# #-#-#-#-# wesnoth.cpp1.po (PACKAGE VERSION) #-#-#-#-# # SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR Wesnoth development team # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2023-04-02 09:55-0500\n" "PO-Revision-Date: 2008-03-01 19:31+0200\n" "Last-Translator: Aleksej Korgenkov \n" "Language-Team: \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Poedit-Language: Esperanto\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 "Subtero" #. [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 "nemortinta" #. [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 "sentima" #. [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 "kontaĝo" #. [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 "" "Plago:\n" "Se unuo estas murdita per plag-atako, ĝi fariĝos Irantan Kadavron kaj " "batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas ĉe " "nemortintoj kaj unuoj en vilaĝo." #. [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 "sanigo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:10 #, fuzzy msgid "female^heals +4" msgstr "sana" # # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #, fuzzy msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Kuracas:\n" "milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " "komence de tiro.\n" "\n" "milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " "vivojn.\n" "Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " "8 vivojn.\n" "Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " "serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." #. [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 msgid "This unit is capable of basic healing and slowing dehydration." msgstr "" #. [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 "sanigo +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #: data/core/macros/abilities.cfg:36 #, fuzzy msgid "female^heals +8" msgstr "sana" # # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:42 #, fuzzy 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 "" "Kuracas:\n" "milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " "komence de tiro.\n" "\n" "milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " "vivojn.\n" "Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " "8 vivojn.\n" "Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " "serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:70 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "sanigo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:71 #, fuzzy msgid "female^heals +12" msgstr "sana" # # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:72 #, fuzzy 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 "" "Kuracas:\n" "milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " "komence de tiro.\n" "\n" "milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " "vivojn.\n" "Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " "8 vivojn.\n" "Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " "serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:97 msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr "" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14 #: data/core/macros/abilities.cfg:282 msgid "ambush" msgstr "invado" #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:17 #: data/core/macros/abilities.cfg:410 msgid "backstab" msgstr "embuska" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:20 msgid "Castle" msgstr "Kastelo" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:23 msgid "Cave" msgstr "Groto" #. [damage]: id=charge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:26 #: data/core/macros/abilities.cfg:528 msgid "charge" msgstr "fento" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29 #: data/core/macros/abilities.cfg:343 msgid "concealment" msgstr "embusko" #. [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 "kuraco" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35 #: src/help/help_topic_generators.cpp:739 msgid "Defense" msgstr "Defendo" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:38 #: data/core/macros/abilities.cfg:555 msgid "drains" msgstr "elsuĉo" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:44 #: data/core/macros/abilities.cfg:384 msgid "feeding" msgstr "nutro" #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:47 #: data/core/macros/abilities.cfg:386 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" #: 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 maksimuma BP" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:53 msgid "firststrike" msgstr "unua bato" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:56 msgid "Flat" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:59 msgid "Forest" msgstr "Arbaro" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:62 msgid "Frozen" msgstr "" #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74 #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "sana" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:77 msgid "Hills" msgstr "Montetoj" #. [illuminates]: id=illumination #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:80 #: data/core/macros/abilities.cfg:235 msgid "illuminates" msgstr "lumigo" #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:83 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "komandado" #. [chance_to_hit]: id=magical #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:86 #: data/core/macros/abilities.cfg:504 msgid "magical" msgstr "magia" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:89 #: data/core/macros/abilities.cfg:475 msgid "marksman" msgstr "pafisto" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:92 msgid "Mushroom Grove" msgstr "" #. [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 "nokta embusko" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:101 #: data/core/macros/abilities.cfg:577 msgid "poison" msgstr "veneno" #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:104 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "regenero" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:107 #: src/help/help_topic_generators.cpp:700 msgid "Resistances" msgstr "Rezistoj" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:110 msgid "Sand" msgstr "Sablo" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:113 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "energia" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:116 #: data/core/macros/abilities.cfg:453 msgid "slows" msgstr "malrapidigo" #. [resistance]: id=steadfast #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "obstina" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122 #: src/help/help_topic_generators.cpp:619 msgid "Strikes" msgstr "Batoj" #. [hides]: id=submerge #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:125 #: data/core/macros/abilities.cfg:363 msgid "submerge" msgstr "subakviĝi" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:128 msgid "Swamp" msgstr "Marĉo" #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131 #: data/core/macros/abilities.cfg:250 msgid "teleport" msgstr "teleportado" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140 msgid "Village" msgstr "Vilaĝo" #. [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 "Influo de tereno" #. [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 "Influo de tereno" #. [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 "Tereno" #. [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 "Taga tempo" #. [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 "Profunda subterejo" #. [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 "Verda" #. [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 "Montoj" #. [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 "Taga tempo" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Enkonduko" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Ludreguloj" #. #-#-#-#-# 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 "Ecoj" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Milit-unuoj" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Kapabloj" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Armilspecoj" #. [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 "Terenoj" #. [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 "Komandoj" #. [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" "Batalo por Vesnot' estas fantazia mov-bazita strategia ludo, kio estas iom " "ne kutima inter modernaj strategiaj ludoj. Dum aliaj ludoj strebas esti " "komplikaj, Batalo por Vesnot' klopodas je simpleco kaj en la reguloj kaj en " "la ludado. Sed tio ne signifas, ke la ludo estas facila - sur ĉi tiuj " "simplaj reguloj eblas konstrui diversajn strategiojn, kio faras tiun ludon " "facile komprenata, sed malfacile majstrata." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Pri ludo" #. [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 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 "" "Iuj milit-unuoj posedas kapablojn, kiuj aŭ rekte influas aliajn milit-" "unuojn, aŭ modifas tio, kiel ĉi tiu milit-unuo efikas al ili. Tiuj ĉi " "kapabloj aldoniĝos ĉi tie, se vi trovos ilin." #. [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 "Nekonata unuo" #. [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" "Tiu unuo estas nun nekonata. Vi devas trovi ĝin en la ludo por vidi la " "priskribon." #. [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='Unuoj de tiu raso'
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Dum ludo vi memoru, se vi per muso trairos super multaj lud-elementoj, " "ekzemple super eroj en stato-panelo, aperiĝos ĝia mallonga priskribo. Tio " "utilas prefere tiam, kiam vi unuafoje renkontiĝos kun nova " "dst=abilities text=ecoj." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Venko kaj malvenko" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Varbado kaj alvokado" #. [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" "Se vi klakos dekstramuse sur kampeto en kastelo, kaj elektos \"varbu\", nova " "milit-unuo aperiĝos en la kampeto. Alie ĝi aperos sur vaka kampeto ĉe " "fortikajo. Vi povas varbi nur tiom da milit-unuoj, kiom vi havas vakajn " "kampetojn en kastelo, kaj vi ne povas uzi pli da oro ol vi dum varbado " "posedas." #. [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 "" "Ĉiu partio komencas kun unu komandanto en fortikaĵo. Komence de ludo, kaj " "ofte ankaŭ dum ĝi, necesos varbi dst=units text='milit-unuoj' por " "armeo. Varbi vi povas, se via komandanto (Konrado, dum kampanjo Tron-" "heredanto) sur kampo \"fortreso\" v dst=terrain_castle text='kastelo'. Tiam vi povas varbi per elekto \"Varbi\" en menuo, aŭ per premo de " "dekstra butono sur kampeto kaj per elekto text='Varbu'. " "Aperiĝos varbmenuo kun listo de milit-unuoj, kiujn vi povas varbi, ankaŭ kun " "ilia prezo. Post klako sur milit-unuo, maldekstre bildiĝos ĝia statistiko, " "post premo de butono \"Varbu\" ĝi fariĝos varbita." #. [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" "Varbitaj milit-unuoj posedas du hazardajn dst=traits text='ecoj', " "kiuj influas statistikojn." #. [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" "En sekvaj scenejoj vi povas alvoki tiujn, kiuj travivis en pasinta batalo. " "Alvoko kostas 20 guldenoj kaj montros al vi liston da travivitaj milit-unuoj " "el pasintaj scenejoj." #. [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" "Ne nur ĉe varbado kaj alvoko oni pagas por tupoj, sed ankaŭ vivtenado kostas " "mono. Pluajn informojn vi trovos en ĉapitro dst=income_and_upkeep " "text='Enspezoj kaj elspezoj'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Enspezoj kaj elspezoj" # # # # #. [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" "Enspezoj estas simplaj. Dum ĉiu turno vi ricevos 2 guldenojn. Por ĉiu vilaĝo " "sub via regado vi ricevos en ĉiu turno po 1 guldeno. Se vi posedas 10 " "vilaĝojn, vi ricevos 12 guldenojn. Sed de enspezoj necesas dekalkuli " "elspezoj, kiel, tio estos priskribita sube." #. [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 "" "En Vesnot ne sufiĉas simple varbi milit-unuojn kaj batalantojn. Vi devas " "same zorgeme gardi oron, precipe ĉe kampanjo, kie vi transportas ŝparitan " "oron el unu al alia scenejo. Necesas observi ankaŭ: enspezojn kaj elspezojn." # # # # #. [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" "Elspezoj ankaŭ estas relative simplaj. Ĉiu milit-unuo postulas soldon laŭ " "sia rango. milit-unuo kun tia text='nombro da niveloj', " "kiom vi havas vilaĝojn. Por ĉiu nivelo de la milit-unuo, kiu superas nombron " "de la vilaĝoj, vi devas pagi po 1 guldeno por turno. Ekzemple, se vi havas " "12 milit-unuojn sur sama nivelo kaj 10 vilaĝojn, vi devas pagi po 2 guldenoj " "por turno." # # # # #. [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" "Ĉi tiuj kostoj oni dekalkulas de enspezoj, do, ĉe milit-unuoj kun 12 niveloj " "kaj 10 vilaĝoj fina profito por ronodo estos 10 guldenojn. " #. [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" "Por elspezoj validas unu grava escepto: lojalaj milit-unuoj neniam postulas " "soldon. Tio kutime estas milit-unuoj kun kiuj vi komencas (ekz. Konrad aŭ " "Defador), kaj milit-unuoj, kiuj dum scenejo aliĝos (ekz. rajdisto en la dua " "scenejo Tron-heredanto)" #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Sano kaj spertoj" #. [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 "" "Ĉiu milit-unuo posedas certan de batpoentoj (BP). Se nombro de batpoentoj " "falos sub 1, la unuo mortos. Ĉiu milit-unuo posedas ankaŭ certan nombron de " "spertpoentoj (SP). Nova milit-unuo komencas sen poentoj de spertoj kaj povas " "akiri ilin batalante kun malamikoj." #. [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 "" "Poentoj de sano kaj sperto estas bildigitaj sur stat-panelo, ĉiu kiel du " "nombroj (nuna valoro, kaj la maksimuma por la unuo)." #. [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='advancement' text='advance'." msgstr "" "La sanpoentoj ankaŭ videblas kiel energi-strio ĉe ĉiu milit-unuo. La strio " "estas verda, flava aŭ ruĝa. Milit-unuo havanta almenaŭ 1 spertpoenton havas " "ankaŭ bluan spert-strion, kiu fariĝas blanka, kiam la milit-unuo " "proksimiĝas al dst=experience_and_advancement text=avanco." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Avancu al: " # # # # #. [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" "La milit-unuoj bezonas certan kvanton de spertoj por avanco (por " "inteligentaj milit-unuoj sufiĉas 20% malpli). Se ili atingos la kvanton, " "tuj estas avanciigitaj al pli alta nivelo, kaj ankaŭ ili tute resaniĝas. En " "kelkaj kazoj eblas elekti el kelkaj avanc-ebloj." #. [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 "" "Se ambaŭ milit-unuoj travivos duelon, ĉiu akiros tiom da sperto-punktoj, " "kian nivelon posedis kontraŭlo. Se unu milit-unuo mortigos la alian, ĝi " "akiros multe pli da spertoj, - 4 por milit-unuo sur nivelo 0, 8 por nivelo " "1, 16 por nivelo 2, 24 por nivelo 3, kaj tiel plu." # # # # #. [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" "Plimulto el milit-unuoj havas tri eblajn nivelojn, sed ne ĉiam tiel estas. " "Iuj milit-unuoj (por ekzemple dst=unit_Mage text='magoj') povas " "havi kvar.Kiam milit-unuo atingos pli altan nivelon, povas ankoraŭ akiri " "\"plibonigo post la plej alta nivelo\".Ĉe \"plibonigo post la plej alta " "nivelo\" la milit-unuo kiu akiris destinitan nombron de spertoj restos sur " "la sama nivelo, sed sano plialtiĝos je 3 por ĉiu cento da spertoj. Nur " "kelkaj milit-unuoj, kiel ekzemple kadavrovorulo, tute resaniĝos. Plimulto " "el milit-unuoj akiros nur pli altan maksimuman sanon." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Movoj" #. [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" "Ĉiu milit-unuo posedas certan nombron de mov-poentoj, kiuj konsumiĝas dum " "movo al nova kampeto, laŭ tereno de celita kampeto. Por ekzemple veno al " "herbejo preskaŭ ĉiam kostas 1 mov-punkton. Prezizan nombron de mov-punktoj " "por veni al kampeto dependas de trup-tipo. Movo en arbaro por elfoj kostas 1 " "mov-punkton, por plimulto el homaj kaj orkaj po 2 punktoj, kaj rajdantoj po " "3 punktoj. Se vi volas precize scii, kiom kostas eniro de milit-unuo al " "certa teren-tipo, klaku sur ĝi per dekstra muso, kaj elektu \"Priskribo de " "milit-unuo\" kaj rigardu text='Influo de tereno'." #. [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 "" "Moviĝo en la ludo Batalo por Vesnot estas simpla: Klaku sur la milit-unuo, " "kiun vi volas movi, poste klaku kampeton, kien vi volas movigi ĝin. Kiam " "estas milit-unuo markita, ĉiuj kampetoj, sur kiuj ĝi rajtas iri en ĉi tiu " "tiro estos reliefigitaj; kaj tiuj, sur kiuj ĝi ne rajtas iri, paliĝos. Se vi " "venos kun muso super markita kampo, montriĝos, kian defendon ĝi havus tie. " "Se vi venos kun muso sur pala kampeto, montriĝos nombro da tiroj necesaj por " "atingi la kampeton; post klako sur kampeto, la milit-unuo moviĝos al ĝi tra " "la plej mallonga ebala vojo, en ĉi tiu tiro kaj ankaŭ en sekvaj." # # # # #. [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" "Cetera afero memorinda dum movo, estas kontrol-areo. Ĉiu milit-unuo " "kontrolas najbarajn kampetojn, kaj se venos tien malamika milit-unuo, ĝia " "moviĝo finiĝis. Gravas dum ludado ellerni uzadi areojn sub kontrolo " "propraprofite. Nur dst=ability_skirmish text='energiaj' milit-" "unuoj povas ingnori areon sub kontrolo." # # # # #. [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" "Se vi volas vidi, ĝis kiam malamiko povas moviĝi dum unu tiro, premu Ctrl+v, " "aŭ Cmd-v. Ctrl-b (aŭ Cmd-b) montras, ĝis kiam povus malamiko veni, se viaj " "milit-unuoj ne barus tion." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 #, fuzzy msgid "
text='Multiplayer and undo'
" msgstr "" "\n" "\n" "
text='Ordo kaj nombro de atakoj'
" #. [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='Ŝanco por trafo'
" #. [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 "Batalo" #. [topic]: id=combat #: data/core/help.cfg:347 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Ordo kaj nombro de atakoj'
" #. [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 "" "Batalo en Batalo por Vesnot' ĉiam okazas inter du milit-unuoj sur najbaraj " "kampoj. Klaku sur via milit-unuo kaj klaku sur kontraŭla milit-unuo, kiun " "vi volas ataki: via milit-unuo ekmovos al malamika, kaj kiam troviĝas sur " "najbara kampo ekos batalo. Atakanto kaj defendanto alterne atakas ĝis ili " "elĉerpos ĉiujn siajn eblajn atakojn. Atakanto elektas atak-armilon, kaj " "defendanto defendas per egala tipo. Ekzistas du tipoj de atako: la proksima " "- tio estas kutime glavoj, hakiloj aŭ dentegoj; la malproksima - tie kutimaj " "armiloj estas pafarkoj, lancoj kaj magio." # # # # #. [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" "Unuan atakon faras atakanto, sekve defendanto. Ĉiu atako aŭ trafos kaj " "vundos ĝis certa numbro de sano-punktoj, aŭ maltrafos kaj kaŭzos nenian " "vundon. Tiele la atakoj alternas, ĝis ambaŭ milit-unuoj elĉerpos siajn " "atakojn. Diversaj milit-unuoj posedas diversan kvanton de atakoj. Ekzemple " "elf-batalanto kun glav-atako 5-4 povas haki 4-oble, kaj per ĉiu hako kaŭzos " "vundo 5, sed orko infanteriano kun atako 9-2 povas haki nur du foje, sed kun " "vundo 9." # # # # #. [topic]: id=combat #: data/core/help.cfg:351 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Ŝanco por trafo'
" # # # # #. [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" "Ŝanco por trafo de koncerna milit-unuo difinita dst=terrain " "text='tereno', sur kiu ĵus staras. Eblas ekscii tion klakante dekstran " "butonon, per elekto \"Priskribo de milit-unuo\", en parto " "text='Influo de tereno'. Ekzemple elfoj posedas en arbaro " "defendon je 70%, kio signifas, ke la milit-unuo, atakanta, havas nur 30% " "ŝancon trafi ilin. Simile, ŝanco de elfo trafi atakanton dum kontraŭatako " "dependas de tereno, en kiu troviĝas atakanto." # # # # #. [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" "Ĉi regulo havas du esceptojn: dst=magical_attacks text='magiaj atakoj' kaj atako dst=ability_marksman text='tiraljoro'. Magia atako " "ĉiam havas 70% ŝancon atingi celon, sen rilato al tereno, kaj tiraljoro " "havas dum sia atako ĉiam ŝancon almenaŭ 60% atingi celon, sen rilato al " "tereno." # # # # #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Damaĝo
" # # # # #. [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" "Ĉiu bato, kiu trafos, kaŭzas bazan vundon laŭ atak-tipo. Ekzemple elf-" "batalanto kun glavo 5-4 kaŭzas bazan vundon 5. Tio ankoraŭ dependas de du " "aferoj: dst=damage_types_and_resistance text=Rezistoj a " "dst=time_of_day text='taga tempo'. Se vi volas scii kiel " "rezistkapablo influas bazajn armilojn, elektu en menuo ĉe elektado de atako " "eblon text='Kalkulo de damaĝo'." # # # # #. [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" "Kelkaj milit-unuoj posedas specialajn dst=abilities text='kapabloj', kiuj influas kaŭzitajn vundojn en duelo. La plej konata estas " "dst=ability_charge text='atako', kiu ĉe atako de milit-unuo kun " "ĉi tiu kapablo duobligas vundojn kaŭzitajn kaj al atakanto kaj al defendanto." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "Specoj de damaĝo kaj rezisteco" # # # # #. [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" "Rezisto funkcias simple: Se milit-unuo posedas al iu vundo reziston 40%, ĉe " "trafo kaŭzanta per ĉi tiu vundotipo, ĝia damaĝo estos je 40% malpli granda. " "milit-unuo povas esti ekstreme vundebla por certa vundotipo; se iu milit-" "unuo havas kontraŭ certa vundotipo reziston: −100%, ĉe trafo la damaĝo estos " "je 100% pli granda." #. [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 "" "En Vesnot kun fizikaj atakoj estas ligitaj tri specoj de vundiĝoj: tranĉaj, " "pikaj kaj de batoj. Krom tio estas vundiĝoj de magiaj atakoj: fajra, frosta " "kaj sankta. milit-unuoj havas diversan gradon de rezisteco kaj tio influas " "gravecon de vundoj." # # # # #. [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" "Ekzemple skeletuloj bone rezistas al tanĉ- kaj pik-vundoj, sed male, al " "batoj kaj fajro, kaj ekstreme senrezistaj al sankta magio." # # # # #. [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" "Se estas atako sukcesa, kaŭzos almenaŭ 1 vundo-punkto. Tio validas ankaŭ " "tiam, se defendanto havas 100% rezistkapablon por koncerna vundospeco." #. [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='Ŝanco por trafo'
" #. [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 "Taga tempo" #. [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 "" "Taga tempo influas damaĝon kauzitan de unuopaj milit-unuoj jene: milit-unuo " "de ordo kaŭzas dum tago +25% damaĝon, kaj nokte −25%. \n" "milit-unuoj de kaoso kaŭzas nokte +25% damaĝon, kaj dum tago −25%. Neŭtralaj " "milit-unuoj ne estas influataj de tempo." # # # # #. [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" "Aktuala taga tempo videblas sub mapeto en stato-panelo. Por kutima alternado " "tago/nokto, mateno kaj posttagmezo kalkuliĝas kiel tago; la unua kaj la dua " "patrolo kiel nokto: \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 "Tagiĝo" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "Mateno" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "Posttagmezo" #. [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 "Krepusko" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "La unua patrolo" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "La dua patrolo" #. [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 "Memoru, ke kelkaj scenejoj okazas subtere, kie estas eterna nokto!" #. [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 "Sanigado" # # # # #. [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" "Ripozo: La milit-unuo kiu ne moviĝis, ne atakis, kaj neniu atakis ĝin, en " "sekva movo saniĝos je 2 punktoj" #. [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" "Vilaĝo: milit-unuo, kiu komencos movon en vilaĝo, resaniĝos je 8 punktoj." # # #. [topic]: id=healing #: data/core/help.cfg:500 #, fuzzy msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "dst=ability_regeneration text='Regenerado': Kelkaj milit-unuoj " "(ekz. troloj) dum ĉiu turno resaniĝoj je 8 punktoj." # # #. [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" "Kuracado de milit-unuoj: milit-unuo kun kapablo dst=ability_heals " "text='resanigi' resanigos dum ĉiu tiro je 8 punktojn de sano kaj " "protektos kontraŭ veneno. Kuraceblaj estas nur milit-unuoj de sama ludanto " "sur najbaraj kampetoj, kaj milit-unuo povas esti resanigita maksimume je 4 " "punktojn de sano dum unu turno." # # #. [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" "Kurac- milit-unuoj: milit-unuo kun kapablo dst=ability_cures " "text='sanigo' resanigos dum ĉiu tiro aliancigitajn milit-unuoj je 18 " "punktojn de sano entute kaj forigos venenon. Kuraceblaj estas nur milit-" "unuoj de sama ludanto sur najbaraj kampetoj, kaj maksimume je 8 punktojn por " "unu milit-unuo." #. [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 #, fuzzy 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" "Ripozon eblas kombini kun aliaj formoj de resanigo, sed vilaĝoj, " "regeneradon kaj sanigadon ne eblas reciproke kombini. Resanigado aŭ flegado " "de la milit-unuo, dividita al multaj vunditaj milit-unuoj estos malpli " "efika, ol kiam estas dediĉita nur al unu. Finfine, inter unuopaj scenejoj la " "milit-unuoj tute resaniĝos." #. [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 "Konkludo" #. [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 "" "Tio ĉi estas fundamento de Vesnot. Vi povas tralegi pli en Baza strategio, " "aŭ konatiĝi kun unuopaj dst=traits text='ecoji' a " "dst=abilities text='kapabloj', sed nun vi jam scias ĉion " "bezonatan por ludi kampanjon \"Tron-heredanto\". Agrablan amuzon kaj multe " "da feliĉo!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "Licenco" #. [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 "" "Plimulto el milit-unuoj havas du ecojn. Sed ekzemple Nemortintoj havas nur " "unu econ 'nemortinta', kaj arbuloj havas neniun econ. Ecoj estaj subtilaj " "ŝanĝoj en parametroj de milit-unuo. Kutime estas hazarde donitaj al milit-" "unuo ĉe varbado." #. [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" "Ĉiuj milit-unuoj (krom nemortintoj) povas esti dst=traits_intelligent " "text=inteligentaj, dst=traits_quick text=rapidaj, " "dst=traits_resilient text=rezistaj, kaj dst=traits_strong " "text=fortaj." #. [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" "Ceteraj eblaj ecoj de milit-unuoj estas dst=traits_dextrous text=Lerta, dst=traits_loyal text=Lojala, and dst=traits_undead " "text=Nemortinta.\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 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" # # # # #. [topic]: id=..terrains_section #: data/core/help.cfg:549 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Ŝanco por trafo'
" #. [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='Ŝanco por trafo'
" #. [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='Ŝanco por trafo'
" #. [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='Ŝanco por trafo'
" #. [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=Damaĝo
" #. [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='Unuoj havantaj tiun specialan atakon'
" #. [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='Ordo kaj nombro de atakoj'
" #. [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='Ordo kaj nombro de atakoj'
" #. [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='Ŝanco por trafo'
" #. [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='Ŝanco por trafo'
" #. [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 "Ĝeneralaj komandoj" #. [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 "" #. [topic]: id=general_commands #: data/core/help.cfg:687 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg: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 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 "" #. [topic]: id=general_commands #: data/core/help.cfg:700 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" #. [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 "" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Savi la ludon (sendemande).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:723 msgid "Multiplayer Commands" msgstr "" #. [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 "" #. [topic]: id=mp_commands #: data/core/help.cfg:729 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg: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 "" #. [topic]: id=mp_commands #: data/core/help.cfg:741 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 "" #. [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 "" #. [topic]: id=mp_commands #: data/core/help.cfg:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" #. [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 "" #. [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 "" #. [topic]: id=debug_commands #: data/core/help.cfg:761 msgid "Debug Mode Commands" msgstr "" #. [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 "" #. [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 "" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:776 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [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 "" #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" # # #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 #, fuzzy msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Kuracas:\n" "milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " "komence de tiro.\n" "\n" "milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " "vivojn.\n" "Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " "8 vivojn.\n" "Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " "serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." # # #. [heals]: id=healing #: data/core/macros/abilities.cfg:37 #, fuzzy 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 "" "Kuracas:\n" "milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " "komence de tiro.\n" "\n" "milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " "vivojn.\n" "Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " "8 vivojn.\n" "Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " "serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 #, fuzzy msgid "female^cures" msgstr "sentima" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 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 "" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 #, fuzzy msgid "female^regenerates" msgstr "regenero" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 #, fuzzy msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regeneras:\n" "milit-unuo mem resaniĝos dum turno je 8 vivoj. Se estas venenigita, anstataŭ " "resanigo forigos venenon." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "regenero" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy msgid "female^regenerates +4" msgstr "regenero" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, fuzzy msgid "" "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regeneras:\n" "milit-unuo mem resaniĝos dum turno je 8 vivoj. Se estas venenigita, anstataŭ " "resanigo forigos venenon." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:131 #, fuzzy msgid "female^steadfast" msgstr "obstina" #. [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 "" "Persistema:\n" "Tiu ĉi milit-unuo havas dum defendo duoblan reziston,do maksimume 50%" #. [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^diversion" msgstr "komandado" #. [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, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" "Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne " "troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)" #. [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 diverts the target's attention and reduces its " "chance to hit." msgstr "" "Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne " "troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 #, fuzzy msgid "female^leadership" msgstr "komandado" #. [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 #, fuzzy msgid "female^skirmisher" msgstr "energia" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 #, fuzzy msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Energia:\n" "Tiu ĉi milit-unuo estas alkutimiĝita moviĝi inter malamikoj kaj ignoras " "ĉiujn kontrolzonojn. " #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:236 #, fuzzy msgid "female^illuminates" msgstr "lumigo" # # #. [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 "" "Lumigas:\n" "Tiu ĉi milit-unuo lumigas ĉirkaŭaĵon, tial tagaj (ordemaj) milit-unuoj " "batalos pli bone kaj noktaj (kaosaj) pli malbone.\n" "\n" "milit-unuo sur najbara kampo batalos dum nokto kiel dum krepusko, kaj dum " "krepusko kiel dum tago." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:251 #, fuzzy msgid "female^teleport" msgstr "inteligenta" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:252 #, fuzzy msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleportado:\n" "Tiu ĉi milit-unuo kapablas dum unu paŝo transporti el unu vilaĝo en alian." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:283 #, fuzzy msgid "female^ambush" msgstr "lojala" # # #. [hides]: id=ambush #: data/core/macros/abilities.cfg:284 #, fuzzy 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 "" "Embusko:\n" "milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n" "Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, " "nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:302 msgid "burrow" msgstr "" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:303 #, fuzzy msgid "female^burrow" msgstr "lojala" # # #. [hides]: id=burrow #: data/core/macros/abilities.cfg:304 #, fuzzy 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 "" "Embusko:\n" "milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n" "Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, " "nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." # # #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:325 #, fuzzy 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 "" "Nokta embusko:La milit-unuo dum nokto nevidebla.\n" "\n" "Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon dum nokto, " "nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:344 #, fuzzy msgid "female^concealment" msgstr "embusko" # # #. [hides]: id=concealment #: data/core/macros/abilities.cfg:345 #, 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.\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 "" "Embusko:\n" "milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n" "Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, " "nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:364 #, fuzzy msgid "female^submerge" msgstr "potenca" #. [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 "" "Subakviĝi:\n" "La unuo povas sin kaŝi en profunda akvo kaj malamikoj ne trovos ĝin.\n" "\n" "Malamikoj ne vidas la unuon dum ĝi estas en profunda akvo, krom se ili estas " "kontakte kun ĝi. Kontraŭlo kiu malfermas ĝin tuj perdos ĉiujn restatajn " "movojn." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:385 #, fuzzy msgid "female^feeding" msgstr "sentima" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:398 msgid "berserk" msgstr "furioza" #. [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 "" "Furiozo:\n" "Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el " "kontraŭuloj." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:411 #, fuzzy msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "Embuska:\n" "Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne " "troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)" #. [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 "" "Plago:\n" "Se unuo estas murdita per plag-atako, ĝi fariĝos Irantan Kadavron kaj " "batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas ĉe " "nemortintoj kaj unuoj en vilaĝo." #. [slow]: id=slow #: data/core/macros/abilities.cfg:454 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 "" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:464 #, fuzzy msgid "petrifies" msgstr "Batoj" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:465 #, fuzzy msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Ŝtonigo:\n" "Tiu ĉi atako faros el viktimo ŝtonon. Ŝtonigitaj milit-unuoj povas nek " "moviĝi nek ataki." #. [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 "" "Preciza pafanto:\n" "Ĉe atako la milit-unuo havas ŝancon almenaŭ 60% trafi." #. [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 "" "Preciza pafanto:\n" "Ĉe atako la milit-unuo havas ŝancon almenaŭ 60% trafi." #. [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 "" "Magia:\n" "Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:517 #, fuzzy msgid "swarm" msgstr "frapo" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:518 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 "" #. [damage]: id=charge #: data/core/macros/abilities.cfg:529 #, fuzzy 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 "" "Fento:\n" "Tiu ĉi atako kaŭzas al malamiko duoblan vundon. Sed tio signifas ankaŭ " "duoblan vundon ĉe malamika kontraŭatako." #. [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 "" "Elsuĉo:\n" "Tiu ĉi milit-unuo suĉas sano el vivaj milit-unuoj kaj sanigas sin mem je " "duono de kaŭzita vundo." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:566 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "unua bato" #. [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 "" "Unua atako:\n" "Per ĉi tiu atako la milit-unuo ĉiam atakas kiel unua, ankaŭ ĉe defendado." #. [poison]: id=poison #: data/core/macros/abilities.cfg:578 #, fuzzy 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 "" "Veneno:\n" "Tiu ĉi atako venenigos viktimon. Venenigita milit-unuo perdas 8 vivojn dum " "tiro, ĝis resaniĝo aŭ ĝis restos al ĝi nur unu vivo." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Maks. BP +3, maks. SP +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 "La dua patrolo" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "La dua patrolo" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "La dua patrolo" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "La dua patrolo" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "La dua patrolo" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "La dua patrolo" #. [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 "La unua patrolo" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "La dua patrolo" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Mateno" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Mateno" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "La unua patrolo" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "La dua patrolo" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Posttagmezo" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Posttagmezo" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "unua bato" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "La dua patrolo" #. [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" "Specialaj notoj:" #: data/core/macros/special-notes.cfg:16 msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" #: data/core/macros/special-notes.cfg:19 msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" #: data/core/macros/special-notes.cfg:26 msgid "This unit is capable of basic healing." msgstr "" #: data/core/macros/special-notes.cfg:29 msgid "This unit is capable of rapid healing." msgstr "" #: data/core/macros/special-notes.cfg:32 msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "" #: data/core/macros/special-notes.cfg:35 msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" #: data/core/macros/special-notes.cfg:38 msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "" #: data/core/macros/special-notes.cfg:41 msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" #: data/core/macros/special-notes.cfg:44 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 "" #: data/core/macros/special-notes.cfg:47 msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" #: data/core/macros/special-notes.cfg:50 msgid "Illumination increases the lighting level in adjacent areas." msgstr "" #: 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." msgstr "" "Teleportado:\n" "Tiu ĉi milit-unuo kapablas dum unu paŝo transporti el unu vilaĝo en alian." #: data/core/macros/special-notes.cfg:56 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 "" #: data/core/macros/special-notes.cfg:59 msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "" # # #: 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." msgstr "" "Embusko:\n" "milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n" "Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, " "nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." #: data/core/macros/special-notes.cfg:65 msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "" #: data/core/macros/special-notes.cfg:68 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" #: data/core/macros/special-notes.cfg:71 msgid "" "Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" #: 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." msgstr "" "Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne " "troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)" #: data/core/macros/special-notes.cfg:77 msgid "" "Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" #: data/core/macros/special-notes.cfg:80 msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" #: data/core/macros/special-notes.cfg:83 msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" #: data/core/macros/special-notes.cfg:86 msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" #: data/core/macros/special-notes.cfg:89 msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "" #: data/core/macros/special-notes.cfg:92 msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" # # # # #: 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 "" " Kavalira atako per lanco dum sturmo duobligas damaĝon (ankaŭ ricevatan). " "Tio ne validas ĉe defendaj kontraŭatakoj." #: data/core/macros/special-notes.cfg:98 msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "" #: data/core/macros/special-notes.cfg:101 msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr "" #: data/core/macros/special-notes.cfg:104 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 "" #: 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 "lojala" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "lojala" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "Nula soldo" # # # # #. [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" "Dum kampanjo povas propravole al viaj milit-unuoj kunigi certaj milit-" "unuoj. Ilia eco estas fideleco. Iam necesas pagi por ilia alvoko, sed neniam " "soldon. Dank´al tio ili povas esti tre utilaj dum longdaŭraj kampanjoj, kiam " "mankas oro. Varbitaj milit-unuoj ĉi econ neniam havas; tial ne saĝas " "maldungi tiun milit-unuon, aŭ sendi ĝin al senutila morto." #. [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 "" "Lojalaj milit-unuoj ne postulas soldon. Plimulto de milit-unuoj postulas " "soldon je fino de ĉiu turno, laŭ alteco de ilia rango. Lojalaj milit-unuoj " "ne kalkuliĝas en ĉi kostoj." # undead #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "nemortinta" #. [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 "Imuneco kontraŭ elsuĉo, veneno kaj plago" #. [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" "Nemortintoj havas kutime nur unu econ:'nemortinta'. Ĉar nemortintaj unuoj " "estas vivigitaj kadavroj senditaj en batalon, veneno ne efikas al ili. Do, " "ili povas esti ege utilaj kontraŭ malamikoj uzantaj venenigajn atakojn." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "mekanika" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "mekanika" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 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 "" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 #, fuzzy msgid "elemental" msgstr "embusko" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 #, fuzzy msgid "female^elemental" msgstr "lojala" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 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 "" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "forta" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "potenca" # # # # #. [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" "Forto utilas por ĉiu miksbatalanta milit-unuo, do plejparte por tiuj, kiuj " "donas multe da batoj, kiel ekzemple elf-batalanto. Fortaj milit-unuoj tre " "utilas en momentoj, kiam plia eta vundo povas decidi, ĉu la bato estos " "mortiga." #. [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 "" "Fortaj unuoj kaŭzas en kontaktbatalo je 1 pli grandan damaĝon ĉe ĉiu sukcesa " "trafo, kaj havas 1 kroman BP." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "lerta" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "lerta" # # # # #. [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" "Lertecon, kiel specialan econ posedas nur elfoj. Elfoj estas nacio fama per " "ĉarmo kaj granda lerteco ĉe uzado de pafarko. Kelkaj el ili posedas eĉ pli " "grandan talenton ol iliaj kunuloj. Ĉi tiuj elfoj ĉe ĉiu trafo de sago kaŭzas " "je 1 punkto pli grandan damaĝon." #. [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 "" "Lerta milit-unuo kaŭzas je 1 punkto pli grandan damaĝon ĉe ĉiu sukcesa " "distanca trafo." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "rapida" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "rapida" # # # # #. [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" "Rapideco estas la plej bone videbla eco, prefere ĉe malgrandaj milit-unuoj, " "kiel estas troloj, aŭ peza infanterio. Rapidaj milit-unuoj povas esti pli " "rapidaj en penigaj terenoj; konsideru tion dum dislokigado viaj fortoj. Sed " "rapidaj milit-unuoj ne eltenos tiel multe, kiel ordinaraj, kaj tial ne tiel " "taŭgas por defendo de konkeritaj pozicioj." #. [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 "" "Rapidaj milit-unuoj posedas 1 punkton de movo pli, sed je 10% malpli da " "sano, kiel kutimaj." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "inteligenta" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "inteligenta" # # # # #. [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" "Inteligentaj milit-unuoj utilas ĉe komenco de kampanjo, ĉar eblas ilin " "rapide avancigi sur pli altaj niveloj. Pli poste jam inteligentaj milit-" "unuoj ne tiel utilas, ĉar avancado post atingo de maksimaj kapabloj jam ne " "tiel gravas, kiel avanco sur pli alta nivelo. Se vi posedas sufiĉon da tupoj " "\"sur limo\" de kapabloj, eble vi volos alvoki milit-unuojn kun pli utilaj " "ecoj." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "Inteligentaj milit-unuoj bezonas je 20% malpli da spertoj por avanco." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "rezista" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "rezista" # # # # #. [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" "Rezistaj milit-unuoj povas utili en ĉiuj fazoj de kampanjo, kaj tio estas " "eco taŭga por ĉiu milit-unuo. La plej utila estas, se ĝi aperos ĉe milit-" "unuo kun kombino de malalta traf-sukceso, kun bona defendo aŭ alta " "rezisto. Rezistaj milit-unuoj taŭgas por teni poziciojn kontraŭ malamikoj." #. [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 "Persistaj milit-unuoj havas je 7 punktoj pli da sano ol la kutimam." #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "sana" #. [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 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "sentima" #. [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 "" #. [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 "" #. [trait]: id=feral #: data/core/macros/traits.cfg:285 #, fuzzy msgid "feral" msgstr "Muro de groto" # undead #. [trait]: id=feral #: data/core/macros/traits.cfg:286 #, fuzzy msgid "female^feral" msgstr "nemortinta" #. [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 "" # undead #. [trait]: id=weak #: data/core/macros/traits.cfg:305 #, fuzzy msgid "female^weak" msgstr "nemortinta" #. [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 "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 #, fuzzy msgid "slow" msgstr "malrapidigo" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 #, fuzzy msgid "female^slow" msgstr "lojala" #. [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 "" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 #, fuzzy msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "Rapidaj milit-unuoj posedas 1 punkton de movo pli, sed je 10% malpli da " "sano, kiel kutimaj." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 #, fuzzy msgid "dim" msgstr "Meza" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 #, fuzzy msgid "female^dim" msgstr "sentima" #. [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 "" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" #. [trait]: id=aged #: data/core/macros/traits.cfg:359 #, fuzzy msgid "aged" msgstr "distance" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 #, fuzzy msgid "female^aged" msgstr "sentima" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" #: 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 "Vesperto" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "Vespertino" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "Vespertoj" #. [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 "Drako" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "Drakino" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "Drakoj" #. [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 "Nano" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "Nanino" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "Nanoj" #. [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 "Elfo" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "Elfino" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "Elfoj" #. [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 "Homo" #. [race]: id=falcon #: data/core/units.cfg:138 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "Homino" #. [race]: id=falcon #: data/core/units.cfg:139 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "Homoj" #. [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 "Goblino" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "race+female^Goblin" msgstr "Goblinino" #. [race]: id=goblin #: data/core/units.cfg:152 msgid "race^Goblins" msgstr "Goblinoj" #. [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 "Grifo" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "race+female^Gryphon" msgstr "Grifino" #. [race]: id=gryphon #: data/core/units.cfg:172 msgid "race^Gryphons" msgstr "Grifoj" #. [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 "Arbulo" #. [race]: id=horse #: data/core/units.cfg:184 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "Ogrino" #. [race]: id=horse #: data/core/units.cfg:185 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "Arbuloj" #. [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 "Homo" #. [race]: id=human #: data/core/units.cfg:204 msgid "race+female^Human" msgstr "Homino" #. [race]: id=human #: data/core/units.cfg:205 msgid "race^Humans" msgstr "Homoj" #. [race]: id=human #: data/core/units.cfg:206 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" #. [race]: id=dunefolk #: data/core/units.cfg:221 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "Homo" #. [race]: id=dunefolk #: data/core/units.cfg:222 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "Homino" #. [race]: id=dunefolk #: data/core/units.cfg:223 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "Nemortintoj" #. [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 "Saŭro" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "race+female^Saurian" msgstr "Saŭrino" #. [race]: id=lizard #: data/core/units.cfg:248 msgid "race^Saurians" msgstr "Saŭroj" #. [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 "Mekanika" #. [race]: id=mechanical #: data/core/units.cfg:276 msgid "race+plural^Mechanical" msgstr "Mekanikaj" #. [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 "Marfeo" #. [race]: id=merman #: data/core/units.cfg:287 msgid "race^Mermaid" msgstr "Marfeinoj" #. [race]: id=merman #: data/core/units.cfg:288 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "Trolo" #. [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 "Monstro" #. [race]: id=monster #: data/core/units.cfg:299 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Monstro" #. [race]: id=monster #: data/core/units.cfg:300 msgid "race^Monsters" msgstr "Monstroj" #. [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 "Nago" #. [race]: id=naga #: data/core/units.cfg:309 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "Nagino" #. [race]: id=naga #: data/core/units.cfg:310 msgid "race^Nagas" msgstr "Nagoj" #. [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 "Ogro" #. [race]: id=ogre #: data/core/units.cfg:320 msgid "race+female^Ogre" msgstr "Ogrino" #. [race]: id=ogre #: data/core/units.cfg:321 msgid "race^Ogres" msgstr "Ogroj" #. [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 "Orko" #. [race]: id=orc #: data/core/units.cfg:331 msgid "race+female^Orc" msgstr "Orkino" #. [race]: id=orc #: data/core/units.cfg:332 msgid "race^Orcs" msgstr "Orkoj" #. [race]: id=orc #: data/core/units.cfg:333 msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" #. [race]: id=orc #: data/core/units.cfg: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 "Trolo" #. [race]: id=troll #: data/core/units.cfg:354 msgid "race+female^Troll" msgstr "Trolino" #. [race]: id=troll #: data/core/units.cfg:355 msgid "race^Trolls" msgstr "Troloj" #. [race]: id=troll #: data/core/units.cfg:356 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 "" #. [race]: id=undead #: data/core/units.cfg:376 msgid "race^Undead" msgstr "Nemortinto" #. [race]: id=undead #: data/core/units.cfg:377 msgid "race+female^Undead" msgstr "Nemotrtinto" #. [race]: id=undead #: data/core/units.cfg:378 msgid "race+plural^Undead" msgstr "Nemortintoj" #. [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 "" #. [race]: id=wolf #: data/core/units.cfg:393 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Elfino" #. [race]: id=wolf #: data/core/units.cfg:394 msgid "race^Wolves" msgstr "" #. [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 "Arbulo" #. [race]: id=wose #: data/core/units.cfg:405 msgid "race^Woses" msgstr "Arbuloj" #. [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 "Fermu" #: src/help/help.cpp:216 msgid "Help" msgstr "Helpo" #: 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 "Eraro ĉe analizado de helpteksto:" #: 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 "Tereno" #: src/help/help_topic_generators.cpp:214 #, fuzzy #| msgid "Movement Cost" msgid "Movement properties: " msgstr "Kosto de movo" #: src/help/help_topic_generators.cpp:218 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:298 #, fuzzy #| msgid "level" msgid "Level" msgstr "Nivelo" #: src/help/help_topic_generators.cpp:359 msgid "Advances from: " msgstr "Avanca de: " #: src/help/help_topic_generators.cpp:361 #, fuzzy #| msgid "Advances from: " msgid "Advances to: " msgstr "Avanca de: " #: src/help/help_topic_generators.cpp:390 #, fuzzy #| msgid "Terrain" msgid "Base unit: " msgstr "Tereno" #: src/help/help_topic_generators.cpp:395 #, fuzzy #| msgid "Terrain" msgid "Base units: " msgstr "Tereno" #: src/help/help_topic_generators.cpp:413 #, fuzzy msgid "Variations: " msgstr "Frakcio" #: src/help/help_topic_generators.cpp:437 msgid "race^Miscellaneous" msgstr "Diversaj" #: src/help/help_topic_generators.cpp:439 msgid "Race: " msgstr "Raso:" #: src/help/help_topic_generators.cpp:509 msgid "Abilities: " msgstr "Kapabloj:" #: src/help/help_topic_generators.cpp:535 #, fuzzy msgid "Ability Upgrades: " msgstr "Kapabloj:" #. 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 "Sano:" #. 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 "Movoj:" #. 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 "frapo" #. 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 "Kostoj:" #. 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 "Aparteneco:" #. 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 "Bezonataj spertoj:" #: src/help/help_topic_generators.cpp:611 msgid "unit help^Attacks" msgstr "Atakoj" #: src/help/help_topic_generators.cpp:618 msgid "unit help^Name" msgstr "Nomo" #: src/help/help_topic_generators.cpp:620 msgid "Range" msgstr "Efikdistanco" #: src/help/help_topic_generators.cpp:621 msgid "Type" msgstr "Tipo" #: src/help/help_topic_generators.cpp:622 msgid "Special" msgstr "Speciale" #: src/help/help_topic_generators.cpp:704 msgid "Attack Type" msgstr "Ataktipo" #: src/help/help_topic_generators.cpp:705 msgid "Resistance" msgstr "Rezisto" #: src/help/help_topic_generators.cpp:734 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Modifiers" msgstr "Influo de tereno" #: src/help/help_topic_generators.cpp:738 msgid "Terrain" msgstr "Tereno" #: src/help/help_topic_generators.cpp:740 msgid "Movement Cost" msgstr "Kosto de movo" #: src/help/help_topic_generators.cpp:744 #, fuzzy #| msgid "Defense" msgid "Defense Cap" msgstr "Defendo" #: src/help/help_topic_generators.cpp:749 msgid "Vision Cost" msgstr "" #: src/help/help_topic_generators.cpp:753 msgid "Jamming Cost" msgstr "" # # #, fuzzy #~ 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 "" #~ "Komandado:\n" #~ "Tiu ĉi milit-unuo kapablas gvidi ĉirkaŭajn milit-unuojn, ili batalas pli " #~ "bone.\n" #~ "\n" #~ "Aliancaj milit-unuoj malplinivelaj kaŭzas ĉe najbaraj kampoj pli altan " #~ "damaĝon. Se via milit-unuo troviĝas apud alianca malplinivela milit-unuo " #~ "kun komandado, kaŭzos dum atako je 25% pli grandan damaĝon por ĉiu " #~ "niveldiferenco de la milit-unuoj." #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Instrukcioj al Batalo por Vesnot" #, fuzzy #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr "verda, se la unuo en ĉi ludmovo ne moviĝis" #, fuzzy #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr "flava - se ĝi jam moviĝis, sed ankoraŭ povas moviĝi aŭ ataki, aŭ" #~ msgid "Orbs" #~ msgstr "Sferoj" #~ 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 "" #~ "Ĉe ĉiu via milit-unuo supre de montrilo de sano, troviĝas kolora sfero. " #~ "Signifo de koloroj:" #, fuzzy #~ msgid " blue if the unit is an ally you do not control." #~ msgstr "Blua sfero montras milit-unuon, kiun vi ne povas kontroli." #, fuzzy #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr "Malamikaj unuoj havas neniun sferon super energiindikatoro" # # # # #, fuzzy #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "Orko" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "Orkino" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "Orkoj" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Multiplayer Modifications" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ordo kaj nombro de atakoj'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" #, fuzzy #~| msgid "Fundamentals of Gameplay" #~ msgid "" #~ "\n" #~ "\n" #~ "Fundamentals of Gameplay\n" #~ "\n" #~ msgstr "Bazaj reguloj de la ludo" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Defense Caps" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
" # # # # #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text=Damage
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text=Damaĝo
" #~ msgid "race^Mermen" #~ msgstr "Marfeoj" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Kontribuantoj" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "Homo" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "Homino" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "Mekanikaj" #, fuzzy #~ msgid "female^nightstalk" #~ msgstr "nokta embusko" #, 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 "" #~ "Plago:\n" #~ "Se unuo estas murdita per plag-atako, fariĝos el ĝi egala milit-unuo kaj " #~ "batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas " #~ "ĉe nemortintoj kaj unuoj en vilaĝo." #~ msgid "Intelligent" #~ msgstr "Inteligenta" #~ msgid "Quick" #~ msgstr "Rapida" #~ msgid "Resilient" #~ msgstr "Rezistema" #~ msgid "Strong" #~ msgstr "Forta" #~ msgid "Fearless" #~ msgstr "Sentima" #, fuzzy #~ msgid "Feral" #~ msgstr "Muro de groto" #~ msgid "Loyal" #~ msgstr "Fidela" #~ msgid "trait^Undead" #~ msgstr "Nemortinta" #~ msgid "trait^Mechanical" #~ msgstr "Mekanika" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "embusko" #~ msgid "Dextrous" #~ msgstr "Lerta" #~ msgid "Healthy" #~ msgstr "Sana" #, fuzzy #~ msgid "Dim" #~ msgstr "Meza" #, fuzzy #~ msgid "Slow" #~ msgstr "Bremsigita" #, fuzzy #~| msgid "trait^Undead" #~ msgid "trait^Aged" #~ msgstr "Nemortinta" #, fuzzy #~ msgid "" #~ "In combat, your units will inevitably take damage. When a unit " #~ "dst='advancement' text='advances', it will heal fully. This " #~ "can happen as you finish fighting an enemy, whether it is your turn or " #~ "not. Wesnoth offers several other ways for your units to heal, all of " #~ "which take place at the beginning of your turn, before you take action." #~ msgstr "" #~ "Viaj milit-unuoj en bataloj nepre estos vunditaj. Se estas milit-unuo " #~ "dst=experience_and_advancement text='avancita', plene ĝi " #~ "resaniĝos. Tio povas okazi en batalo kun kontraŭlo, aŭ dum via aŭ " #~ "kontraŭla tiro. Vesnot ebligas kuraci milit-unuon ankaŭ alimaniere. Tio " #~ "eblas fari komence de ĉiu turno, antaŭ ol vi ektiros." #, fuzzy #~ msgid "Factions" #~ msgstr "Frakcio" #~ msgid "Overview" #~ msgstr "Trarigardo" #, 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" #~ "Komence taŭgas premi butonon text=Instruado en la ĉefa " #~ "menuo. Tio startos interaktivan trejnadon, kiu instruos vin fundamentojn " #~ "de Vesnot. Poste ni rekomendas unue ludi kampanjon Tronheredanto - premu " #~ "text=Kampanjo kaj poste text='Heredanto de la " #~ "Trono'. Batalo por Vesnot' povas esti relative komplika, tial vi " #~ "prefere elektu text=facilan nivelon. " #, 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 "" #~ "Tiu ĉi paĝo enhavas ĉion, kion vi bezonas scii por ludi Batalon por " #~ "Vesnot. Enhavas instrukciojn kaj bazajn lud-mekaniaĵojn. Dum ludo sur ĉi " #~ "tiuj paĝoj aperados novaj informoj, samtempe kiel vi renkontados novajn " #~ "paĝojn de ludo. Pli detalajn informojn pri eksterordinaraj situacioj vi " #~ "trovos sur sekvaj paĝoj." #, 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" #~ "Militekspedicio konsistas el kelkaj sinsekvaj scenejoj. Kutime vi devas " #~ "ludi pli atenteme kaj ŝpari viajn la plej bonajn milit-unuojn por sekva " #~ "uzoado en postaj partoj." #, 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 "" #~ "La ludo konsistas el serio de bataloj nomitaj scenejoj. Ĉiu scenejo " #~ "staras viajn bataltrupojn kontraŭ bataltrupoj de unu, aŭ kelkajn " #~ "kontraŭlojn. Vi povas ludi mem kontraŭ komputilo, aŭ altereni kun amikoj " #~ "sidantaj ĉe komputilo (tn. varma seĝo). Se via komputilo estas konektita " #~ "al loka reto, vi povas ludi ankaŭ kontraŭ ceteraj retuzantoj. Se vi havas " #~ "komputilon konektitan al interreto, vi povas ludi kontraŭ ceteraj homoj " #~ "en interreto." #~ msgid "Experience and Advancement" #~ msgstr "Spertoj kaj avanco" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Unuoj havantaj tiun specialan atakon'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Unuoj havantaj tiun kapablon'
" #, fuzzy #~ msgid "Leaders:" #~ msgstr "Komandanto:" #, fuzzy #~ msgid "Recruits:" #~ msgstr "Varbitaj:" #~ msgid "Era:" #~ msgstr "Erao:" #, fuzzy #~ msgid "Factions:" #~ msgstr "Frakcio" #~ msgid " < Back" #~ msgstr "< Reen" #~ msgid "Forward >" #~ msgstr "Plu >" #~ msgid "Reference to unknown topic: " #~ msgstr "Referenco al nekonata temo:" #, fuzzy #~ msgid "Caste" #~ msgstr "Kastelo" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "nutro" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Sanigado" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Sanigado" #, fuzzy #~ msgid "Intendant" #~ msgstr "Inteligenta" #, fuzzy #~ msgid "Swarm" #~ msgstr "frapo" # #, 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 "" #~ "Herbejoj simbolas malfermitajn ebenaĵojn, kultivitaj, aŭ lasitaj por " #~ "paŝtado, aŭ sovaĝaj. En malfermita spaco eblas facile moviĝi, sed " #~ "malfacile defendi. Sur ebenaĵo kutime bone batalas rajd-milit-unuoj, aŭ " #~ "ege viglaj milit-unuoj, por kiuj malfermita spaco taŭgas.\n" #~ "\n" #~ "Plimulto el milit-unuoj havas sur ebenaĵo defendon 30-40%" #~ msgid "Road" #~ msgstr "Vojo" #, 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 "" #~ "Vojoj konsistas el tretita argilo kreitaj de multaj pasantoj. Koncerne " #~ "lud-ruloj, la vojoj estas tio sama kiel dst=terrain_grassland " #~ "text=\"ebenaĵoj\"." # #, 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 "" #~ "Arbaroj estas areo kun sufiĉa ligna kreskaĵaro, kiu malrapidigas iradon. " #~ "Malgraŭ tio, ke arbaro preskaŭ ĉiujn malrapidigas, ofte proponas al milit-" #~ "unuoj pli bonan defendon ol ebligas malfermitaj ebenaĵoj. Ekz. kavalerio " #~ "en arbaro malfacile orientiĝas, kaj tial perdas ia ajn utilon el ŝirmo. " #~ "Sed elfoj estas escepto. Ne nur ili povas moviĝi rapide, sed akiras " #~ "konsiderindan defend- bonifikon. Ankaŭ nanoj estas escepto: malgraŭ tio " #~ "ke ili kapablas rapide trahaki tra arbaro, la tereno estas por ili tiel " #~ "ne konata, ke ili ne scias uzi ĝin por defendo." # # #, 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 "" #~ "Montetoj simbolas relative malebenan terenon, kie troviĝas valoj kaj " #~ "montoj kreantaj kaŝejoj. Plimulto el milit-unuoj en montaro malfacile " #~ "moviĝas. Nanoj, troloj kaj orkoj tie sentiĝas kvazaŭ hejme, kaj povas " #~ "rapide trairadi sen malrapidigo. Rajdistoj kutime ne bone orientiĝas en " #~ "ĉi tiu tereno, kaj tial ricevas nenian defend-bonifikon." #~ msgid "Mountains" #~ msgstr "Montoj" # # #, 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 "" #~ "Montoj estas kutime krutaj, kaj milit-unuoj devas tie tragrimpi diversajn " #~ "barojn. Montoj tial ebligas altan defend-bonifikon por plimulto da milit-" #~ "unuoj, sed samtempe malarapidigas movon. Plimulto el rajd-milit-unuoj sur " #~ "ĉi tiun terenon ne povas veni; escepto estas elf-rajdantoj kaj gobloj-" #~ "luprajdantoj. Nanoj kaj troloj ĉi tie estas hejme, kaj tial ili en montoj " #~ "facile moviĝas." # # #, 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 "" #~ "Marĉoj prezentiĝas per diversaj specoj de malseka tero. Marĉoj " #~ "malrapidigas ĉiujn kaj malebligas efikan defendon. Escepto estas estaĵoj " #~ "adaptitaj al moviĝo en akvo; ili moviĝas rapide kaj posedas protekt-" #~ "bonifikon.Plimulto el milit-unuoj akiras en marĉoj defend-bonifikon 30%. " #~ "Maraj homoj, nagoj kaj saŭroj akiras 60%." #~ msgid "Shallow Water" #~ msgstr "Malprofunda akvo" # # #, 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 "" #~ "Malprofunda akvo signifas, ke akvonivelo atingas nur ĝis talio al " #~ "plenkreskulo. Tio sufiĉas por malrapidigo preskaŭ por ĉiuj, kaj faras " #~ "ilin tre vundeblajn. Ĉar ĉe nanoj akvo atingas ĝis kolo, estas tio tre " #~ "malfacila por ili. Escepto estas estuloj kun korpoj akomoditaj por naĝi.\n" #~ "\n" #~ "Plimulto el milit-unuoj havas en malprofunda akvo defendon 20-30%, nagoj " #~ "kaj maraj homoj havas 60%." #~ msgid "Deep Water" #~ msgstr "Profunda akvo" # # #, 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 "" #~ "Profunda akvo signifas nivelon superantan kapon de plenkreskulo. Plimulto " #~ "el milit-unuoj ne povas eniri en tiel profundan akvon; tio estas " #~ "ekskluziva areo de flugantaj kaj bone naĝantaj milit-unuoj." # # #, 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 "" #~ "Neĝo prezentas ebenan areon, kiu estas frosigita - ĉu daŭre (ekz. " #~ "tundro), aŭ portempe (ekz. neĝkovrita herbejo). Neĝo malrapidigas " #~ "plimulto el milit-unuoj kaj malfaciligas defendon." # # #, 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 "" #~ "Kasteloj estas ia ajn daŭraj fortikaĵoj. Preskaŭ ĉiu milit-unuo ricevas " #~ "en kastelo grandan bonifikon por defendo, kaj povas moviĝi plenrapide. " #~ "Bone defendita estas nur tiu kastelo, en kiu estas multaj milit-unuoj. Se " #~ "estas randa kampeto de kastelo vaka, malamiko povas simple tragliti enen " #~ "sen batalo, kaj akiras per tio saman defend-bonifikon kiel ĉiuj aliaj.\n" #~ "\n" #~ "Plimulto el milit-unuoj havas en kastelo defendon ĉirkaŭ 60%." # # #, 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 "" #~ "Sablo malrapidigas movon por plimulto da milit-unuoj kaj malebligas " #~ "plenan defendon. Nur milit-unuoj kun larĝaj plandoj aŭ serpentaj korpoj " #~ "moviĝas en sablo facile.\n" #~ "\n" #~ "Plimulto el milit-unuoj havas en sablo defendon 20-30%." #~ msgid "Desert" #~ msgstr "Dezerto" #, 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 "" #~ "Dezertoj havas diferencan konsiston ol malgrandaj sablaj kavoj aŭ plaĝoj, " #~ "sed ludon influas simile. Rigardu ref>dst=terrain_sand text='sablo'
." # # #, 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 "" #~ "Kaverna tereno prezentas ia ajn subteran koridoron, en kiu povas eniĝi " #~ "milit-milit-unuo. Plimulto da milit-unuoj ne havas spertojn kun ĉi " #~ "tereno, kaj tial estas malrapidaj kaj malfacile defendas sin. Nanoj kaj " #~ "troloj vivas en kavoj, tial ili ĉi tie relative facile moviĝas; precipe " #~ "nanoj, kiuj dank´al malgrandeco facile evitas multajn barojn.\n" #~ "\n" #~ "Plimulto el milit-unuoj havas en kavoj defendon 20-30%, nanoj havas 50%" # # #, 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 "" #~ "Kaverna tereno prezentas ia ajn subteran koridoron, en kiu povas eniĝi " #~ "milit-milit-unuo. Plimulto da milit-unuoj ne havas spertojn kun ĉi " #~ "tereno, kaj tial estas malrapidaj kaj malfacile defendas sin. Nanoj kaj " #~ "troloj vivas en kavoj, tial ili ĉi tie relative facile moviĝas; precipe " #~ "nanoj, kiuj dank´al malgrandeco facile evitas multajn barojn.\n" #~ "\n" #~ "Plimulto el milit-unuoj havas en kavoj defendon 20-30%, nanoj havas 50%" #~ msgid "Illuminated Cave" #~ msgstr "Lumigita kaverno" # # #, 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 "" #~ "Vilaĝo prezentas ia ajn domaron, ĉu homan aŭ ne. Preskaŭ ĉiuj milit-unuoj " #~ "facile moviĝas tra vilaĝo, kaj plimulto el milit-unuoj ricevas dum " #~ "restado en vilaĝo defend-bonifikon. Vilaĝoj samtempe donas al milit-unuoj " #~ "rimedoj por flegi vundojn, kio ebligas al ĉiu milit-unuo restanta en " #~ "vilaĝo resanigi po 8 punktoj dum ĉiu turno, aŭ resanĝi el veneniĝo." #~ msgid "Submerged Village" #~ msgstr "Subakvigita vilaĝo" # # #, 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 "" #~ "Vilaĝo prezentas ia ajn domaron, ĉu homan aŭ ne. Preskaŭ ĉiuj milit-unuoj " #~ "facile moviĝas tra vilaĝo, kaj plimulto el milit-unuoj ricevas dum " #~ "restado en vilaĝo defend-bonifikon. Vilaĝoj samtempe donas al milit-unuoj " #~ "rimedoj por flegi vundojn, kio ebligas al ĉiu milit-unuo restanta en " #~ "vilaĝo resanigi po 8 punktoj dum ĉiu turno, aŭ resanĝi el veneniĝo." #, 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 "" #~ "Kanjono estas tera fendaĵo ege profunda. La kanjonoj havas krutajn " #~ "deklivojn, tragrimpi ilin daŭrus multaj tagoj. Efektive en ludo la " #~ "kanjonoj estas traireblaj nu porr flugantaj milit-unuoj." #~ msgid "Lava" #~ msgstr "Lafo" #, 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 "" #~ "Danĝero rezultanta el provo trairi varmegan lafon estas evidenta por ĉiu. " #~ "Tra ĉi tiu tereno povas trairi nur milit-unuoj kiuj kapablas sufiĉe alte " #~ "flugi." #~ msgid "River Ford" #~ msgstr "Rivera vadejo" #~ 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 "Se rivero estas malprofunda, por " #, fuzzy #~ msgid "Coastal Reef" #~ msgstr "Kastelo" #~ msgid "Bridge" #~ msgstr "Ponto" # #, 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 "" #~ "Konstrui ponton donas al loĝantaro eblon eviti vadi en akvo. Trairi " #~ "riveron kun seka piedo precipe agrablas dum la plej malvarmaj monatoj de " #~ "jaro." #, fuzzy #~ msgid "Impassable" #~ msgstr "Netrapaseblaj montoj" #~ 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 "" #~ "Furiozo:\n" #~ "Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el " #~ "kontraŭuloj." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magia:\n" #~ "Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo." #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Unua atako:\n" #~ "Per ĉi tiu atako la milit-unuo ĉiam atakas kiel unua, ankaŭ ĉe defendado." #, 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 "" #~ "Furiozo:\n" #~ "Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el " #~ "kontraŭuloj." #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "unua bato" #, 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 "" #~ "Magia:\n" #~ "Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo." # # # # #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Ŝanco por trafo'
"