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑢𐑫𐑛𐑤𐑨𐑯𐑛 𐑢𐑦𐑞 𐑕𐑩𐑜𐑯𐑦𐑓𐑦𐑒𐑩𐑯𐑑 𐑳𐑯𐑛𐑼𐑜𐑮𐑴𐑔, 𐑦𐑯𐑳𐑓 𐑑 𐑣𐑦𐑯𐑛𐑼 " #~ "𐑐𐑨𐑕𐑦𐑡. 𐑞𐑴 𐑞𐑱 𐑕𐑤𐑴 𐑯𐑽𐑤𐑦 𐑧𐑝𐑮𐑰𐑢𐑳𐑯 𐑛𐑬𐑯, 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑛𐑵 𐑪𐑓𐑼 𐑚𐑧𐑑𐑼 𐑛𐑦𐑓𐑧𐑯𐑕 𐑑 𐑥𐑴𐑕𐑑 " #~ "𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑯 𐑴𐑐𐑩𐑯 𐑜𐑮𐑬𐑯𐑛. 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑣𐑬𐑧𐑝𐑼, 𐑣𐑨𐑝 𐑕𐑴 𐑥𐑳𐑗 𐑑𐑮𐑳𐑚𐑩𐑤 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞𐑧𐑥 𐑞𐑨𐑑 " #~ "𐑧𐑯𐑦 𐑚𐑧𐑯𐑦𐑓𐑦𐑑 𐑜𐑱𐑯𐑛 𐑚𐑲 𐑕𐑑𐑧𐑤𐑔 𐑦𐑟 𐑯𐑰𐑜𐑱𐑑𐑦𐑛. 𐑧𐑤𐑝𐑟 𐑸 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕 𐑡𐑧𐑯𐑼𐑩𐑤 𐑮𐑵𐑤 " #~ "𐑓𐑹 𐑓𐑪𐑮𐑦𐑕𐑑𐑕. 𐑯𐑪𐑑 𐑴𐑯𐑤𐑦 𐑛𐑵 𐑞𐑱 𐑐𐑩𐑟𐑧𐑕 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑓𐑪𐑮𐑦𐑕𐑑𐑕, 𐑚𐑳𐑑 𐑞𐑱 𐑷𐑤𐑕𐑴 𐑜𐑱𐑯 " #~ "𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑩𐑯𐑳𐑞𐑼 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕 𐑮𐑵𐑤; 𐑞𐑴 𐑞𐑱 𐑸 " #~ "𐑱𐑚𐑩𐑤 𐑑 𐑐𐑤𐑬 𐑔𐑮𐑵 𐑞 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑢𐑦𐑞𐑬𐑑 𐑥𐑳𐑗 𐑤𐑪𐑕 𐑝 𐑕𐑐𐑰𐑛, 𐑞𐑺 𐑳𐑑𐑼 𐑩𐑯𐑓𐑩𐑥𐑦𐑤𐑘𐑺𐑩𐑑𐑰 𐑢𐑦𐑞 𐑞 " #~ "𐑑𐑻𐑱𐑯 𐑒𐑷𐑟𐑩𐑟 𐑞𐑧𐑥 𐑑 𐑮𐑦𐑕𐑰𐑝 𐑯𐑴 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑓𐑪𐑮𐑦𐑕𐑑𐑕, 𐑚𐑳𐑑 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑸 𐑤𐑦𐑥𐑦𐑑𐑩𐑛 𐑑 30%. 𐑧𐑤𐑝𐑟, " #~ "𐑪𐑯 𐑞 𐑳𐑞𐑼 𐑣𐑨𐑯𐑛, 𐑦𐑯𐑡𐑶 60 𐑑 70% 𐑛𐑦𐑓𐑧𐑯𐑕, 𐑰𐑝𐑩𐑯 𐑞𐑺 𐑥𐑬𐑯𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 " #~ "𐑮𐑦𐑕𐑰𐑝 𐑴𐑯𐑤𐑦 30% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑓𐑪𐑮𐑦𐑕𐑑𐑕.\n" #~ "\n" #, fuzzy #~ msgid "" #~ "text='Hills' represent any reasonably rough terrain, " #~ "with enough dips and rises in the ground to provide some cover. Hills are " #~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " #~ "enough familiarity with the terrain that they can pass through it without " #~ "being slowed down. Cavalry have enough trouble navigating the terrain " #~ "that any defensive aid lent by cover is negated.\n" #~ "\n" #~ "Most units have about 50% defense in hills, whereas cavalry are limited " #~ "to 40%. Dwarves enjoy 60% defense in hills.\n" #~ "\n" #~ msgstr "" #~ "𐑣𐑦𐑤𐑟 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑮𐑰𐑟𐑩𐑯𐑩𐑚𐑤𐑰 𐑮𐑳𐑓 𐑑𐑻𐑱𐑯, 𐑢𐑦𐑞 𐑦𐑯𐑳𐑓 𐑛𐑦𐑐𐑕 𐑯 𐑮𐑲𐑟𐑩𐑟 𐑦𐑯 𐑞 𐑜𐑮𐑬𐑯𐑛 𐑑 " #~ "𐑐𐑮𐑩𐑝𐑲𐑛 𐑕𐑳𐑥 𐑒𐑳𐑝𐑼. 𐑣𐑦𐑤𐑟 𐑸 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑑𐑮𐑵𐑐𐑕 𐑑 𐑯𐑨𐑝𐑦𐑜𐑱𐑑. 𐑛𐑢𐑹𐑝𐑟, 𐑑𐑮𐑴𐑤𐑟, 𐑯 " #~ "𐑹𐑒𐑕 𐑣𐑨𐑝 𐑦𐑯𐑳𐑓 𐑓𐑩𐑥𐑦𐑤𐑘𐑺𐑩𐑑𐑰 𐑢𐑦𐑞 𐑞 𐑑𐑻𐑱𐑯 𐑞𐑨𐑑 𐑞𐑱 𐑒𐑨𐑯 𐑐𐑭𐑕 𐑔𐑮𐑵 𐑦𐑑 𐑢𐑦𐑞𐑬𐑑 𐑚𐑰𐑦𐑙 𐑕𐑤𐑴𐑛 " #~ "𐑛𐑬𐑯. 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑣𐑨𐑝 𐑦𐑯𐑳𐑓 𐑑𐑮𐑳𐑚𐑩𐑤 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞 𐑑𐑻𐑱𐑯 𐑞𐑨𐑑 𐑧𐑯𐑦 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑲𐑛 𐑤𐑧𐑯𐑑 𐑚𐑲 " #~ "𐑒𐑳𐑝𐑼 𐑦𐑟 𐑯𐑰𐑜𐑱𐑑𐑦𐑛.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑣𐑦𐑤𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑸 𐑤𐑦𐑥𐑦𐑑𐑩𐑛 𐑑 40%. " #~ "𐑛𐑢𐑹𐑝𐑟 𐑦𐑯𐑡𐑶 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑣𐑦𐑤𐑟." #~ msgid "Mountains" #~ msgstr "𐑥𐑬𐑯𐑑𐑩𐑯𐑟" #, fuzzy #~ msgid "" #~ "text='Mountains' are steep enough that units often have " #~ "to climb over obstacles to move. By this nature, they provide a " #~ "considerable defensive bonus for most troops, but they also severely " #~ "impede any passage through them. Most cavalry simply cannot enter " #~ "mountainous terrain; however, elvish cavalry is an exception to this, as " #~ "are the goblin wolf riders. Both dwarves and trolls are native to " #~ "mountainous terrain, and have a very easy time getting around.\n" #~ "\n" #~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " #~ "70%." #~ msgstr "" #~ "𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑸 𐑕𐑑𐑰𐑐 𐑦𐑯𐑳𐑓 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑𐑕 𐑪𐑓𐑩𐑯 𐑣𐑨𐑝 𐑑 𐑒𐑤𐑲𐑥 𐑴𐑝𐑼 𐑭𐑚𐑕𐑑𐑩𐑒𐑩𐑤𐑟 𐑑 𐑥𐑵𐑝. 𐑚𐑲 𐑞𐑦𐑕 " #~ "𐑯𐑱𐑗𐑼, 𐑞𐑱 𐑐𐑮𐑩𐑝𐑲𐑛 𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑑𐑮𐑵𐑐𐑕, 𐑚𐑳𐑑 𐑞𐑱 𐑷𐑤𐑕𐑴 " #~ "𐑕𐑩𐑝𐑽𐑤𐑦 𐑦𐑥𐑐𐑰𐑛 𐑧𐑯𐑦 𐑐𐑨𐑕𐑦𐑡 𐑔𐑮𐑵 𐑞𐑧𐑥. 𐑥𐑴𐑕𐑑 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑕𐑦𐑥𐑐𐑤𐑦 𐑒𐑨𐑯𐑪𐑑 𐑧𐑯𐑑𐑼 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 " #~ "𐑑𐑻𐑱𐑯; 𐑣𐑬𐑧𐑝𐑼, 𐑧𐑤𐑝𐑦𐑖 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑦𐑟 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕, 𐑨𐑟 𐑸 𐑞 𐑜𐑭𐑚𐑤𐑦𐑯 𐑢𐑫𐑤𐑓 " #~ "𐑮𐑲𐑛𐑼𐑟. 𐑚𐑴𐑔 𐑛𐑢𐑹𐑝𐑟 𐑯 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑯𐑱𐑑𐑦𐑝 𐑑 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 𐑑𐑻𐑱𐑯, 𐑯 𐑣𐑨𐑝 𐑩 𐑝𐑧𐑮𐑦 𐑰𐑟𐑦 𐑑𐑲𐑥 " #~ "𐑜𐑧𐑑𐑦𐑙 𐑩𐑮𐑬𐑯𐑛.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑩𐑚𐑬𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑥𐑬𐑯𐑑𐑩𐑯𐑟, 𐑢𐑺𐑨𐑟 𐑛𐑢𐑹𐑝𐑟 𐑦𐑯𐑡𐑶 70%." #, fuzzy #~ msgid "" #~ "text='Swamps' represent any sort of wetlands. Swamps " #~ "slow down nearly everyone, and inhibit their ability to defend " #~ "themselves. An exception to this is any race bodily skilled in navigating " #~ "water; these receive both full movement and a defensive bonus. Those that " #~ "make their living in the wetlands are also adept at using this terrain " #~ "for cover.\n" #~ "\n" #~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " #~ "all generally enjoy 60%." #~ msgstr "" #~ "𐑕𐑢𐑭𐑥𐑐𐑕 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑕𐑹𐑑 𐑝 𐑢𐑧𐑑𐑤𐑨𐑯𐑛𐑟. 𐑕𐑢𐑭𐑥𐑐𐑕 𐑕𐑤𐑴 𐑛𐑬𐑯 𐑯𐑽𐑤𐑦 𐑧𐑝𐑮𐑰𐑢𐑳𐑯, 𐑯 " #~ "𐑦𐑯𐑣𐑦𐑚𐑩𐑑 𐑞𐑺 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑛𐑦𐑓𐑧𐑯𐑛 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟. 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕 𐑦𐑟 𐑧𐑯𐑦 𐑮𐑱𐑕 𐑚𐑪𐑛𐑦𐑤𐑦 " #~ "𐑕𐑒𐑦𐑤𐑛 𐑦𐑯 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑢𐑷𐑑𐑼; 𐑞𐑰𐑟 𐑮𐑦𐑕𐑰𐑝 𐑚𐑴𐑔 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑯 𐑩 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕. " #~ "𐑞𐑴𐑟 𐑞𐑨𐑑 𐑥𐑱𐑒 𐑞𐑺 𐑤𐑦𐑝𐑦𐑙 𐑦𐑯 𐑞 𐑢𐑧𐑑𐑤𐑨𐑯𐑛𐑟 𐑸 𐑷𐑤𐑕𐑴 𐑩𐑛𐑧𐑐𐑑 𐑨𐑑 𐑿𐑟𐑦𐑙 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯 𐑓𐑹 " #~ "𐑒𐑳𐑝𐑼.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱𐑒 𐑛𐑵 𐑢𐑦𐑞 30% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑕𐑢𐑭𐑥𐑐𐑕. 𐑥𐑻𐑥𐑧𐑯, 𐑯𐑭𐑜𐑩, 𐑯 𐑕𐑸𐑾𐑯𐑟 𐑷𐑤 " #~ "𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑦𐑯𐑡𐑶 60%." #~ msgid "Shallow Water" #~ msgstr "𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼" #, fuzzy #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s waist. This is enough to slow down " #~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " #~ "water reaches up almost to their heads, have an extremely hard time of " #~ "this. The exception is any race whose bodies naturally lend themselves to " #~ "swimming, for which they receive a considerable defensive bonus and full " #~ "movement.\n" #~ "\n" #~ "Most units make do with 20 to 30% defense in shallow water, whereas both " #~ "naga and mermen enjoy 60%." #~ msgstr "" #~ "𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑚𐑪𐑛𐑦 𐑝 𐑢𐑷𐑑𐑼 𐑛𐑰𐑐 𐑦𐑯𐑳𐑓 𐑑 𐑒𐑳𐑥 𐑳𐑐 𐑑 𐑮𐑳𐑓𐑤𐑦 𐑩 𐑥𐑨𐑯'𐑟 " #~ "𐑢𐑱𐑕𐑑. 𐑞𐑦𐑕 𐑦𐑟 𐑦𐑯𐑳𐑓 𐑑 𐑕𐑤𐑴 𐑛𐑬𐑯 𐑯𐑽𐑤𐑦 𐑧𐑯𐑦𐑢𐑳𐑯 𐑯 𐑤𐑰𐑝 𐑞𐑧𐑥 𐑢𐑲𐑛 𐑴𐑐𐑩𐑯 𐑑 𐑩𐑑𐑨𐑒. 𐑛𐑢𐑹𐑝𐑟, " #~ "𐑜𐑦𐑝𐑩𐑯 𐑞𐑨𐑑 𐑞 𐑢𐑷𐑑𐑼 𐑮𐑰𐑗𐑩𐑟 𐑳𐑐 𐑷𐑤𐑥𐑴𐑕𐑑 𐑑 𐑞𐑺 𐑣𐑧𐑛𐑟, 𐑣𐑨𐑝 𐑩𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑣𐑸𐑛 𐑑𐑲𐑥 𐑝 " #~ "𐑞𐑦𐑕. 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑦𐑟 𐑧𐑯𐑦 𐑮𐑱𐑕 𐑣𐑵𐑟 𐑚𐑪𐑛𐑦𐑟 𐑯𐑨𐑗𐑼𐑩𐑤𐑦 𐑤𐑧𐑯𐑛 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑑 𐑕𐑢𐑦𐑥𐑦𐑙, 𐑓𐑹 " #~ "𐑢𐑦𐑗 𐑞𐑱 𐑮𐑦𐑕𐑰𐑝 𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑯 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱𐑒 𐑛𐑵 𐑢𐑦𐑞 20 𐑑 30% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼, 𐑢𐑺𐑨𐑟 𐑚𐑴𐑔 𐑯𐑭𐑜𐑩 𐑯 𐑥𐑻𐑥𐑧𐑯 " #~ "𐑦𐑯𐑡𐑶 60%." #~ msgid "Deep Water" #~ msgstr "𐑛𐑰𐑐 𐑢𐑷𐑑𐑼" #, fuzzy #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s head. Most units cannot enter deep water: it is " #~ "the domain of units which can either fly, or are exceptionally strong " #~ "swimmers.\n" #~ "\n" #~ "Mermen and naga both receive 50% defense in deep water, with full " #~ "movement." #~ msgstr "" #~ "𐑛𐑰𐑐 𐑢𐑷𐑑𐑼 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑚𐑪𐑛𐑦 𐑝 𐑢𐑷𐑑𐑼 𐑛𐑰𐑐 𐑦𐑯𐑳𐑓 𐑑 𐑒𐑳𐑝𐑼 𐑩 𐑥𐑨𐑯'𐑟 𐑣𐑧𐑛. 𐑥𐑴𐑕𐑑 " #~ "𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑧𐑯𐑑𐑼 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼: 𐑦𐑑 𐑦𐑟 𐑞 𐑛𐑴𐑥𐑱𐑯 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑗 𐑒𐑨𐑯 𐑲𐑞𐑼 𐑓𐑤𐑲, 𐑹 𐑸 " #~ "𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑩𐑤𐑰 𐑕𐑑𐑮𐑪𐑙 𐑕𐑢𐑦𐑥𐑻𐑟.\n" #~ "\n" #~ "𐑥𐑻𐑥𐑧𐑯 𐑯 𐑯𐑭𐑜𐑩 𐑚𐑴𐑔 𐑮𐑦𐑕𐑰𐑝 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑢𐑦𐑞 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑." #, fuzzy #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "𐑓𐑮𐑴𐑟𐑩𐑯 𐑑𐑻𐑱𐑯 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑓𐑤𐑨𐑑 𐑺𐑦𐑩 𐑞𐑨𐑑 𐑦𐑟 𐑒𐑳𐑝𐑼𐑛 𐑚𐑲 𐑕𐑯𐑴 𐑹 𐑲𐑕. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 " #~ "𐑸 𐑕𐑤𐑴𐑛 𐑛𐑬𐑯 𐑪𐑯 𐑦𐑑, 𐑯 𐑣𐑨𐑝 𐑩 𐑣𐑸𐑛𐑼 𐑑𐑲𐑥 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟. 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑕𐑢𐑦𐑥𐑦𐑙 " #~ "𐑿𐑯𐑦𐑑𐑕, 𐑰𐑝𐑩𐑯 𐑞𐑴𐑟 𐑣𐑵 𐑒𐑨𐑯 𐑚𐑮𐑰𐑞 𐑩𐑯𐑛𐑻𐑢𐑪𐑑𐑻, 𐑒𐑨𐑯𐑪𐑑 𐑕𐑢𐑦𐑥 𐑳𐑯𐑛𐑼𐑯𐑰𐑔 𐑲𐑕.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 20 𐑑 40% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑓𐑮𐑴𐑟𐑩𐑯 𐑑𐑻𐑱𐑯." #, fuzzy #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "𐑒𐑭𐑕𐑩𐑤𐑟 𐑸 𐑧𐑯𐑦 𐑕𐑹𐑑 𐑝 𐑐𐑻𐑥𐑩𐑯𐑩𐑯𐑑 𐑓𐑹𐑑𐑦𐑓𐑦𐑒𐑱𐑖𐑩𐑯. 𐑯𐑽𐑤𐑦 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑩 " #~ "𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑚𐑴𐑯𐑩𐑕 𐑑 𐑞𐑺 𐑛𐑦𐑓𐑧𐑯𐑕 𐑚𐑲 𐑚𐑰𐑦𐑙 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤, 𐑯 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 " #~ "𐑮𐑦𐑕𐑰𐑝 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤. 𐑕𐑑𐑱𐑖𐑩𐑯𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑦𐑑𐑕 " #~ "𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑒𐑱𐑐𐑩𐑚𐑦𐑤𐑩𐑑𐑰. 𐑢𐑦𐑞𐑬𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑯 𐑰𐑗 𐑢𐑷𐑤 𐑣𐑧𐑒𐑕, 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑕𐑦𐑥𐑐𐑤𐑦 " #~ "𐑕𐑯𐑰𐑒 𐑦𐑯𐑑𐑫 𐑞 𐑒𐑨𐑕𐑩𐑤 𐑩𐑯𐑗𐑨𐑤𐑦𐑯𐑡𐑛, 𐑜𐑱𐑯𐑦𐑙 𐑞 𐑕𐑱𐑥 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑨𐑟 𐑧𐑝𐑮𐑰𐑢𐑳𐑯 " #~ "𐑦𐑯𐑕𐑲𐑛.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤.\n" #~ "\n" #, fuzzy #~ msgid "" #~ "The instability of text='sand' makes it harder for most " #~ "units to cross, and leaves them wide open to attack. In contrast, the " #~ "wide feet or snakelike bodies of the reptilian races make sand much " #~ "easier for them to navigate.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in sand." #~ msgstr "" #~ "𐑞 𐑦𐑯𐑕𐑑𐑩𐑚𐑦𐑤𐑦𐑑𐑰 𐑝 𐑕𐑭𐑯𐑛 𐑥𐑱𐑒𐑕 𐑦𐑑 𐑣𐑸𐑛𐑼 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑒𐑮𐑪𐑕, 𐑯 𐑤𐑰𐑝𐑟 𐑞𐑧𐑥 𐑢𐑲𐑛 " #~ "𐑴𐑐𐑩𐑯 𐑑 𐑩𐑑𐑨𐑒. 𐑦𐑯 𐑒𐑪𐑯𐑑𐑮𐑭𐑕𐑑, 𐑞 𐑢𐑲𐑛 𐑓𐑰𐑑 𐑹 𐑕𐑯𐑱𐑒𐑤𐑲𐑒 𐑚𐑪𐑛𐑦𐑟 𐑝 𐑞 𐑤𐑦𐑟𐑼𐑛𐑤𐑰 𐑮𐑱𐑕𐑩𐑟 𐑥𐑱𐑒 " #~ "𐑕𐑭𐑯𐑛 𐑥𐑳𐑗 𐑰𐑟𐑦𐑼 𐑓𐑹 𐑞𐑧𐑥 𐑑 𐑯𐑨𐑝𐑦𐑜𐑱𐑑.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 20 𐑑 40% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑕𐑭𐑯𐑛." #~ msgid "Desert" #~ msgstr "𐑛𐑩𐑟𐑻𐑑" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "𐑛𐑩𐑟𐑻𐑑𐑕 𐑣𐑨𐑝 𐑩 𐑕𐑳𐑥𐑢𐑪𐑑 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑪𐑥𐑐𐑩𐑟𐑦𐑖𐑩𐑯 𐑞𐑨𐑯 𐑕𐑥𐑷𐑤 𐑕𐑭𐑯𐑛 𐑐𐑦𐑑𐑕 𐑹 𐑚𐑰𐑗𐑩𐑟, 𐑣𐑬𐑧𐑝𐑼 " #~ "𐑓𐑹 𐑜𐑱𐑥𐑐𐑤𐑱 𐑐𐑻𐑐𐑩𐑕𐑩𐑟 𐑞𐑱 𐑸 𐑲𐑛𐑧𐑯𐑑𐑦𐑒𐑩𐑤. 𐑕𐑰 dst='terrain_sand' text='𐑕𐑭𐑯𐑛'." #, fuzzy #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "𐑒𐑱𐑝 𐑑𐑻𐑱𐑯 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑒𐑨𐑝𐑻𐑯 𐑢𐑦𐑞 𐑦𐑯𐑳𐑓 𐑮𐑵𐑥 𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑐𐑭𐑕. " #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑣𐑴𐑤𐑦 𐑩𐑯𐑓𐑩𐑥𐑦𐑤𐑘𐑻 𐑢𐑦𐑞 𐑞 𐑑𐑻𐑱𐑯, 𐑯 𐑞𐑳𐑕 𐑸 𐑚𐑴𐑔 𐑕𐑤𐑴𐑛 𐑛𐑬𐑯 𐑯 𐑣𐑦𐑯𐑛𐑼𐑛 𐑦𐑯 " #~ "𐑛𐑦𐑓𐑧𐑯𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑯 𐑑𐑮𐑴𐑤𐑟, 𐑣𐑵 𐑥𐑱𐑒 𐑞𐑺 𐑣𐑴𐑥𐑟 𐑦𐑯 𐑒𐑱𐑝𐑟, 𐑚𐑴𐑔 𐑣𐑨𐑝 𐑩 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑰𐑟𐑦 " #~ "𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯, 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑛𐑢𐑹𐑝𐑟, 𐑣𐑵 𐑚𐑲 𐑛𐑦𐑯𐑑 𐑝 𐑞𐑺 𐑕𐑥𐑷𐑤 𐑕𐑲𐑟 𐑒𐑨𐑯 " #~ "𐑯𐑨𐑝𐑦𐑜𐑱𐑑 𐑥𐑧𐑯𐑦 𐑭𐑚𐑕𐑑𐑩𐑒𐑩𐑤𐑟 𐑞𐑨𐑑 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟 𐑒𐑨𐑯𐑪𐑑. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑝𐑟 𐑸 " #~ "dst='terrain_illuminated_cave' text='𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛'.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 20 𐑑 40% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑒𐑱𐑝𐑟, 𐑢𐑺𐑨𐑟 𐑛𐑢𐑹𐑝𐑟 𐑣𐑨𐑝 50%." #~ msgid "Rockbound Cave" #~ msgstr "𐑮𐑪𐑒𐑚𐑬𐑯𐑛 𐑒𐑱𐑝" #, fuzzy #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "𐑮𐑪𐑒𐑚𐑬𐑯𐑛 𐑒𐑱𐑝 𐑑𐑻𐑱𐑯 𐑦𐑟 𐑓𐑹𐑥𐑛 𐑚𐑲 𐑞 𐑨𐑒𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑯 𐑢𐑦𐑯𐑛, 𐑒𐑨𐑮𐑦𐑦𐑙 𐑽𐑴𐑕𐑦𐑝 𐑐𐑸𐑑𐑦𐑒𐑩𐑤𐑟 " #~ "𐑞𐑨𐑑 𐑒𐑸𐑝 𐑞 𐑮𐑪𐑒. 𐑦𐑑 𐑮𐑦𐑟𐑧𐑥𐑚𐑩𐑤𐑟 𐑩 𐑕𐑒𐑮𐑨𐑜𐑰 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑒𐑨𐑝𐑻𐑯 𐑢𐑦𐑗 𐑮𐑦𐑛𐑿𐑕𐑩𐑟 𐑩𐑓𐑦𐑖𐑩𐑯𐑕𐑦 " #~ "𐑝 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕, 𐑚𐑳𐑑 𐑖𐑴𐑤𐑛𐑼𐑟 𐑛𐑦𐑓𐑧𐑯𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑯 𐑑𐑮𐑴𐑤𐑟, 𐑣𐑵 𐑸 𐑥𐑱𐑯 𐑕𐑧𐑑𐑤𐑼𐑟 𐑝 𐑒𐑱𐑝𐑟, " #~ "𐑣𐑨𐑝 𐑩 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑰𐑟𐑦 𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯. 𐑛𐑢𐑹𐑝𐑟, 𐑣𐑵 𐑚𐑲 𐑛𐑦𐑯𐑑 𐑝 𐑞𐑺 𐑕𐑥𐑷𐑤 " #~ "𐑕𐑲𐑟 𐑣𐑨𐑝 𐑞 𐑓𐑫𐑤 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑝 𐑯𐑨𐑝𐑦𐑜𐑱𐑖𐑩𐑯 𐑦𐑯 𐑕𐑳𐑗 𐑑𐑩𐑐𐑭𐑜𐑮𐑩𐑓𐑰. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑝𐑟 𐑸 " #~ "dst='terrain_illuminated_cave' text='𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛'\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑮𐑪𐑒𐑰 𐑒𐑱𐑝𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑸 𐑤𐑦𐑥𐑦𐑑𐑩𐑛 𐑑 " #~ "40%. 𐑛𐑢𐑹𐑝𐑟 𐑦𐑯𐑡𐑶 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑮𐑪𐑒𐑚𐑬𐑯𐑛 𐑒𐑱𐑝𐑟." #~ msgid "Illuminated Cave" #~ msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛 𐑒𐑱𐑝" #, fuzzy #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "𐑮𐑺 𐑐𐑨𐑗𐑩𐑟 𐑝 𐑞 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑢𐑻𐑤𐑛 𐑸 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛 𐑚𐑲 𐑤𐑲𐑑 𐑓𐑮𐑪𐑥 𐑞 𐑕𐑻𐑓𐑦𐑕 𐑖𐑲𐑯𐑦𐑙 𐑛𐑬𐑯 " #~ "𐑦𐑯𐑑𐑫 𐑞 𐑜𐑤𐑵𐑥𐑦 𐑛𐑸𐑒𐑯𐑩𐑕. 𐑞𐑦𐑕 𐑐𐑮𐑩𐑝𐑲𐑛𐑟 𐑩𐑯 𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑓𐑹 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑮𐑦𐑥𐑵𐑝𐑟 𐑞 " #~ "𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑓𐑮𐑪𐑥 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕. 𐑦𐑯 𐑷𐑤 𐑳𐑞𐑼 𐑮𐑦𐑜𐑸𐑛𐑟 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯 𐑦𐑟 𐑓𐑩𐑙𐑒𐑖𐑩𐑯𐑩𐑤𐑰 " #~ "𐑲𐑛𐑧𐑯𐑑𐑦𐑒𐑩𐑤 𐑑 𐑯𐑹𐑥𐑩𐑤 𐑒𐑱𐑝 𐑑𐑻𐑱𐑯𐑟." #, fuzzy #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝𐑟 𐑸 𐑝𐑭𐑕𐑑 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑝 𐑡𐑲𐑩𐑯𐑑 𐑥𐑳𐑖𐑮𐑵𐑥𐑟, 𐑢𐑦𐑗 𐑔𐑮𐑲𐑝 𐑦𐑯 𐑞 𐑛𐑨𐑥𐑐 " #~ "𐑛𐑸𐑒𐑯𐑩𐑕. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑑𐑮𐑳𐑚𐑩𐑤 𐑯𐑦𐑜𐑴𐑖𐑰𐑱𐑑𐑦𐑙 𐑞 𐑕𐑐𐑩𐑯𐑡𐑰 𐑓𐑤𐑹 𐑝 𐑕𐑥𐑷𐑤𐑼 𐑓𐑩𐑯𐑡𐑲, 𐑚𐑳𐑑 " #~ "𐑞𐑱 𐑣𐑨𐑝 𐑐𐑤𐑧𐑯𐑑𐑰 𐑝 𐑒𐑳𐑝𐑼 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞 𐑤𐑸𐑡𐑼 𐑕𐑑𐑷𐑒𐑕. 𐑥𐑬𐑯𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕, 𐑣𐑬𐑧𐑝𐑼, 𐑚𐑦𐑒𐑳𐑥 " #~ "𐑒𐑩𐑥𐑐𐑤𐑰𐑑𐑤𐑦 𐑥𐑲𐑮𐑛 𐑯 𐑤𐑨𐑒 𐑐𐑮𐑪𐑐𐑼 𐑓𐑮𐑰𐑛𐑩𐑥 𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑. 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩 " #~ "𐑯𐑨𐑗𐑼𐑩𐑤 𐑩𐑓𐑦𐑯𐑩𐑑𐑰 𐑓𐑹 𐑛𐑦𐑒𐑱 𐑯 𐑓𐑳𐑙𐑒𐑖𐑩𐑯 𐑒𐑢𐑲𐑑 𐑢𐑧𐑤 𐑦𐑯 𐑥𐑳𐑖𐑮𐑵𐑥 𐑓𐑪𐑮𐑦𐑕𐑑𐑕.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 50% 𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑮𐑦𐑕𐑰𐑝 " #~ "𐑴𐑯𐑤𐑦 20%." #, fuzzy #~ msgid "" #~ "text='Villages' represent any group of buildings, human " #~ "or otherwise. Almost all units, even cavalry, have an easy time " #~ "navigating villages, and most units gain a defensive bonus from being " #~ "stationed in a village. Villages allow units the resources to clean and " #~ "tend to their wounds, which allows any unit stationed therein to heal " #~ "eight hitpoints each turn, or to be cured of poison.\n" #~ "\n" #~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " #~ "only 40%.\n" #~ "\n" #~ msgstr "" #~ "𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑜𐑮𐑵𐑐 𐑝 𐑚𐑦𐑤𐑛𐑦𐑙𐑟, 𐑣𐑿𐑥𐑩𐑯 𐑹 𐑳𐑞𐑼𐑢𐑲𐑟. 𐑷𐑤𐑥𐑴𐑕𐑑 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕, " #~ "𐑰𐑝𐑩𐑯 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑣𐑨𐑝 𐑧𐑯𐑦 𐑰𐑟𐑦 𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑯 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑜𐑱𐑯 𐑩 " #~ "𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑓𐑮𐑪𐑥 𐑚𐑰𐑦𐑙 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡. 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑩𐑤𐑬 𐑿𐑯𐑦𐑑𐑕 𐑞 𐑮𐑦𐑟𐑹𐑕𐑩𐑟 " #~ "𐑑 𐑒𐑤𐑰𐑯 𐑯 𐑑𐑧𐑯𐑛 𐑑 𐑞𐑺 𐑢𐑵𐑯𐑛𐑟, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑞𐑺𐑦𐑯 𐑑 𐑣𐑰𐑤 𐑱𐑑 " #~ "𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑰𐑗 𐑑𐑻𐑯, 𐑹 𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑐𐑶𐑟𐑩𐑯.\n" #~ "\n" #~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 50 𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑮𐑦𐑕𐑰𐑝 𐑴𐑯𐑤𐑦 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "𐑕𐑩𐑚𐑥𐑻𐑡𐑛 𐑝𐑦𐑤𐑦𐑡" #, fuzzy #~ msgid "" #~ "text='Submerged villages' are the homes of merfolk and " #~ "nagas. While water-dwelling creatures are at home here, land-dwellers " #~ "have a hard time navigating and defending these villages. However, like " #~ "any village, the facilites are available to all creatures which allow " #~ "units to tend to their wounds. Any unit stationed in a village can heal " #~ "eight hitpoints each turn, or be cured of poison.\n" #~ "\n" #~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " #~ "based units usually have a low defense." #~ msgstr "" #~ "𐑕𐑩𐑚𐑥𐑻𐑡𐑛 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑸 𐑞 𐑣𐑴𐑥𐑟 𐑝 𐑥𐑻𐑓𐑴𐑒 𐑯 𐑯𐑭𐑜𐑩𐑟. 𐑢𐑲𐑤 𐑢𐑷𐑑𐑼-𐑛𐑢𐑧𐑤𐑦𐑙 𐑒𐑮𐑰𐑗𐑼𐑟 𐑸 𐑨𐑑 𐑣𐑴𐑥 " #~ "𐑣𐑽, 𐑤𐑨𐑯𐑛-𐑛𐑢𐑧𐑤𐑻𐑟 𐑣𐑨𐑝 𐑩 𐑣𐑸𐑛 𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙 𐑞𐑰𐑟 𐑝𐑦𐑤𐑦𐑡𐑦𐑟. 𐑣𐑬𐑧𐑝𐑼, " #~ "𐑤𐑲𐑒 𐑧𐑯𐑦 𐑝𐑦𐑤𐑦𐑡, 𐑞 𐑓𐑩𐑕𐑦𐑤𐑦𐑑𐑦𐑟 𐑸 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑑 𐑷𐑤 𐑒𐑮𐑰𐑗𐑼𐑟 𐑢𐑦𐑗 𐑩𐑤𐑬 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑑𐑧𐑯𐑛 𐑑 " #~ "𐑞𐑺 𐑢𐑵𐑯𐑛𐑟. 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑒𐑨𐑯 𐑣𐑰𐑤 𐑱𐑑 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑰𐑗 𐑑𐑻𐑯, 𐑹 𐑚𐑰 " #~ "𐑒𐑘𐑫𐑼𐑛 𐑝 𐑐𐑶𐑟𐑩𐑯.\n" #~ "\n" #~ "𐑥𐑻𐑓𐑴𐑒 𐑯 𐑯𐑭𐑜𐑩𐑟 𐑣𐑨𐑝 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑕𐑩𐑚𐑥𐑻𐑡𐑛 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑢𐑺𐑨𐑟 𐑤𐑨𐑯𐑛 𐑚𐑱𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 " #~ "𐑿𐑖𐑿𐑩𐑤𐑦 𐑣𐑨𐑝 𐑩 𐑤𐑴 𐑛𐑦𐑓𐑧𐑯𐑕." #~ msgid "Unwalkable" #~ msgstr "𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤" #, fuzzy #~ msgid "" #~ "text='Unwalkable terrain' covers any chasm or gorge " #~ "which, as the name implies, cannot be crossed simply by walking. Chasms " #~ "are noted for sheer walls which would take days to traverse. As far as " #~ "gameplay is concerned, only units capable of flying can cross this " #~ "terrain." #~ msgstr "" #~ "𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤 𐑑𐑻𐑱𐑯 𐑒𐑳𐑝𐑼𐑟 𐑧𐑯𐑦 𐑒𐑨𐑟𐑩𐑥 𐑹 𐑜𐑹𐑡 𐑢𐑦𐑗, 𐑨𐑟 𐑞 𐑯𐑱𐑥 𐑦𐑥𐑐𐑤𐑲𐑟, 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑮𐑪𐑕𐑛 " #~ "𐑕𐑦𐑥𐑐𐑤𐑦 𐑚𐑲 𐑢𐑷𐑒𐑦𐑙. 𐑒𐑨𐑟𐑩𐑥𐑟 𐑸 𐑯𐑴𐑑𐑩𐑛 𐑓𐑹 𐑖𐑽 𐑢𐑷𐑤𐑟 𐑢𐑦𐑗 𐑢𐑫𐑛 𐑑𐑱𐑒 𐑛𐑱𐑟 𐑑 𐑑𐑮𐑨𐑝𐑻𐑕. 𐑨𐑟 " #~ "𐑓𐑸 𐑨𐑟 𐑜𐑱𐑥𐑐𐑤𐑱 𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑴𐑯𐑤𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑓𐑤𐑲𐑦𐑙 𐑒𐑨𐑯 𐑒𐑮𐑪𐑕 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯." #~ msgid "Lava" #~ msgstr "𐑤𐑭𐑝𐑩" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "𐑞 𐑛𐑱𐑯𐑡𐑼𐑟 𐑦𐑯𐑣𐑽𐑩𐑯𐑑 𐑦𐑯 𐑑𐑮𐑲𐑦𐑙 𐑑 𐑢𐑷𐑒 𐑪𐑯 𐑤𐑭𐑝𐑩 𐑸 𐑓𐑺𐑤𐑦 𐑪𐑚𐑝𐑦𐑩𐑕. 𐑨𐑟 𐑓𐑸 𐑨𐑟 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 " #~ "𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑤𐑭𐑝𐑩 𐑦𐑟 𐑦𐑒𐑢𐑦𐑝𐑩𐑤𐑩𐑯𐑑 𐑑 dst='terrain_unwalkable' " #~ "text='𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤' 𐑑𐑻𐑱𐑯, 𐑯 𐑒𐑨𐑯 𐑴𐑯𐑤𐑦 𐑚𐑰 𐑒𐑮𐑪𐑕𐑛 𐑚𐑲 𐑞𐑴𐑟 𐑿𐑯𐑦𐑑𐑕 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 " #~ "𐑓𐑤𐑲𐑦𐑙 𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑕𐑑𐑩𐑯𐑕 𐑩𐑚𐑳𐑝 𐑦𐑑. 𐑞 𐑥𐑴𐑤𐑑𐑩𐑯 𐑥𐑨𐑜𐑥𐑩 𐑷𐑤𐑕𐑴 𐑐𐑮𐑪𐑛𐑿𐑕𐑩𐑟 𐑩 " #~ "𐑕𐑩𐑚𐑕𐑑𐑨𐑯𐑗𐑩𐑤 𐑜𐑤𐑴, 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑦𐑙 𐑞 𐑺𐑦𐑩 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑚𐑳𐑝 𐑦𐑑. 𐑞𐑦𐑕 𐑐𐑮𐑩𐑝𐑲𐑛𐑟 𐑩𐑯 𐑩𐑑𐑨𐑒 " #~ "𐑚𐑴𐑯𐑩𐑕 𐑓𐑹 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑮𐑦𐑥𐑵𐑝𐑟 𐑞 𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑓𐑮𐑪𐑥 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕." #~ msgid "River Ford" #~ msgstr "𐑮𐑦𐑝𐑼 𐑓𐑹𐑛" #~ 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 "" #~ "𐑢𐑧𐑯 𐑩 𐑮𐑦𐑝𐑼 𐑣𐑨𐑐𐑩𐑯𐑟 𐑑 𐑚𐑰 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑖𐑨𐑤𐑴, 𐑐𐑭𐑕𐑦𐑙 𐑴𐑝𐑼 𐑦𐑑 𐑦𐑟 𐑩 𐑑𐑮𐑦𐑝𐑰𐑩𐑤 𐑥𐑨𐑑𐑼 𐑓𐑹 " #~ "𐑤𐑨𐑯𐑛 𐑚𐑱𐑕𐑑 𐑿𐑯𐑦𐑑𐑕. 𐑥𐑹𐑴𐑝𐑼, 𐑧𐑯𐑦 𐑒𐑮𐑰𐑗𐑼 𐑚𐑧𐑕𐑑 𐑩𐑛𐑨𐑐𐑑𐑩𐑛 𐑑 𐑕𐑢𐑦𐑥𐑦𐑙 𐑣𐑨𐑟 𐑓𐑫𐑤 𐑥𐑴𐑚𐑦𐑤𐑩𐑑𐑰 " #~ "𐑰𐑝𐑩𐑯 𐑨𐑑 𐑕𐑳𐑗 𐑐𐑤𐑱𐑕𐑩𐑟 𐑦𐑯 𐑞 𐑮𐑦𐑝𐑼. 𐑨𐑟 𐑓𐑸 𐑨𐑟 𐑜𐑱𐑥𐑐𐑤𐑱 𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑩 𐑮𐑦𐑝𐑼 𐑓𐑹𐑛 𐑦𐑟 " #~ "𐑑𐑮𐑰𐑑𐑧𐑛 𐑨𐑟 𐑲𐑞𐑼 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑹 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼, 𐑗𐑵𐑟𐑦𐑙 𐑢𐑦𐑗𐑧𐑝𐑼 𐑢𐑳𐑯 𐑪𐑓𐑼𐑟 𐑞 𐑚𐑧𐑕𐑑 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 " #~ "𐑯 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑚𐑴𐑯𐑩𐑕𐑦𐑟 𐑓𐑹 𐑞 𐑿𐑯𐑦𐑑 𐑪𐑯 𐑦𐑑." #~ msgid "Coastal Reef" #~ msgstr "𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓" #, fuzzy #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓𐑕 𐑸 𐑖𐑨𐑤𐑴𐑟 𐑓𐑹𐑥𐑛 𐑚𐑲 𐑕𐑑𐑴𐑯, 𐑒𐑹𐑩𐑤 𐑯 𐑕𐑭𐑯𐑛. 𐑞𐑦𐑕 𐑐𐑮𐑩𐑝𐑲𐑛𐑟 𐑥𐑴𐑕𐑑 𐑤𐑨𐑯𐑛 " #~ "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑩 𐑥𐑹 𐑕𐑑𐑧𐑛𐑦 𐑓𐑫𐑑𐑦𐑙 𐑯 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑞𐑨𐑯 𐑢𐑱𐑛𐑦𐑙 𐑦𐑯 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼 " #~ "𐑯𐑹𐑥𐑩𐑤𐑦 𐑢𐑫𐑛 𐑯 𐑷𐑤𐑕𐑴 𐑜𐑮𐑨𐑯𐑑𐑕 𐑥𐑴𐑕𐑑 𐑢𐑷𐑑𐑼-𐑛𐑢𐑧𐑤𐑦𐑙 𐑮𐑱𐑕𐑩𐑟 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑩𐑤𐑰 𐑣𐑲 " #~ "𐑛𐑦𐑓𐑧𐑯𐑕.\n" #~ "\n" #~ "𐑥𐑻𐑥𐑧𐑯 𐑯 𐑯𐑭𐑜𐑩 𐑚𐑴𐑔 𐑮𐑦𐑕𐑰𐑝 70% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑪𐑯 𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓𐑕." #~ msgid "Bridge" #~ msgstr "𐑚𐑮𐑦𐑡" #, fuzzy #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' offers a liberation from the fickle nature " #~ "of waterways, whose fords come and go with the rise and fall of the " #~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " #~ "which is no laughing matter in the cold months of the year.\n" #~ "\n" #~ "For those who go by land or sea, a bridge is the best of both worlds — " #~ "for gameplay purposes, it is treated either as grassland or the " #~ "underlying water, whichever offers the best movement and defensive " #~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " #~ "and a land unit are not capable of occupying a bridge hex at the same " #~ "time." #~ msgstr "" #~ "𐑑 𐑞𐑴𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑦𐑤𐑛𐑦𐑙 𐑢𐑳𐑯, 𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑤𐑱 𐑩 𐑚𐑮𐑦𐑡 𐑪𐑓𐑼𐑟 𐑩 𐑤𐑦𐑚𐑻𐑱𐑖𐑩𐑯 𐑓𐑮𐑪𐑥 𐑞 " #~ "𐑓𐑦𐑒𐑩𐑤 𐑯𐑱𐑗𐑼 𐑝 𐑢𐑪𐑑𐑻𐑢𐑱𐑟, 𐑣𐑵𐑟 𐑓𐑹𐑛𐑟 𐑒𐑳𐑥 𐑯 𐑜𐑴 𐑢𐑦𐑞 𐑞 𐑮𐑲𐑟 𐑯 𐑓𐑷𐑤 𐑝 𐑞 𐑢𐑷𐑑𐑼𐑤𐑲𐑯. 𐑞𐑦𐑕 " #~ "𐑦𐑟 𐑑 𐑕𐑱 𐑯𐑳𐑔𐑦𐑙 𐑝 𐑞 𐑤𐑩𐑜𐑠𐑻𐑰 𐑝 𐑛𐑮𐑲 𐑓𐑰𐑑, 𐑞 𐑤𐑪𐑕 𐑝 𐑢𐑦𐑗 𐑦𐑟 𐑯𐑴 𐑤𐑭𐑓𐑦𐑙 𐑥𐑨𐑑𐑼 𐑦𐑯 𐑞 " #~ "𐑒𐑴𐑤𐑛 𐑥𐑳𐑯𐑔𐑕 𐑝 𐑞 𐑘𐑽.\n" #~ "\n" #~ "𐑓𐑹 𐑞𐑴𐑟 𐑣𐑵 𐑜𐑴 𐑚𐑲 𐑤𐑨𐑯𐑛 𐑹 𐑕𐑰, 𐑩 𐑚𐑮𐑦𐑡 𐑦𐑟 𐑞 𐑚𐑧𐑕𐑑 𐑝 𐑚𐑴𐑔 𐑢𐑻𐑤𐑛𐑟 - 𐑓𐑹 𐑜𐑱𐑥𐑐𐑤𐑱 " #~ "𐑐𐑻𐑐𐑩𐑕𐑩𐑟, 𐑦𐑑 𐑦𐑟 𐑑𐑮𐑰𐑑𐑧𐑛 𐑲𐑞𐑼 𐑨𐑟 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑹 𐑞 𐑳𐑯𐑛𐑼𐑤𐑲𐑦𐑙 𐑢𐑷𐑑𐑼, 𐑢𐑦𐑗𐑧𐑝𐑼 𐑪𐑓𐑼𐑟 𐑞 " #~ "𐑚𐑧𐑕𐑑 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑯 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕𐑦𐑟 𐑓𐑹 𐑞 𐑿𐑯𐑦𐑑 𐑪𐑒𐑘𐑫𐑐𐑲𐑦𐑙 𐑞 𐑚𐑮𐑦𐑡 𐑣𐑧𐑒𐑕. 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑩 " #~ "𐑕𐑢𐑦𐑥𐑦𐑙 𐑿𐑯𐑦𐑑 𐑯 𐑩 𐑤𐑨𐑯𐑛 𐑿𐑯𐑦𐑑 𐑸 𐑯𐑪𐑑 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑪𐑒𐑘𐑫𐑐𐑲𐑦𐑙 𐑩 𐑚𐑮𐑦𐑡 𐑣𐑧𐑒𐑕 𐑨𐑑 𐑞 𐑕𐑱𐑥 " #~ "𐑑𐑲𐑥." #~ msgid "Impassable" #~ msgstr "𐑦𐑥𐑐𐑨𐑕𐑩𐑚𐑩𐑤" #~ 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 "" #~ "𐑭𐑚𐑕𐑑𐑩𐑒𐑩𐑤𐑟 𐑞𐑨𐑑 𐑯𐑪𐑑 𐑰𐑝𐑩𐑯 𐑞 𐑥𐑴𐑕𐑑 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑛 𐑑𐑮𐑨𐑝𐑩𐑤𐑻 𐑥𐑱 𐑴𐑝𐑼𐑒𐑳𐑥 𐑦𐑯𐑒𐑤𐑵𐑛 𐑕𐑪𐑤𐑦𐑛 " #~ "𐑢𐑷𐑤𐑟 𐑝 𐑕𐑑𐑴𐑯 𐑯 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑕𐑴 𐑑𐑷𐑤 𐑯 𐑕𐑑𐑰𐑐 𐑞𐑨𐑑 𐑞𐑱 𐑸 𐑒𐑪𐑯𐑕𐑑𐑩𐑯𐑑𐑤𐑦 wreathed 𐑦𐑯 𐑒𐑤𐑬𐑛. " #~ "𐑰𐑝𐑩𐑯 𐑓𐑤𐑲𐑦𐑙 𐑒𐑮𐑰𐑗𐑼𐑟 𐑒𐑨𐑯𐑪𐑑 𐑯𐑨𐑝𐑦𐑜𐑱𐑑 𐑞 𐑡𐑨𐑜𐑛 𐑐𐑰𐑒𐑕 𐑨𐑑 𐑕𐑳𐑗 𐑮𐑸𐑦𐑓𐑲𐑛 𐑣𐑲𐑑𐑕, 𐑯 𐑯𐑪𐑑 " #~ "𐑰𐑝𐑩𐑯 𐑞 𐑓𐑽𐑕𐑩𐑕𐑑 𐑑𐑮𐑴𐑤 𐑒𐑨𐑯 𐑕𐑥𐑨𐑖 𐑔𐑮𐑵 𐑔𐑦𐑒 𐑢𐑷𐑤𐑟 𐑝 𐑕𐑑𐑴𐑯." #~ 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 "" #~ "𐑚𐑻𐑕𐑻𐑒:\n" #~ "𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 " #~ "𐑢𐑳𐑯 𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "𐑥𐑨𐑡𐑦𐑒𐑩𐑤:\n" #~ "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 " #~ "𐑿𐑯𐑦𐑑 𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑." #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "𐑓𐑻𐑕𐑑 𐑕𐑑𐑮𐑲𐑒:\n" #~ "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑮𐑲𐑒𐑕 𐑓𐑻𐑕𐑑 𐑢𐑦𐑞 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒, 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞𐑱 𐑸 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "𐑓𐑰𐑛𐑦𐑙:\n" #~ "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "𐑕𐑳𐑥 𐑢𐑧𐑐𐑩𐑯𐑟 𐑣𐑨𐑝 𐑕𐑐𐑧𐑖𐑩𐑤 𐑓𐑰𐑗𐑼𐑟 𐑞𐑨𐑑 𐑦𐑯𐑒𐑮𐑰𐑕 𐑞 𐑦𐑓𐑧𐑒𐑑𐑦𐑝𐑯𐑩𐑕 𐑝 𐑩𐑑𐑨𐑒𐑦𐑙 𐑢𐑦𐑞 𐑞𐑧𐑥.\n" #~ "\n" #, 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 "" #~ "𐑚𐑻𐑕𐑻𐑒:\n" #~ "𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 " #~ "𐑢𐑳𐑯 𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒" #, 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 "" #~ "𐑥𐑨𐑡𐑦𐑒𐑩𐑤:\n" #~ "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 " #~ "𐑿𐑯𐑦𐑑 𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑." #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'
"