# translation of hu-wesnoth.po to Hungarian # Hungarian translations for Battle for Wesnoth package. # Copyright (C) 2008 Wesnoth Development Team # This file is distributed under the same license as the Battle for Wesnoth package. # # Széll Tamás , 2005. # Kádár-Németh Krisztián , 2007-2012, 2014. # Pintér Csaba , 2008. # Fábián Balázs , 2008. # Barthalos Márton , 2008-2009. msgid "" msgstr "" "Project-Id-Version: hu-wesnoth\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2024-04-10 12:05-0500\n" "PO-Revision-Date: 2020-09-06 18:46+0200\n" "Last-Translator: Széll András \n" "Language-Team: Hungarian \n" "Language: hu\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 2.4.1\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "Föld alatt" #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "élőholt" #. [label] #. [chance] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196 #: data/campaigns/World_Conquest/resources/data/training.cfg:285 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "vakmerő" #. [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:244 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48 #: data/core/macros/weapon_specials.cfg:41 #: data/core/macros/weapon_specials.cfg:52 msgid "plague" msgstr "dögvész" #. [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/weapon_specials.cfg:53 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 "" "Ha egy egységet dögvész támadással ölnek meg, a helyén egy eleven test támad " "fel, amely elpusztítójával egy oldalon harcol tovább. Ez nem vonatkozik az " "élőholtakra és a falvakban tartózkodókra." #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "rendíthetetlen" #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704 #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "rendíthetetlen" #. [illuminates]: id=illumination_song_verse #. [illuminates]: id=illumination #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344 #: data/core/macros/abilities.cfg:238 msgid "female^illuminates" msgstr "megvilágítás" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "gyógyítás +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "gyógyítás +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676 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 "" "Az egység képes a szomszédos mezőkön álló szövetséges egységeket gyógyítani " "a körünk elején.\n" "\n" "A gyógyító által kezelt egység legfeljebb 4 életerőpontot gyógyulhat " "körönként. Ha az ellátott egység meg van mérgezve, akkor ugyan nem gyógyul, " "de a méreg az adott körben nem mérgezi tovább.\n" "Mérgezett egységet a gyógyító nem képes kigyógyítani a mérgezésből, annak " "csak egy falu vagy egy méregűzésre képes egység lehet a segítségére." #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing and slowing dehydration." msgstr " Ez az egység képes alapszinten gyógyítani." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "gyógyítás +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "gyógyítás +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700 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 "" "Ez az egység ötvözi a gyógynövények erejét a mágiával, ezáltal sokkal " "gyorsabban gyógyít, mint az a csatatéren általában lehetséges.\n" "\n" "A gyógyító által kezelt egység akár 8 életerőpontot is gyógyulhat körönként, " "illetve ha az ellátott egység meg van mérgezve, akkor nem gyógyul ugyan, de " "az adott körben a méreg nem hat.\n" "Mérgezett egységet a gyógyító nem képes kigyógyítani a mérgezésből, annak " "csak egy falu vagy egy méregűzésre képes egység lehet a segítségére." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "gyógyítás +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729 #, fuzzy #| msgid "female^heals +4" msgid "female^heals +12" msgstr "gyógyítás +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730 #, 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." 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 "" "Ez az egység ötvözi a gyógynövények erejét a mágiával, ezáltal sokkal " "gyorsabban gyógyít, mint az a csatatéren általában lehetséges.\n" "\n" "A gyógyító által kezelt egység akár 8 életerőpontot is gyógyulhat körönként, " "illetve ha az ellátott egység meg van mérgezve, akkor nem gyógyul ugyan, de " "az adott körben a méreg nem hat.\n" "Mérgezett egységet a gyógyító nem képes kigyógyítani a mérgezésből, annak " "csak egy falu vagy egy méregűzésre képes egység lehet a segítségére." #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr "" " Ez az egység képes gyógyítani a körülötte állók sebződéseit, valamint " "kigyógyítani őket a mérgezésből." #. [artifact] #. [chance] #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699 #: data/campaigns/World_Conquest/resources/data/training.cfg:785 #: data/core/macros/abilities.cfg:253 msgid "teleport" msgstr "teleportáció" #. [artifact] #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "regenerálódás" #. [chance] #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/data/training.cfg:257 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "Mindig gyógyul, mintha csak pihenne" #. [chance] #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/data/training.cfg:438 #: data/core/macros/weapon_specials.cfg:21 msgid "backstab" msgstr "hátbatámadás" #. [chance] #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/data/training.cfg:500 #: data/core/macros/abilities.cfg:389 msgid "feeding" msgstr "bekebelezés" #. [chance] #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/data/training.cfg:527 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "hadvezetés" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12 #: data/core/macros/abilities.cfg:285 msgid "ambush" msgstr "rajtaütés" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15 msgid "Castle" msgstr "Várkastély" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18 msgid "Cave" msgstr "Barlang" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21 #: data/core/macros/abilities.cfg:348 msgid "concealment" msgstr "rejtőzködés" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24 #: data/core/macros/weapon_specials.cfg:166 msgid "drains" msgstr "megcsapolás" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27 msgid "firststrike" msgstr "első ütés" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30 msgid "Forest" msgstr "Erdőség" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33 msgid "Frozen" msgstr "Jégmező" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36 msgid "Hills" msgstr "Dombság" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39 #: data/core/macros/weapon_specials.cfg:86 msgid "marksman" msgstr "mesterlövész" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42 msgid "Mushroom Grove" msgstr "Gombamező" #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45 #: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329 msgid "nightstalk" msgstr "éjszakai lopakodás" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51 #: data/core/macros/weapon_specials.cfg:188 msgid "poison" msgstr "mérgezés" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57 msgid "Sand" msgstr "Homok" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "portyázó" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63 #: data/core/macros/weapon_specials.cfg:64 msgid "slows" msgstr "lassítás" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66 msgid "Swamp" msgstr "Láp" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "méregűzés" #. [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:372 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Editor" msgstr "Terepfüggő jellemzők" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:384 #, fuzzy #| msgid "Terrain Modifiers" msgid "Scenario Editor" msgstr "Terepfüggő jellemzők" #. [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 #. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:110 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:128 msgid "Editor Terrain-Overlay Graphics" msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:129 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:134 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:143 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:154 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:162 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_terrain_elevation #: data/core/editor/help.cfg:171 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Elevation Graphics" msgstr "Terepfüggő jellemzők" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:172 msgid "" "A cosmetic elevation effect that looks a little different in the editor than " "in the game due to visual aids in the editor; all the overlays described " "here are found in the terrain palette’s “elevation” group." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:175 msgid "editor^text='Direct Overlays'" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:177 msgid "" "Bluffs and Gulch\n" "\n" "The bluffs, gulches, and similar variations are much like a standard terrain " "overlay, and can simply be used that way. However, for larger areas of the " "map, where you will want to allow the use of other overlay terrains, you " "will want to combine these with the “markers” described in the next section." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:182 msgid "editor^text='Elevation Floodfill'" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:184 msgid "Raised elevation on-map marker" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:185 msgid "" "Raised elevation editor palette icon\n" "\n" "To make a patch of terrain higher or lower, and still be able to use other " "overlay terrains such as trees, you will need to use these markers. Placing " "one of these arrows on the map will flood-fill the map with a color-coded " "haze; neither the haze nor the arrow will be visible in game. The hazed area " "will have a border ledge, making it look higher or lower than the adjacent " "tiles.\n" "\n" "There are two high markers and two low markers, so it is possible to make " "terraces of up to five levels (lowest, lower, normal, higher, highest). " "Placing a high region next to a low region does not result in larger " "cliffs.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:192 msgid "" "editor^text='How to Use'\n" "\n" "The marker arrows are not very useful by themselves, but the bluffs/gulch-" "type terrains can be used to contain the floodfilled area.\n" "\n" "An example use case would be:\n" "1. Select the Bluffs (^Qhh) from the editor palette and use single-hex " "paint tool to outline a big blob over an empty, all-grass map.\n" "2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the " "Bluffs border).\n" "3. The blob should all be raised now, and as long as you don't overwrite " "the Marker or Bluffs overlays, you can add other terrain overlays as " "needed.\n" "\n" "The graphics used to represent the ledge borders are determined by the base " "terrain.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:203 msgid "" "editor^text='Note for UMC authors: The flood-filled tiles do not " "have their terrain codes changed, or any other properties affected, so " "filtering a location by elevation is not simple.' italic='yes' font_size=10 " "" msgstr "" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:208 #, fuzzy #| msgid "Base Terrain: " msgid "Deprecated Terrain" msgstr "Alap terep: " #. [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:211 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:224 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:225 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:240 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:241 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:254 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:255 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:269 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:270 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:285 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:286 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:307 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:308 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_addon_id #: data/core/editor/help.cfg:319 #, fuzzy #| msgid "Using Add-ons" msgid "Change Add-on ID" msgstr "Kiegészítések használata" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:320 msgid "" "Allows changing the ID of an add-on, which is the name of the folder it’s " "in. This will only rename that folder and update any references to it in the " "_main.cfg file. Any other place will need to be updated manually." msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:329 msgid "Add-on Publishing Editor" msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:330 msgid "" "Allows setting up an add-on’s _server.pbl file, which is required for " "publishing an add-on to the add-ons server for other players to download. " "The Validate button will check whether all required fields have valid values." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:338 msgid "Map/Scenario Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:339 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 as well as initializing an add-" "on which can be used to distribute the scenarios you create.\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:351 msgid "" "In either mode, you will be prompted to choose an add-on to use for the " "scenarios you create. This can be an existing add-on or a brand new add-on. " "If you choose to use a brand new add-on, then the add-on will have all the " "required files and folders automatically created as well as a default ID " "assigned. Unless you are editing an already existing map file, using " "scenario mode is required in order for your maps to be selectable during " "game creation." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:353 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:373 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:385 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:387 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:394 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:402 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves one file when in terrain mode (a .map) or two files " "when in scenario mode (both a .map and a .cfg).\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 cannot be " "opened by the scenario editor, the editor will attempt to find the " "scenario's map data and open the corresponding .map file in terrain-only " "mode, as if the .map file was chosen in the file selector. It is recommended " "in those cases to simply load the .map file directly instead." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:414 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:415 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" "One option 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='Example'
\n" "If your add-on will only be used on 1.18 and later, it is instead " "recommended to use the new include_file attribute to load a .cfg file " "containing additional WML into the scenario.\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" "• maps/first.map\n" " ◦ this is the .map file created by the scenario editor when saving in " "scenario mode\n" "• scenarios/other.cfg\n" " ◦ this is the .cfg file containing everything that the scenario editor " "doesn't understand\n" "• scenarios/first.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the " "map file\n" " ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load " "the additional cfg file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:438 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:439 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:447 #, fuzzy #| msgid "Time of Day Schedule" msgid "ToD and Schedule Editor" msgstr "Napszakok ütemezése" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:448 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:459 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:461 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:466 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:467 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:468 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:480 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:481 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:483 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:496 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:504 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the scenario data as a .cfg file and the " "map data as a separate .map file. The scenario then references the .map file " "via map_file. 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 "" #. [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 "Mélyen a föld alatt" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "Beltér" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Enciklopédia" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 #, fuzzy #| msgid "dst='..geography' text='Geography'" msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Földrajz'" #. [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 "Földrajz" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-thoria" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" "Egy folyó, mely a dst='heart_mountains' text='Központi-hegységben' ered, és a Listrába ömlik." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy #| msgid "Great Ocean" msgid "Great River" msgstr "Nagy-Óceán" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 #, fuzzy #| 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'." 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 "" "A kontinens, melyen a dst='kingdom_wesnoth' text='Wesnoth Királyság' található. Nyugati partjait a dst='great_ocean' text='Nagy-Óceán' övezi." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Nagy-Óceán" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 #, fuzzy #| msgid "" #| "Lies to the west of the dst='great_continent' text='continent' " #| "and all rivers eventually flow to it. Far to the west in the the Great " #| "Ocean is a huge archipelago called dst='morogor' text='Morogor'." 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 "" "A dst='great_continent' text='Nagy-Kontinenstől' nyugatra " "fekszik, minden folyó végül ide jut. A messzi nyugati részén található a " "hatalmas dst='morogor' text='Morogor'-szigetcsoport." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Morogor" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 #, fuzzy #| msgid "" #| "Archipelago, located somewhere in the dst='great_ocean' text='Great " #| "Ocean' west of the dst='green_isle' text='Green Isle' " #| "and east of the dst=old_continent text='Old Continent'.\n" #| "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" #| "The central island of the archipelago is also called ‘Morogor’." 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 "" "Szigetcsoport, amely a dst='great_ocean' text='Nagy-Óceánon' " "található a dst='green_isle' text='Zöld-szigettől' nyugatra, az " "dst=old_continent text='Óvilágtól' pedig keletre.\n" "Főleg dst='..race_drake' text='perzsekények' lakják.\n" "A szigetcsoport központi szigetét szintén Morogornak nevezik." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Zöld-sziget" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" "Egy jelentősebb sziget a dst='great_ocean' text='Nagy-Óceánon'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Óvilág" #. [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 "" "dst='morogor' text='Morogortól' nyugatra fekszik a " "dst='great_ocean' text='Nagy-Óceánon' túl." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Nagy-Kontinens" #. [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 "" "A kontinens, melyen a dst='kingdom_wesnoth' text='Wesnoth Királyság' található. Nyugati partjait a dst='great_ocean' text='Nagy-Óceán' övezi." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdya" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" "A bolygó neve, ahol dst='kingdom_wesnoth' text='Wesnoth' " "található. Ezt a kifejezést azonban nagyon ritkán használták abban az " "időben, amikor a térkép készült. Mindenki egyszerűen csak „A világ”, vagy " "költőien „A széles zöld világ” névvel illette. " #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Wesnoth Királyság" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 #, fuzzy #| msgid "" #| "The Kingdom of Wesnoth is located in the north-central portion of the " #| "dst='great_continent' text='Great Continent'. Most of the " #| "mainline campaigns revolve around it. It is bounded on the map by the " #| "Great River to the north, the shore of the Great Ocean to the west, the " #| "Aethenwood to the dst='southwest_elven_lands' text='southwest', and the Bitter Swamp to the southeast (lower right corner of the " #| "main map).\n" #| "\n" #| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier " #| "region. It is bounded to the south (off-map) by dense woods of which the " #| "Aethenwood may be considered a northernmost extension.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Weldyn: The capital of Wesnoth.\n" #| " ◦ Aldril: City lying on the Bay of Pearls.\n" #| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n" #| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n" #| " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of " #| "the country, just west and north of Weldyn.\n" #| " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls " #| "the confluence of the Weldyn River and the Great River.\n" #| " ◦ Fort Tahn: The southernmost border outpost, controls the " #| "north/south road crossing the River Aethen.\n" #| " ◦ Tath: Important fort city north of Dan’Tonk, exerts control " #| "over the wilderness country around the east of the Brown Hills and north " #| "to the Ford of Abez.\n" #| "\n" #| " • Notable land features:\n" #| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n" #| " ◦ Ford of Abez: Shallow part of the Great River, it is usually " #| "controlled by Wesnothian forces\n" #| " ◦ Weldyn River: It branches from the Great River and goes " #| "south\n" #| " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and " #| "Fort Tahn, this plain is Wesnoth’s bread basket and home to most of its " #| "population\n" #| " ◦ Dulatus Hills: These rolling hills bordering the Great " #| "Central Plain provide much of Wesnoth’s livestock and agriculture\n" #| " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is " #| "not well-populated and occasionally very dangerous.\n" #| " ◦ Horse Plains: Region of rolling plains just south of the " #| "Great River, bounded by Glyn’s Forest to the west and the River Weldyn to " #| "the east; the southern reach merges into the Central Plain. Home of the " #| "powerful Clans; the best horses in Wesnoth are bred here.\n" #| " ◦ Estmark Hills: Largish range rising south of the Great River " #| "and east of the Weldyn River. The northernmost portion, nearest the River " #| "Weldyn, has at various times been settled by Wesnothians, but the " #| "Kingdom’s control is tenuous at best and banditry is common.\n" #| " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for " #| "one of Haldric II’s sons\n" #| " ◦ Gray Woods: Large forest in the heart of the wilds of " #| "Wesnoth, located between Carcyn and Aldril and generally considered to be " #| "haunted\n" #| " ◦ Green Swamp: Large swamp in the heart of the wilds of " #| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and " #| "feeds into the Great River. (Not shown on the main map.)" 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 "" "A Wesnoth Királyság a dst='great_continent' text='Nagy-Kontinens' " "központi részének északi felén található. A legtöbb hadjárat ehhez a " "területhez kapcsolódik. A térképen a határai: északon a Nagy-folyó, nyugaton " "a Nagy-Óceán partjai, dst='southwest_elven_lands' text='délnyugaton' az Aethen-erdőség, végül pedig délkeleten a Keserű-mocsár (a térkép " "jobb alsó sarkában ).\n" "\n" "Az Aethen-folyón túl, Fort Tahn várostól délre wesnothi határvidék " "található. Ez egészen a déli rengetegig nyúlik (a térkép nem ábrázolja), " "amelynek legészakibb csücske az Aethen-erdőség.\n" "\n" "• Jelentős városok:\n" " ◦ Weldyn: Wesnoth fővárosa.\n" " ◦ Aldril: a Gyöngyök öblénél fekvő város.\n" " ◦ Feketevízkikötő: a Gyöngyök öble déli részénél fekvő " "kikötőváros.\n" " ◦ Carcyn: a Nagy-folyó és a Szürke-erdőség között helyezkedik el.\n" " ◦ Dan’Tonk: Wesnoth legnagyobb városa, mely az ország közepén " "helyezkedik el közvetlenül Weldyn mellett, attól északnyugatra.\n" " ◦ Soradoc: Wesnoth legészakibb határőrvárosa, a Weldyn-folyó és a " "Nagy-folyó összefolyásának vidékét ellenőrzi.\n" " ◦ Fort Tahn: a legdélibb határőrváros, az Aethen-folyón áthaladó " "utat ellenőrzi.\n" " ◦ Tath: fontos erődváros Dan’Tonktól északra, amely az Abezi-" "gázlótól délre, valamint a Barna-dombságtól keletre elterülő barbár " "területek felügyeletét látja el.\n" "\n" " • Jelentős szárazföldi területek:\n" " ◦ Griff-hegység: a mesés griffek otthona.\n" " ◦ Abezi-gázló: a Nagy-folyón található sekély vizű átkelőhely, " "melyet rendszerint a wesnothi katonaság ellenőriz.\n" " ◦ Weldyn-folyó: a Nagy-folyóba ömlő déli folyó.\n" " ◦ Nagy-Központi-síkság: Weldyn, Dan’Tonk és Fort Tahn városok " "között elterülő alföld, amely Wesnoth éléskamrája, s népessége nagy részének " "lakhelye.\n" " ◦ Dulatus-dombság: ezek a lankás domboldalak a Nagy-Központi-" "síkságot határolják, s Wesnoth állattenyésztésének legfontosabb körzetei.\n" " ◦ Barna-dombság: a Griff-hegységet körülölelő kopár vidék, mely " "gyéren lakott. Esetenként nagyon veszélyes hely.\n" " ◦ Lólegelő: hullámzó mezőség közvetlenül a Nagy-folyó déli " "partján, Glyn erdeje mellett keletre, a Weldyn-folyó nyugati partján, mely " "délre a Nagy-Központi-síksággá szélesül. Ez a vidék a hatalmas klánok " "otthona, itt tenyésztik Wesnoth legjobb lovait.\n" " ◦ Estmark-dombság: a Nagy-folyótól délre, a Weldyn-folyótól " "keletre emelkedő dombság, amely dél felé hegységgé magasodik. Legészakibb " "részét a Weldyn-folyó mentén már többször is wesnothi telepesek népesítették " "be, de a királyság fennhatósága igen törékeny, általánosan elterjedtek a " "rablótámadások.\n" " ◦ Glyn erdeje: valamikor Királyi-erdőnek nevezték, mai nevét II. " "Haldric egyik fiáról kapta.\n" " ◦ Szürke-erdőség: nagy kiterjedésű erdőség Wesnoth vad vidékének " "szívében, Carcyn és Aldril városok között, amely kísértetjárta helyként " "ismeretes.\n" " ◦ Zöld-mocsár: nagy kiterjedésű mocsaras terület Wesnoth vad " "vidékének közepén, Aldril várostól délre. A Barna-dombságból érkezik az " "utánpótlása, és a Nagy-folyó felé folyik el a vize. (A térképen nem szerepel " "a neve.)" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Elensefar" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 #, fuzzy #| msgid "" #| "Elensefar is at times a province of dst='kingdom_wesnoth' " #| "text='Wesnoth', at times an independent country, and at times in a " #| "treaty federation with Wesnoth. Its borders are the Great River to the " #| "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls " #| "to the south, and the dst='great_ocean' text='ocean' to the " #| "west. More information is found in the historical narrative of Wesnoth.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Elensefar: The capital, located on an island in the " #| "dst='great_river' text='Great River' delta\n" #| " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with " #| "Wesnoth\n" #| " • Notable land features:\n" #| " ◦ dst='great_river' text='Great River': It is very " #| "wide at this point, and only ships can cross it." msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" "Elensefar olykor dst='kingdom_wesnoth' text='Wesnoth' egyik " "tartománya, máskor független állam, néha pedig Wesnoth szövetséges " "tagállama. Északról a Nagy-folyó határolja, keleten formális határvonal " "választja el Wesnothtól, nyugaton a Gyöngyök öble és az " "dst='great_ocean' text='óceán' szegélyezi. Wesnoth történelmének " "elbeszélésében bővebb információk szerezhetők róla.\n" "\n" " • Jelentős városok:\n" " ◦ Elensefar: a főváros, mely a dst='great_river' text='Nagy-" "folyó' torkolatában található szigeten fekszik.\n" " ◦ Carcyn: a wesnoth-elensefari határon fekvő vitatott " "hovatartozású város.\n" " • Jelentős szárazföldi területek:\n" " ◦ dst='great_river' text='Nagy-folyó': ezen a helyen " "nagyon széles, csak hajóval szelhető át." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Északfölde" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 #, fuzzy #| msgid "" #| "There is no government of the Northlands. Various groups of orcs, " #| "dwarves, barbarian men and even elves populate the region. The northern " #| "and eastern borders are not defined, the southern border is the " #| "dst='great_river' text='Great River', and the western border " #| "is the dst='great_ocean' text='Great Ocean'.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Glamdrol: An Orcish tribal capital\n" #| " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" #| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " #| "Knalga in the southern Heart Mountains. A major trade center.\n" #| " ◦ Dallben and Delwyn: Human villages originally built by " #| "settlers who crossed the Great River during Wesnoth’s Golden Age " #| "expansion. Now abandoned. The forested area northeast of Elensefar, where " #| "these villages were located, was named the Annuvin province by men but " #| "was known by the elves as Wesmere.\n" #| "\n" #| " • Notable land features:\n" #| " ◦ Heart Mountains: A virtually impassable barrier between the " #| "river country and the Northern Plains.\n" #| " ◦ Heartfangs: the particularly forbidding stretch of high peaks " #| "southwest of Lake Vrug and north of the Forest of Wesmere. The most " #| "inhospitable and dangerous portion of the Heart Mountains; only hermits, " #| "madmen, and mages live there.\n" #| " ◦ Swamp of Dread: a very large bog located between the Heart " #| "Mountains and the Great River. A notoriously dangerous place.\n" #| " ◦ Lake Vrug: A large mountain lake whose river carves the only " #| "pathway through the Northern Mountains\n" #| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is " #| "the elvish name; among humans it is called Longlier.\n" #| " ◦ River Listra: The south-running tributary of the Great River " #| "into which the Arkan-thoria empties.\n" #| " ◦ Lintanir Forest: The southernmost portion of the Great " #| "Northern Forest, a gigantic wood whose eastern and northern boundaries " #| "are known only the elves. Their capitol, Elensiria, has only seldom been " #| "visited by humans.\n" #| " ◦ Great River: The origin of this river is somewhere in the " #| "east of the northern lands" 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 "" "Északföldén nincs egységes kormány. Orkok, törpök, barbár emberek és tündék " "különböző csoportjai népesítik be a területet. Északi és keleti határa " "bizonytalan, délen a dst='great_river' text='Nagy-folyó', míg " "nyugaton a dst='great_ocean' text='Nagy-Óceán' övezi.\n" "\n" " • Jelentős városok:\n" " ◦ Glamdrol: egy ork törzsi székhely.\n" " ◦ Wesmere: a Ka’lian – a Tünde Tanács – székhelye.\n" " ◦ Dwarven Doors: emberek és törpök által vegyesen lakott város " "Knalga vidékén, a Központi-hegység déli részén. Fontos kereskedelmi " "központ.\n" " ◦ Dallben és Delwyn: eredetileg a Wesnoth Aranykora idején kirajzó " "telepesek alapították őket, akik északra átkeltek a Nagy-folyón. Jelenleg " "lakatlanok. Elensefar területétől északkeletre egy erdőségben találhatóak, " "amelyet az emberek Annuvin tartománynak neveznek, míg a tündék körében " "Wesmere néven ismert.\n" "\n" " • Jelentős szárazföldi területek:\n" " ◦ Központi-hegység: szinte átjárhatatlan gátként emelkedik a folyó " "menti alföldek és az Északi-síkság között.\n" " ◦ Sziklafogak: különösen félelmetes hegylánc égbenyúló csúcsokkal " "a Vrug-tó délnyugati partjainál, a Wesmere-erdőtől északra. A Központi-" "hegység legbarátságtalanabb és legveszélyesebb része; csak remeték, mágusok " "és őrültek élnek itt.\n" " ◦ Rettenetes-mocsár: nagy kiterjedésű mocsárvidék a Központi-" "hegység és a Nagy-folyó között. Közismerten veszélyes hely.\n" " ◦ Vrug-tó: egy nagy hegyi tó, a vizét levezető folyó vájta meder " "az egyetlen járható út, mely átvezet az Északi-hegységen.\n" " ◦ Arkan-thoria: a Vrug-tó vizét levezető folyó tünde neve, az " "emberek Longliernek hívják.\n" " ◦ Listra-folyó: a Nagy-folyó északi mellékága, amelybe az Arkan-" "thoria ömlik.\n" " ◦ Lintanir-erdőség: a Nagy-Északi-erdőség végtelen vadonjának " "legdélibb része. Az egész erdőnek a keleti és északi határait csak a tündék " "ismerik. Elensiriába – a tündék fővárosába – csak elvétve jut el egy-egy " "ember.\n" " ◦ Nagy-folyó: forrása valahol az északi földek keleti részén van." #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Délnyugati tünde területek" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 #, fuzzy 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 "" "Az erdei tündék az északiaktól elkülönülten élnek, csak időnként kerülnek " "kapcsolatba velük, vagy más országokkal. Területük határai nyugaton az " "dst='great_ocean' text='óceán', délen és délkeleten a Fekete-" "folyó, Wesnoth földjei északon és Kerlath tartománya keleten.\n" "\n" "
text='Jelentős városok:'
\n" " • Nem ismert.\n" "\n" "
text='Jelentős szárazföldi területek:'
\n" " • Aethen-erdőség: A legnagyobb déli rengeteg neve, amely messze délre " "húzódik, és a dst='..race_elf' text='tündék' otthona. Noha a " "tündék nem tesznek ilyen különbséget, Kerlath lakói az erdő déli részét Déli-" "erdőnek hívják.\n" " • Fekete-erdő: Egy ősi erdőség, melyről nem sok ismerettel rendelkezünk, " "az elfek rég elhagyták." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Központi-hegység" #. [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 "" "Szinte átjárhatatlan gátként emelkedik a dst='arkan_thoria' " "text='folyó' menti alföldek és az dst='far_north' text='Északi-" "síkság' között." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Távol-Észak" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 #, fuzzy #| msgid "" #| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " #| "Orcish Clannate. It lies north of the dst='heart_mountains' " #| "text='Heart Mountains', which the Orcs call the Haggid-Dargor and " #| "claim (without merit) as their own. To the east lie the Unaligned Tribes " #| "of the Wild Steppe, who fell out of the control of the Clannate, instead " #| "roaming with wild human barbarians and clashing with the High Elves of " #| "the North Plains (known as North Elves in human lands). The High Elves " #| "themselves reside further east, where it is rumored they rule a vast " #| "kingdom.\n" #| "\n" #| " • Notable cities:\n" #| " ◦ Barag Gor, a city home to the Orcish Council\n" #| " ◦ Bitok\n" #| " ◦ Borstep\n" #| " ◦ Farzi\n" #| " ◦ Lmarig\n" #| " ◦ Melmog\n" #| " ◦ Prestim\n" #| " ◦ Tirigaz\n" #| " ◦ Dorest, the northernmost human city\n" #| " • Notable land features:\n" #| " ◦ Black Marshes\n" #| " ◦ Mountains of Dorth\n" #| " ◦ Mountains of Haag\n" #| " ◦ Greenwood\n" #| " ◦ Silent Forest\n" #| " ◦ Forest of Thelien\n" #| " ◦ River Oumph\n" #| " ◦ River Bork\n" #| " ◦ Frosty Wastes\n" #| " ◦ Barren Plains" 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 "" "A hideg, zord és megközelíthetetlen Távol-Észak az ork klánok ősi otthona. A " "dst='heart_mountains' text='Központi-hegységtől' – amelyet az " "orkok Haggid-Dargor névvel illetnek és (minden alap nélkül) a saját " "felségterületüknek tekintenek – északra húzódik. Keleten a Nemszövetséges " "Törzsek uralta Vad Mezők terülnek el, amelyek kívül esnek a klánok " "ellenőrizte övezeten: ez a vidék a barbár emberek üvöltésétől és az Északi-" "síkság felvidéki tündéivel (akiket az emberek északi tündéknek neveznek) " "vívott csaták zajától hangos. A felvidéki tündék messze keleten élnek, ahol " "a hírek szerint egy hatalmas birodalmuk van.\n" "\n" " • Jelentős városok:\n" " ◦ Barag Gor, az Ork Tanács székhelye.\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest, a legészakibb emberi város\n" " • Jelentős szárazföldi területek:\n" " ◦ Fekete-mocsár\n" " ◦ Dorth-hegység\n" " ◦ Haag-hegység\n" " ◦ Zöld-erdő\n" " ◦ Néma-erdő\n" " ◦ Thelien-erdő\n" " ◦ Oumph-folyó\n" " ◦ Bork-folyó\n" " ◦ Jeges-puszta\n" " ◦ Kietlen-rónaság" #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "Napszakok ütemezése" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Bevezetés" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Játékmenet" #. #-#-#-#-# 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:477 #: src/help/help_topic_generators.cpp:500 msgid "Traits" msgstr "Jellemvonások" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Egységek" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Képességek" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Különleges támadások" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "Korok" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "Terepek" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "Kiegészítések" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "Parancsok" #. [topic]: id=..introduction #: data/core/help.cfg:96 msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "A text='Harc Wesnothért' egy körökre osztott stratégiai " "játék, mely kicsit rendhagyó a mai stratégiai játékok közt. Míg más játékok " "bonyolultságra törekednek, a text='Harc Wesnothért' célja " "az egyszerűség a szabályok és a játékmenet terén egyaránt. Ettől még nem " "lesz maga a játék is egyszerű, sőt! Ezekből az egyszerű szabályokból " "emelkedik ki a stratégiai lehetőségek gazdagsága, így a játék könnyen " "elsajátítható, de művelése kihívás marad.\n" "\n" "A következő oldalak bemutatnak mindent, amire a Wesnoth játszása közben " "szükséged lehet. Ahogy előrehaladsz, a játék különböző részeit megismerve új " "információk kerülnek a különböző témakörökbe. Részletesebb vagy különleges " "információkért, kivételekért kövesd a hivatkozásokat." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Röviden a játékról" #. [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 "" "Ez a lap az összes egységet tartalmazza, amelyet felfedeztél Wesnoth " "világának megismerése közben. Amikor egy új egységet látsz a hadjáratok vagy " "többjátékos mérkőzések során, meg fog jelenni az adott faj alpontjában. " "Ezután bármikor megtekintheted az egység lapját, amely tartalmazza a " "leírását, a különböző támadási, védekezési, ellenállási és mozgási adatait.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [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 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 "" "Egyes egységek rendelkeznek bizonyos képességekkel, amelyek más egységekre " "vagy közvetlen hatással vannak, vagy azt befolyásolják, hogy az adott " "egységnek milyen a kölcsönhatása más egységekkel. A már megismert képességek " "listáját láthatod alább. Mindegyik oldal tartalmazza a képesség leírását, és " "hogy mely – már ismert – egységek rendelkeznek vele.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" "Néhány fegyvernek olyan egyedi sajátossága van, amely növeli a támadásának " "hatékonyságát. Amikor egy ilyen különleges támadástípussal találkozol a " "hadjáratok vagy többjátékos küldetések során, a neve meg fog jelenni ezen a " "listán, melyet utána kedvedre olvasgathatsz. Minden bejegyzés részletes " "leírást tartalmaz a (már megismert) különleges támadástípusról, illetve " "tartalmazza az ezzel felfegyverzett egységek listáját is.\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Ismeretlen egység" #. [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" "Ez az egység jelenleg ismeretlen. Előbb találkoznod kell vele a játék során, " "és csak utána láthatod a leírását." #. [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='A fajhoz tartozó egységek'
" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy #| msgid "" #| "While playing, keep in mind that if you mouse-over many items in the " #| "game, such as the information displayed in the status pane, a brief " #| "description will be shown explaining each item. This is especially useful " #| "when you encounter new dst='..abilities_section' text='abilities' for the first time." msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Játék közben jusson eszedbe, hogy a jobb oldali panel legtöbb része fölé " "húzva az egeret egy rövid leírás jelenik meg az adott pontról. Ez " "kifejezetten hasznos az új dst='..abilities_section' text='képességek' megismerésében." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Győzelem és vereség" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" "\n" "\n" "Amikor teljesítetted a küldetést, a térkép szürke lesz, és a text='Kör " "vége' gomb text='Küldetés vége' gombbá változik. " "Ilyenkor számos dolgot tehetsz, mielőtt megnyomod ezt a gombot, mint például " "megváltoztathatod a mentési beállításaidat, vagy – ha többjátékos játékban " "vagy – beszélgethetsz a többi játékossal." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 #, fuzzy #| msgid "" #| "Pay careful attention to the text='Objectives' pop-up box at " #| "the beginning of each scenario. Usually you will achieve victory by " #| "killing all enemy leaders, and only be defeated by having your leader " #| "killed. But scenarios may have other victory objectives — getting your " #| "leader to a designated point, say, or rescuing someone, or solving a " #| "puzzle, or holding out against a siege until a certain number of turns " #| "have elapsed." 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 "" "Mindig figyelj a text='célra', amely a küldetés elején " "megjelenik. Általánosságban igaz, hogy győzöl, ha megölöd az összes " "ellenséges vezért, és vesztesz, ha megölik a vezéredet. Azonban lehetnek más " "győzelmi célok – el kell juttatnod a vezéredet egy adott pontra, meg kell " "menteni valakit, esetleg meg kell oldani egy rejtvényt, vagy adott számú " "körig állni kell az ostromot." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Toborzás és visszahívás" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "Ha úgy hívtad meg a toborzás menüt, hogy a várkastély egyik hatszögén jobb " "gombbal kattintottál, akkor az új egység abban a hatszögben fog megjelenni. " "Egyébként véletlenszerűen dől el, hogy melyik üres hatszögbe kerül. Csak " "annyi egységet toborozhatsz, ahány szabad hatszög van a várkastélyban, és " "persze nem költhetsz több aranyat toborzásra, mint amennyid van." #. [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 recruit button to " #| "recruit it." 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 "" "Minden csapat egy vezetővel kezd a vártornyában. A csata elején, valamint " "közben is, szükséged lesz arra, hogy dst='..units' text='egységek'et toborozz a hadseregedbe. Ehhez az kell, hogy a vezetőd (például " "text='A trónörökös' hadjárat során Konrad) a " "dst='terrain_castle' text='várkastély'on belül a vártorony " "hatszögben legyen. Ez esetben, ha toborozni szeretnél, kattints a menü " "text='Toborzás' menüpontjára, vagy a várkastély egyik hatszögén " "jobb kattintásra megjelenő menüből válaszd a text='Toborzás' " "pontot. Ezzel megnyílik a toborzómenü, ahol fel vannak sorolva a toborozható " "egységek, valamint az, hogy melyik mennyibe kerül. Ha egy egységre " "rákattintasz, akkor a bal oldalon megjelennek a részletes adatai, a " "„Rendben” gombra kattintva pedig meg is veheted a kiválasztott egységet." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "A toborzott egységeknek két véletlenszerű dst='..traits_section' " "text='jellemvonása' lesz, amelyek módosítják a statisztikájukat." #. [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" "A későbbi pályákon lehetőséged lesz a korábbi pályák túlélőit visszahívni, " "ez egységesen 20 aranyba kerül egységenként. A visszahívás során egy " "listából bárkit kiválaszthatsz, aki túlélte a korábbi pályákat." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "Azonban gondolj arra is, hogy az egységeknek nemcsak a toborzása vagy a " "visszahívása költséges, hanem az ellátásukhoz is szükséges arany. További " "információkért tekintsd meg a dst='income_and_upkeep' text='Bevétel és " "fenntartás' fejezetet." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Bevétel és fenntartás" #. [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. (In general " #| "this is configurable but in campaigns it is almost always one gold per " #| "village.) Thus, if you have ten villages, you would normally gain 12 gold " #| "each turn. Your upkeep costs are subtracted from this income, as detailed " #| "below." 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" "A bevétel nagyon egyszerű. Alapbevételed két arany minden kör elején. Minden " "faluért, amely hozzád tartozik, egy újabb aranyat fogsz kapni körönként " "(általában ezt a készítők tetszés szerint átállíthatják, de a legtöbb " "hadjáratban egy arany a megadott érték). Így ha 10 faluval rendelkezel, " "akkor 12 aranyat kapsz normál esetben. Ezt azonban csökkentik az alább " "részletezett fenntartási költségek." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "A Wesnoth nem egyszerűen az egységek toborzásáról és a harcról szól. " "Figyelned kell az aranyadra, különösen a hadjáratoknál, ahol a maradék " "aranyadat továbbviheted a következő pályára. A pénzügyeknek két összetevője " "van: a text='bevételek' és text='fenntartási " "költségek'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "A fenntartás sem bonyolult. Minden egység fenntartása a szintjével egyenlő " "mennyiségű aranyba kerül. Összesen annyi szintnyi egységet tudsz ingyen " "fenntartani, ahány falvat birtokolsz. Ha azonban az egységeid szintjeinek " "összege meghaladja a falvaid számát, akkor a különbségnek megfelelő " "mennyiségű aranyat kell fizetned körönként. Például, ha 12 egyes szintű " "egységed van és tíz falvad, akkor 2 aranyat kell fizetned körönként " "kiadásként." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "A fenntartási költségek levonódnak a bevételeidből, így 12 szintnek " "megfelelő egység és 10 falu esetén a végső bevételed 10 arany lesz körönként." #. [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 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" "\n" "Van két fontos kivétel a fenntartási költségek szabályai alól: azoknak az " "egységeknek, amelyek rendelkeznek a „hűséges” jellemvonással, valamint a " "vezetőknek nem kerül pénzbe a fenntartásuk. Azok az egységek, amelyek a " "pálya legelején is már megvannak (mint például Delfador), vagy az olyan " "egységek, amelyek a játék során csatlakoznak hozzád (mint például " "text='A Trónörökös' hadjárat második pályáján a dzsidás), " "mindig megkapják a text='hűséges' jellemvonást. Továbbá, az " "egység, amelynek a bőrébe bújsz (mint Konrad), szinte mindig vezető." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Életerő- és tapasztalati pontok" #. [topic]: id=hitpoints #: data/core/help.cfg:238 msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "Minden egységnek van bizonyos számú text='életerőpontja' " "(ÉP). Ha az egység életereje egy alá csökken, az egység meghal. Az egységek " "rendelkeznek text='tapasztalati pontokkal' (TP) is. Egy " "újonnan toborzott egységnek nincs tapasztalata, az ellenséggel való harc " "során tesz majd szert rá." #. [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 "" "Az életerőpontok és a tapasztalati pontok a jobb oldali panelen fel vannak " "tüntetve két-két számmal (az egyik szám az aktuális érték, a másik az egység " "által elérhető maximális érték)." #. [topic]: id=hitpoints #: data/core/help.cfg:244 #, fuzzy #| msgid "" #| "The hitpoints are also indicated by an energy bar next to each unit, " #| "which is green, yellow or red. A unit with at least 1 experience point " #| "has a blue experience bar, which turns white as the unit is about to " #| "dst='experience_and_advancement' text='advance'." msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." msgstr "" "Az életerőpontok az egységek mellett látható energiacsíkon is megjelennek, " "ez lehet zöld, sárga vagy piros. A legalább 1 tapasztalati ponttal " "rendelkező egységeknek van egy kék színű tapasztalati csíkja is, amely " "fehérré válik, ahogy az egység megközelíti a " "dst='experience_and_advancement' text='szintlépés't." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Szintlépés mivé: " #. [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" "Az egységeknek egy adott mennyiségű tapasztalatra van szükségük a " "szintlépéshez (az „eszes” jellemvonással rendelkező egységeknél ez a küszöb " "20%-kal kisebb). Ha elérik ezt a TP számot, akkor a következő szintre " "lépnek, és ÉP-jük újra maximális lesz. Néhány esetben kiválaszthatjuk, mivé " "fejlődjön az egység." #. [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 "" "Ha mind a támadó, mind a védekező egység túléli a küzdelmet, akkor a " "tapasztalati pontjuk annyival növekszik, ahányadik szintű volt az ellenséges " "egység. Ha egy egység megöl egy másikat, akkor több TP-t kap: 4-et egy 0. " "szintű egységért, 8-at egy 1. szintűért, 16-ot egy 2. szintűért, 24-et egy " "3. szintűért, és így tovább." #. [topic]: id=advancement #: data/core/help.cfg:254 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "A legtöbb egységnek három szintje van, de nem mindegyiknek. Esetenként lehet " "négy szintjük is (mint például a dst='unit_Mage' text='mágus'oknak). Miután egy egység elérte a legfelső szintjét, képes lesz a " "text='Legfelső Szint Utáni Szintlépésre' (LSzUSz). Az " "LSzUSz módosítja az egységet, akárhányszor az eléri a szintlépési szintet, " "de az egység megmarad az adott szinten. Az LSzUSz tipikus hatása, hogy az " "egység életerőpontjainak maximális száma hárommal nő, és az egység teljesen " "felgyógyul. Az első LSzUSz többnyire 150 összegyűjtött TP után következik " "(eszes egységeknél 120 után). Azonban az újabb LSzUSz egyre nehezebbé válik " "minden egyes LSzUSz után, ezért általában többet ér, ha az alacsonyabb " "szintű egységeidet próbálod szintet léptetni." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Lépés" #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "Minden egységnek van egy bizonyos számú lépési pontja, amely az egyik " "mezőről a másik mezőre való átlépések során a célmező tereptípusától függően " "fogy. Például a mezőségbe belépni csaknem mindig egy pontot kíván. A " "lépéshez szükséges lépési pontok száma függ az egység típusától is – az " "erdőben a tünde egységeknek csak 1 pontba kerül a mozgás, míg a legtöbb " "emberi és ork egységnek 2 pontba, illetve a lovasoknak 3 pontba. Hogy a " "különböző egységeknek pontosan hány lépési pontra van szükségük az egyes " "tereptípusokra való belépéshez, azt megtudhatod, ha jobb gombbal kattintasz " "az egységre, és a menüből kiválasztod az text='Egység leírása' " "pontot, majd ott megnézed a text='Terepfüggő jellemzőket'." #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "A lépés egyszerű a text='Wesnothban': csak kattints az " "egységre, amellyel mozogni szeretnél, majd arra a hatszögre, ahova mozgatni " "akarod. A kiválasztáskor minden hatszög világítani fog, ahova az egység az " "adott körben eljuthat, míg a többi elsötétül. Ha a világos mezők fölé viszed " "az egeret, akkor az egérmutató mellett látni fogod, hogy az adott mezőn " "milyen lenne az egység védekezése. A sötét mezők fölött az is megjelenik a " "mutató mellett, hogy az egység legkevesebb hány kör alatt jutna el oda. Ha " "oda is kattintasz, az egység elindul arra a leggyorsabb úton (és a későbbi " "körökben is folytatólagosan mozog). Ha a lépés folyamán nem használod el az " "egység összes lépési pontját, akkor még újra léphetsz vele abban a körben. " "Ez akkor lehet hasznos, amikor két egységgel helyet akarsz cserélni. Támadás " "után az egység már nem léphet tovább. Ha egy olyan faluba lépsz, amely eddig " "nem volt a tiéd, akkor az adott egység ez esetben sem léphet tovább abban a " "körben, viszont még megtámadhatja a körülötte állókat." #. [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 generates a zone of control in the hexes " #| "immediately surrounding it, and any enemy unit entering those hexes " #| "immediately ends its movement. Learning how to use zones of control to " #| "your advantage is an important part of Wesnoth, as only " #| "dst='ability_skirmisher' text='skirmishers' can ignore zones " #| "of control." 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" "A másik, amit jó észben tartani a mozgásnál, az az text='ellenőrzött " "terület'. Minden legalább 1-es szintű egység ellenőrzése alatt " "tartja a közvetlenül körülötte lévő mezőket, és ha bármelyik ellenséges " "egység rálép ezen mezők valamelyikére, akkor a mozgásának azonnal vége " "szakad. Hogy hogyan használd ezeknek a területeknek a lefedését a saját " "előnyödre, az fontos eleme a Wesnothnak, mivel csak a " "dst='ability_skirmisher' text='portyázó'k hagyhatják ezt " "figyelmen kívül." #. [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" "Hogy lásd, hova léphet az ellenség a következő körben, nyomd le a Ctrl-v " "vagy Cmd-v billentyűket. A Ctrl-b vagy Cmd-b azt mutatja meg, hogy hova " "léphetne az ellenség akkor, ha az egységeid nem lennének a térképen, és nem " "akadályoznák az előrehaladását." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Eltakarás és köd" #. [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 "" "Néhány pályán a térkép egyes részei nem leszek felfedve előtted. Ennek két " "oka lehet, ezek együtt és külön-külön is fennállhatnak. Az " "text='eltakarás' mind a terepet, mind a rajta álló " "egységeket elrejti az adott helyen. Azonban ha egyszer már felfedezted a " "területet, akkor már mindig szem előtt lesznek a terepviszonyok. A " "text='köd' ezzel szemben csak az egységeket és a falvak " "tulajdonosi felségjelét rejti el (kivéve ha a falu a tiéd vagy egyik " "szövetségesedé). A köd ideiglenesen feloszlik, ha van a közelben egységed, " "ám újra ráborul a tájra, ha az egységeid továbbállnak. Mind az eltakarás, " "mind a köd által elrejtett területeket az egységeid segítségével derítheted " "fel. Minden egység azt a területet látja be, amelyet egy kör alatt be is " "tudna járni, és még az ezzel a területtel szomszédos mezőket is (figyelmen " "kívül hagyva a valódi odalépésben akadályt jelentő ellenséges egységeket és " "azok ellenőrzött területeit).\n" "\n" "Az egységek lépéseit mindaddig vissza lehet vonni, amíg nem történt egy " "véletlenszerű eredménnyel záruló esemény, például csata vagy toborzás (mivel " "a legtöbb egység véletlenszerűen kap tulajdonságokat toborzáskor). " "Amennyiben addig eltakart vagy ködös területekre derül fény, szintén nem " "lehet a mozgást visszavonni. Ha ezt szeretnéd elkerülni, kapcsold be az " "text='Eltakarás frissítésének késleltetése' lehetőséget a " "„Parancsok” menüben. Ezzel megakadályozható, hogy a következő véletlenszerű " "eseményig vagy az text='Eltakarás frissítése most' gomb " "megnyomásáig (illetve a köröd végéig) fény derüljön a ködös vagy eltakart " "területekre, így pedig megőrizhető a lépés visszavonásának lehetősége." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Multiplayer Eras and Factions'
" msgid "
text='Multiplayer and undo'
" msgstr "" "\n" "\n" "
text='Többjátékos korszakok és szövetségek'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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 "Küzdelem" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='A támadások száma és szabályai'
" #. [topic]: id=combat #: data/core/help.cfg:347 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 "" "A küzdelem a text='Harc Wesnothért' játékban mindig a " "szomszédos hatszögeken álló egységek között zajlik. Kattints az egységedre, " "majd kattints arra az ellenségre, amelyet meg szeretnél támadni. Ekkor az " "egységed az ellenséges egység felé fog lépni, és amikor egymás mellett " "állnak, kezdetét veszi a küzdelem. A támadó és a védekező felváltva támadnak " "mindaddig, amíg mindketten el nem érik a számukra megengedett számú " "támadást. A támadó kiválasztja az egyik fegyverét, amellyel támad, és a " "védekező az egyik ilyen típusú támadásával vág vissza. Kétfajta támadástípus " "létezik: text='közelharc', ami olyasféle fegyverekkel " "történik, mint a kard, a csatabárd vagy a karom; és text='távolsági " "harc', ami olyasféle fegyvereket foglal magába, mint az íj, a " "lándzsa vagy a tűzgolyók." #. [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)." 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" "A támadó támadhat elsőként, aztán a védekező visszavág. Minden támadás vagy " "talál, és akkor adott nagyságú sebzést okoz, vagy nem talál, és akkor " "egyáltalán nem sebez. A támadások felváltva folytatódnak, amíg mindkét " "egység fel nem használta támadási lehetőségeit. A támadások száma " "egységenként változó, például ha egy tünde harcos az 5-4-es kardját " "használja, akkor 4 alkalommal támad, minden sikeres támadás egyenként 5-öt " "sebez, míg egy ork közkatona a 9-2-es kardjával csak 2-szer támadhat (ám " "sikeres találatai 9-et sebeznek)." #. [topic]: id=combat #: data/core/help.cfg:351 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Sebezhetőség'
" #. [topic]: id=combat #: data/core/help.cfg:353 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" "Az, hogy egy egységet milyen valószínűséggel találnak el, két kivétellel " "csak attól függ, hogy milyen text='terepen' áll. Ezt a jobb " "oldali panel is megmutatja, de ha jobb gombbal kattintasz az egységen, és " "kiválasztod az text='Egység leírása' menüpontot, akkor a " "text='Terepfüggő jellemzők' cím alatt is megtalálod az " "értékeket. Például sok tündének 70%-os védekezési értéke van erdőben, ami " "azt jelenti, hogy ha egy egység megtámadja, akkor csupán 30%-os eséllyel " "fogja eltalálni. Fordítva is igaz, a tündének a támadójára vonatkozó " "találati esélye attól függ, hogy a támadó milyen terepen áll." #. [topic]: id=combat #: data/core/help.cfg:355 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" "Ez alól a szabály alól két kivétel van: a dst='weaponspecial_magical' " "text='mágikus támadások' és a dst='weaponspecial_marksman' " "text='mesterlövészek'. A mágikus támadásoknak mindig 70%-os a találati " "esélyük, tekintet nélkül a terepre, illetve amikor a mesterlövészek " "támadólag lépnek fel, akkor mindig legalább 60%-os találati esélyük van, " "függetlenül a tereptől." #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Sebzés
" #. [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." 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" "Minden ütés, amely célba talál, a támadás típusától függően egy alapértékkel " "sebez. Például, ha egy Tünde harcos egy 5-4 értékű karddal támad, akkor a " "sebzés alapértéke 5 lesz. Ezt általában két dolog módosítja: az " "dst='damage_types_and_resistance' text='ellenállás' és a " "dst='time_of_day' text='napszak'. A sebzést alakító " "körülményekről a támadás menüjében a text='Sebzési előszámítások' alatt tájékozódhatsz." #. [topic]: id=combat #: data/core/help.cfg:361 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" "Néhány egységnek speciális dst='..abilities_section' text='képességei' vannak, amelyek befolyásolják a harcban okozott sebzést. A " "legközönségesebb ezek közül a dst='weaponspecial_charge' text='roham', amely megduplázza a sebzést mind a támadónál, mind a megtámadottnál, " "amikor a rohamra képes egység a támadó." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "Sebzéstípusok és ellenállás" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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" "Az ellenállások nagyon egyszerűen működnek: Ha egy egységnek egy sebzéstípus " "ellen 40%-os ellenállása van, akkor 40%-kal kisebb sebzést fog elszenvedni, " "ha eltalálják ezzel a sebzéstípussal. Ha egy egységnek –100% az ellenállása " "egy támadástípusnál, akkor 100%-kal több sebzést fog elszenvedni egy ilyen " "típusú találatnál." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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 "" "A Wesnothban a fizikai jellegű támadásokhoz köthető sebzéseknek három típusa " "van: text='vágás, szúrás és ütés'. Emellett három további " "sebzéstípus is létezik, ezek legtöbbször a mágikus támadásokhoz tartoznak: " "text='tűz, hideg és földöntúli'. A különböző egységeknek " "lehet bizonyos fokú ellenállásuk, ami módosítja az adott sebzéstípustól " "elszenvedett sebzés mértékét." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 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" "Például a csontvázaknak nagy az ellenállásuk a vágó és a szúró sebzésekkel " "szemben, de jól sebezhetőek ütés és tűz sebzéstípussal, és különösen jól " "sebezhetőek földöntúli támadásokkal." #. [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" "Ha egy támadás talál, legalább 1 életerőpontot sebez. Ez akkor is teljesül, " "ha a védekező 100%-os védettséggel rendelkezik az adott sebzéstípussal " "szemben." #. [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 "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "
text='Ellipses'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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 "Napszak" #. [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" #| " Lawful units get +25% damage in daytime, and −25% damage at night.\n" #| " Chaotic units get +25% damage at night, and −25% in daytime.\n" #| " Neutral units are unaffected by the time of day.\n" #| " Liminal units get −25% damage during both night and daytime." 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 "" "A napszakok befolyásolják bizonyos egységek sebzését a következők szerint:\n" " Az igazságos egységek 25%-kal többet sebeznek nappal, és 25%-kal kevesebbet " "éjszaka.\n" " A törvénytelen egységek 25%-kal többet sebeznek éjjel, és 25%-kal " "kevesebbet nappal.\n" " A semleges egységekre nem hatnak a különböző napszakok.\n" " Az ingatag egységek nappal és éjjel is 25%-kal kevesebbet sebeznek." #. [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" 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" "Az aktuális napszak megfigyelhető a jobb oldali panelen a kis térkép alatt. " "A napszakok általános körforgásában a reggel és a délután számít nappalnak, " "az éjszaka első és második fele pedig éjszakának:\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 "Hajnal" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "Reggel" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "Délután" #. [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 "Alkonyat" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "Éjszaka első fele" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "Éjszaka második fele" #. [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 "" "Tartsd észben, hogy egyes pályákon előfordulnak olyan föld alatti területek," "ahol örökké éjszaka van!" #. [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 "Gyógyítás" #. [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." msgid "" "\n" "\n" "• text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "text='Pihenés': Ha egy egység nem mozog és nem harcol (őt " "sem támadják) egy körben, akkor a következő körben 2 ÉP-t gyógyul." #. [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 " #| "will heal 8HP." msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "text=Falvak': Az egységek, amelyek az új kört egy faluban " "kezdik, 8 ÉP-t gyógyulnak." #. [topic]: id=healing #: data/core/help.cfg:500 #, fuzzy #| msgid "" #| "\n" #| "dst='ability_regenerates' text='Regeneration': Certain units " #| "(such as trolls) will automatically heal 8HP every turn." msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "dst='ability_regenerates' text='Regenerálódás': Bizonyos egységek " "(mint a trollok) minden körben automatikusan 8 ÉP-t gyógyulnak." #. [topic]: id=healing #: data/core/help.cfg:501 #, fuzzy #| msgid "" #| "\n" #| "text='Healing units': Units with the " #| "dst='ability_heals +4' text='Heals' ability will heal each " #| "allied adjacent unit, usually dst='ability_heals +4' text='4HP' or dst='ability_heals +8' text='8HP' per turn, or prevent " #| "Poison from causing that unit damage." msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "text='Gyógyító egységek': a dst='ability_heals +4' " "text='gyógyítás' képességével rendelkező egységek minden, a közvetlen " "közelükben tartózkodó baráti egységet gyógyítani fognak " "dst='ability_heals +4' text='4', illetve dst='ability_heals " "+8' text='8' ÉP-vel körönként, vagy megakadályozzák a mérgek további " "hatását." #. [topic]: id=healing #: data/core/help.cfg:502 #, fuzzy #| msgid "" #| "\n" #| "text='Curing units': Units with the " #| "dst='ability_cures' text='cures' ability will cure Poison in " #| "all allied adjacent units (in preference to healing, if it has that " #| "ability as well)." msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "text='Méregűző egységek': A dst='ability_cures' " "text='méregűzés' képességével rendelkező egységek minden, a közvetlen " "közelükben tartózkodó baráti egységet ki tudnak gyógyítani a mérgezésből (a " "gyógyításhoz képest elsődlegesen, ha ezt a képességet is birtokolják)." #. [topic]: id=healing #: data/core/help.cfg:503 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:504 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "A nyugalmi helyzet összevonódhat a gyógyítás egyéb formáival, de a falvak, a " "regenerálódás, gyógyítás és méregűzés egymással nem kombinálhatóak, ezek " "közül a legjobb lehetőség fog érvényre jutni. Természetesen két pálya között " "az egységek teljesen regenerálódnak." #. [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 "Utószó" #. [topic]: id=wrap_up #: data/core/help.cfg:517 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 "" "Ennyit a Wesnoth alapjairól. Biztosan szívesen olvasnál az alapvető " "stratégiáról, vagy jobban megismerkednél a dst='..traits_section' " "text='jellemvonásokkal' és a dst='..abilities_section' " "text='képességekkel', de most már mindent tudsz, hogy nekivághass " "text='A trónörökös' hadjáratnak. Jó szórakozást, és sok " "szerencsét!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "Licenc" #. [topic]: id=..traits_section #: data/core/help.cfg:533 #, fuzzy #| msgid "" #| "Most units have two traits. However, undead units are assigned the single " #| "trait text='undead', and woses do not receive any " #| "traits. Traits are modifications that change a unit’s attributes " #| "slightly. They are usually randomly assigned to a unit when it is " #| "recruited." 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 "" "A legtöbb egység két jellemvonással rendelkezik, kivéve az élőholtakat, akik " "csak az text='élőholt' jellemvonást kapják meg, és a " "fapásztorokat, akik nem kapnak semmilyet. A jellemvonások apró változtatások " "az egység tulajdonságain. Az egységek alapvetően véletlenszerűen kapják meg " "őket toborozáskor." #. [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 all non-undead units are " #| "dst='traits_intelligent' text='intelligent', " #| "dst='traits_quick' text='quick', dst='traits_resilient' " #| "text='resilient', and dst='traits_strong' text='strong'." 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" "Az összes nem élőholt egység számára rendelkezésre álló képességek: az " "dst='traits_intelligent' text='eszes', a dst='traits_quick' " "text='gyors', az dst='traits_resilient' text='ellenálló' és " "az dst='traits_strong' text='erős'." #. [topic]: id=..traits_section #: data/core/help.cfg:537 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Other traits that may be assigned to units are dst='traits_dextrous' " #| "text='dextrous', dst='traits_loyal' text='loyal', and " #| "dst='traits_undead' text='undead'.\n" #| "\n" 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" "További jellemvonások, amelyekkel az egységek bírhatnak, a következők: az " "dst='traits_dextrous' text='ügyeskezű', a dst='traits_loyal' " "text='hűséges' és az dst='traits_undead' text='élőholt'.\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 "" "A térképek egy egész sor változatos terepviszonyt vonultatnak föl, amelyek " "egyaránt hatással vannak az egységek mozgására és védekezésére." #. [topic]: id=..terrains_section #: data/core/help.cfg:549 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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='Creator Resources'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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 "" "A Wesnoth játékmotorja olyan mértékű testreszabhatóságot kínál, amely " "lehetővé teszi a játékosoknak a saját tartalom létrehozását, akár új " "küldetéseket, hadjáratokat is beleértve, és még sok mást azon túl, amit a " "hivatalosan kiadott játék tartalmaz.\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "Kiegészítések használata" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Hadjáratok és küldetések'
" #. [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 "" "A játékhoz számos típusú kiegészítő tartalom érhető el, melyek különböző " "játékmódokra használhatók." #. [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 "" "\n" "\n" "Az egyjátékos hadjáratok küldetések gyűjteményei, melyek összefüggő " "történetté állnak össze. Az önálló küldetések – ha a fejlesztők ilyennek " "szánják – és a hagyományos hadjáratok is elérhetők a kezdő képernyő " "text='Hadjárat' menüpontjából." #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Többjátékos hadjáratok, küldetések és térképcsomagok'
" #. [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 "" "\n" "\n" "A text='többjátékos' játszmák elérhetők teljesen testre " "szabott forgatókönyv szerint megírt küldetésekként, vagy akár különlegesen " "megtervezett hadjáratokként. Léteznek egyedi többjátékos küldetéseket " "tartalmazó csomagok is." #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Többjátékos korszakok és szövetségek'
" #. [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 "" "\n" "\n" "A játékban a különböző fajú lények együttműködve szövetségeket alkotnak. E " "szövetségek kiegyensúlyozott egységpalettát és egységes arculatot " "jelentenek. Wesnoth főbb szövetségei az alapértelmezett korszakban vannak " "összegyűjtve.\n" "\n" "A text='többjátékos' módú játék készítésekor tetszőleges " "korszak választható, amelyben számos szövetség közül választhatnak a " "játékosok a csapatuk megtervezésekor." #. [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='Multiplayer Modifications'
" msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Többjátékos módosítók'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Modifications are optional scenario- and era-independent scripts for " #| "text='Multiplayer' games that can alter the default " #| "ruleset in various ways. You can choose and configure modifications when " #| "creating a new game." 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 "" "\n" "\n" "A módosítók a text='többjátékos' játszmákhoz készült " "küldetés- és korszaksemleges szkriptek, melyek számos módon képesek " "befolyásolni a játék alapértelmezett szabályait. Új játszma létrehozásakor " "lehet módosítót választani és beállítani." #. [topic]: id=using_addons #: data/core/help.cfg:631 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Creator Resources'
" msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Alkotói tárház'
" #. [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 "" "\n" "\n" "A tartalomkészítőknek forrásanyagok állnak rendelkezésükre a kiegészítéseket " "tartalmazó kiszolgálón, amelyekkel saját munkájukat színesíthetik, például " "képekkel, zenével vagy kész forráskóddal. Általában ezeket nem a játékban " "való közvetlen használatra szánják, azonban számos kiegészítés függőségei " "lehetnek, és telepítésük javasolt vagy nélkülözhetetlen lehet azok " "működéséhez." #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "Kiegészítések telepítése" #. [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='Add-on 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 "Kiegészítések eltávolítása" #. [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 "" "A kiegészítések eltávolításához használd atext='Kiegészítés " "eltávolítása' lehetőséget a kiegészítéseket tartalmazó kiszolgáló " "párbeszédablakjában. Lehetőség van tetszőleges számú telepített kiegészítő " "egyszerre történő eltávolítására is.\n" "\n" "Nem lehet olyan kiegészítéseket eltávolítani, amelyekhez közzétételi " "információ (text='.pbl' kiterjesztésű fájl) van csatolva, " "hogy elkerülhető legyen a véletlen adatvesztés. Ha szükséges, az információs " "fájlokat vagy a kiegészítéseket kézileg kell törölni egy erre alkalmas " "fájlkezelő segítségével." #. [topic]: id=general_commands #: data/core/help.cfg:678 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "Általános parancsok" #. [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 #, fuzzy #| 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" 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 "" "Ezeket a parancsokat közvetlenül a kettőspont billentyűvel elindított " "parancssorból, és az „m” megnyomásával aktivált csevegőből a „/” gomb " "leütése után egyaránt ki lehet adni.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:681 msgid "" "\n" "Similar to the ‘fps’ command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Csevegés sorainak kiürítése.\n" "\n" #. [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 "" "\n" "A hibakereső üzemmód bekapcsolása (többjátékos módnál nem működik). Lásd a " "dst='debug_commands' text='A hibakereső üzemmód parancsai't.\n" "A hibakereső mód kikapcsolásához lépj ki a játékból, vagy írd be: „:" "nodebug”.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "Egy csapat irányítási állapotának megjelenítése.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:697 #, fuzzy #| msgid "" #| "\n" #| "Toggle the display of the current frames per second.\n" #| "\n" msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" "\n" "A képkockafrissítés gyakoriságának aktuális értékét mutató kijelző ki-/" "bekapcsolása.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:700 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "Adott naplótartomány átkapcsolása más naplózási szintre.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:703 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "Újrarajzolja a képernyőt, és újratölt minden, esetlegesen megváltozott " "képfájlt.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "A témaválasztó menü megnyitása.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Kilépés a csatatérről (megerősítés kérése nélkül).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Játék mentése (megerősítés kérése nélkül).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Játék mentése és kilépés a csatatérről (megerősítés kérése nélkül)." #. [topic]: id=mp_commands #: data/core/help.cfg:723 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Többjátékos parancsok" #. [topic]: id=mp_commands #: data/core/help.cfg:726 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" "\n" "Egy felhasználó kirúgása és kitiltása a többjátékos játékból; a felhasználó " "IP-címe is tiltólistára kerül. A játékban nem résztvevő felhasználókra is " "alkalmazható. (Ilyenkor persze kirúgva nem lesznek.)\n" "\n" #. [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 "" "\n" "Egy csapat (ide írd a csapat számát) irányításának átadása egy másik " "felhasználónak (ide írd a játékos vagy a megfigyelő becenevét). Hogy melyik " "csapat melyik játékoshoz tartozik, azt a text='Küldetés beállításai' ablakban ellenőrizheted. [Ehhez nyomd meg a text='Tovább' " "gombot a text='Csapatok adatai' táblázatban (alt+s).]. A játék " "készítője bármelyik csapat irányítását átadhatja másnak.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:732 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" "\n" "Párbeszédablak megnyitása, amely segít a játékgazdának a csapatok " "irányítójának megváltoztatásában.\n" "\n" #. [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 "" "\n" "Egy csapat tétlenségi állapotának átkapcsolása. A játékgazda tétlenné tehet " "egy csapatot, ha irányítójának hálózati kapcsolata megszakad.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:738 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "Egy felhasználó kirúgása többjátékos játékból. A kirúgott játékosnak még van " "lehetősége újra csatlakozni a játékhoz. Ha csak a csapata(i) irányítását " "szeretnéd megváltoztatni, használd inkább a :control parancsot. \n" "\n" #. [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 "" "\n" "Privát üzenet küldése. Ha játszol, vagy egy mérkőzést figyelsz meg, akkor " "csak olyan játékosnak küldhetsz privát üzenetet, aki egy csapatot sem " "irányít az adott játékban.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:744 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "Meghatározott megfigyelő elnémítása. Ha nincs felhasználónév megadva, akkor " "az elnémított nevek listája megjelenik.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Minden megfigyelő elnémítása be/ki.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:750 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" "\n" "Egy felhasználó többjátékos játékból való kitiltásának visszavonása; a " "felhasználó IP-címe lekerül a tiltólistáról. Olyan felhasználókra is " "alkalmazható, akik nincsenek a játékban, de a kiszolgálón igen.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:753 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Meghatározott megfigyelő elnémításának visszavonása. Ha nincs felhasználónév " "megadva, akkor mindenki lekerülaz elnémított nevek listájáról." #. [topic]: id=debug_commands #: data/core/help.cfg:761 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "A hibakereső üzemmód parancsai" #. [topic]: id=debug_commands #: data/core/help.cfg:764 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "Felkínál egy menüt, amelyből kiválaszthatod a hadjárat egy tetszőleges " "pályáját, ahonnan folytatni szeretnéd.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:767 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "A megadott típusú egységnek a kiválasztott mezőbe helyezése.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "A köd/eltakarás ki- és bekapcsolása a kijelölt oldalon.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Meghatározott mennyiségű arany hozzáadása a kijelölt oldal készletéhez.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:776 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "Azonnal a hadjárat következő pályájára visz.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "A játékot meghatározó egyik változó adott értékre állítása.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "A játékot meghatározó egyik változó aktuális értékének megmutatása.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "A kiválasztott esemény manuális indítása.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:788 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "A kiválasztott egység adott tulajdonságának módosítása. Például: :unit " "hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "A kiválasztott egység szintléptetése N-szer. Például: :unit advances=2" #. [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" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Az egység képes a szomszédos mezőkön álló szövetséges egységeket gyógyítani " "a körünk elején.\n" "\n" "A gyógyító által kezelt egység legfeljebb 4 életerőpontot gyógyulhat " "körönként. Ha az ellátott egység meg van mérgezve, akkor ugyan nem gyógyul, " "de a méreg az adott körben nem mérgezi tovább.\n" "Mérgezett egységet a gyógyító nem képes kigyógyítani a mérgezésből, annak " "csak egy falu vagy egy méregűzésre képes egység lehet a segítségére." #. [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" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Ez az egység ötvözi a gyógynövények erejét a mágiával, ezáltal sokkal " "gyorsabban gyógyít, mint az a csatatéren általában lehetséges.\n" "\n" "A gyógyító által kezelt egység akár 8 életerőpontot is gyógyulhat körönként, " "illetve ha az ellátott egység meg van mérgezve, akkor nem gyógyul ugyan, de " "az adott körben a méreg nem hat.\n" "Mérgezett egységet a gyógyító nem képes kigyógyítani a mérgezésből, annak " "csak egy falu vagy egy méregűzésre képes egység lehet a segítségére." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "méregűzés" #. [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 "" "A méregűző képes kigyógyítani egy mérgezett egységet a mérgezésből, de ennek " "az egységnek az életerőpontjai abban a körben még nem gyarapodnak." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "regenerálódás" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Ez az egység minden körben 8 ÉP-t gyógyul. Ha megmérgezték, akkor gyógyulás " "helyett elveszíti mérgezettségét." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "regenerálódás" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "regenerálódás" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, fuzzy #| msgid "" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Ez az egység minden körben 8 ÉP-t gyógyul. Ha megmérgezték, akkor gyógyulás " "helyett elveszíti mérgezettségét." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" " Ez az egység regenerálódik, így minden körben gyógyul, mintha csak faluban " "lenne." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Ennek az egységnek védekezéskor kétszeresek az ellenállásai, de mindig " "legfeljebb 50%. A sebezhetősége nem változik." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 #, fuzzy #| msgid "female^leadership" msgid "female^diversion" msgstr "hadvezetés" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 #, fuzzy #| msgid "" #| " If there is an enemy of the target on the opposite side of the target " #| "while attacking it, this unit may backstab, inflicting double damage by " #| "creeping around behind that enemy." msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" " Ha ez az egység támad, és a célpontnak a támadóval ellentétes oldalán is " "van egy, a célpont számára ellenséges egység, a támadó hátbatámadással " "támad. Ez kétszeres sebzést jelent." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 #, fuzzy #| msgid "" #| " If there is an enemy of the target on the opposite side of the target " #| "while attacking it, this unit may backstab, inflicting double damage by " #| "creeping around behind that enemy." msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target’s attention and reduces its " "chance to hit." msgstr "" " Ha ez az egység támad, és a célpontnak a támadóval ellentétes oldalán is " "van egy, a célpont számára ellenséges egység, a támadó hátbatámadással " "támad. Ez kétszeres sebzést jelent." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "hadvezetés" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "portyázó" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Ez az egység képzetten és gyorsan tör az ellenséges vonalak mögé, az " "ellenség ellenőrzött területeiről tudomást sem vesz." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 msgid "illuminates" msgstr "megvilágítás" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:239 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 "" "Az egység megvilágítja a körülötte lévő területet, így az igazságos egységek " "jobban, míg a törvénytelenek rosszabbul harcolnak. \n" "\n" "A szomszédos egységek éj idején szürkületi, míg szürkület idején nappali " "viszonyok között küzdenek." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:254 msgid "female^teleport" msgstr "teleportáció" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:255 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Ez az egység bármely két, éppen üresen álló szövetséges falu között képes " "egyetlen lépéspont felhasználásával térugrásos helyváltoztatásra." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:286 msgid "female^ambush" msgstr "rajtaütés" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:287 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 "" "Az egység képes elrejtőzni az ellenség elől az erdőben.\n" "\n" "Ha ez az egység erdős terepen tartózkodik, az ellenség nem látja, csak ha " "vannak közvetlenül mellette saját egységei. Ha egy egység elsőként fényt " "derít egy rejtőzködő egység hollétére, azonnal elveszíti a maradék lépési " "pontját." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:306 msgid "burrow" msgstr "" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:307 #, fuzzy #| msgid "female^slow" msgid "female^burrow" msgstr "lassú" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:308 #, 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." 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 "" "Az egység képes elrejtőzni az ellenség elől az erdőben.\n" "\n" "Ha ez az egység erdős terepen tartózkodik, az ellenség nem látja, csak ha " "vannak közvetlenül mellette saját egységei. Ha egy egység elsőként fényt " "derít egy rejtőzködő egység hollétére, azonnal elveszíti a maradék lépési " "pontját." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:330 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 "" "Az egység az éj leszálltával láthatatlanná válik.\n" "\n" "Ha éjszaka van, az ellenség nem látja ezt az egységet, csak ha vannak " "közvetlenül mellette saját egységei. Ha egy egység elsőként fényt derít egy " "rejtőzködő egység hollétére, azonnal elveszíti a maradék lépési pontját." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:349 msgid "female^concealment" msgstr "rejtőzködés" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:350 #, 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 can not see this unit while it is in a village, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages, 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 "" "Ez az egység képes elrejtőzni ellenségei elől a falvakban (kivéve a vízi " "falvakban), és az ellenség számára észrevétlen marad, kivéve ha épp mellette " "áll.\n" "\n" "Ha ez az egység egy faluban tartózkodik, az ellenség nem látja, csak ha " "vannak közvetlenül mellette saját egységei. Ha egy egység elsőként fényt " "derít egy rejtőzködő egység hollétére, azonnal elveszíti a maradék lépési " "pontját." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:368 msgid "submerge" msgstr "alámerülés" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:369 msgid "female^submerge" msgstr "alámerülés" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:370 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 "" "Ez az egység képes elrejtőzni ellenségei elől a mély vízben, és ellenségei " "számára észrevétlen marad.\n" "\n" "Ha ez az egység mély vízben tartózkodik, az ellenség nem látja, csak ha " "vannak közvetlenül mellette saját egységei. Ha egy egység elsőként fényt " "derít egy rejtőzködő egység hollétére, azonnal elveszíti a maradék lépési " "pontját." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:390 msgid "female^feeding" msgstr "bekebelezés" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:391 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Ez az egység 1 életpontot kap a maximumához, ha megöl egy egységet, kivéve, " "ha az immúnis a dögvészre." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Max ÉP bónusz +3, Max TP +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "Dél" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "Éjfél" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "Éjszaka második fele – Első óra" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "Éjszaka második fele – Második óra" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "Éjszaka második fele – Harmadik óra" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "Éjszaka második fele – Negyedik óra" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "Éjszaka második fele – Ötödik óra" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "Éjszaka második fele – Hatodik óra" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "Reggel – Első óra" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "Reggel – Második óra" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "Reggel – Harmadik óra" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "Reggel – Negyedik óra" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "Délután – Első óra" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "Délután – Második óra" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "Délután – Harmadik óra" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "Délután – Negyedik óra" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "Délután – Ötödik óra" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "Délután – Hatodik óra" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "Éjszaka első fele – Első óra" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "Éjszaka első fele – Második óra" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "Éjszaka első fele – Harmadik óra" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "Éjszaka első fele – Negyedik óra" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 msgid "First Dawn" msgstr "Első hajnal" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 msgid "Second Dawn" msgstr "Második hajnal" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 msgid "First Morning" msgstr "Első reggel" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 msgid "Second Morning" msgstr "Második reggel" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 msgid "First Midday" msgstr "Első dél" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 msgid "Second Midday" msgstr "Második dél" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 msgid "First Afternoon" msgstr "Első délután" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 msgid "Second Afternoon" msgstr "Második délután" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 msgid "First Dusk" msgstr "Első alkonyat" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 msgid "Second Dusk" msgstr "Második alkonyat" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "Rövid sötétség" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "Hosszú sötétség (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "Hosszú sötétség (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "Hosszú sötétség (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "Hosszú sötétség (4)" #: data/core/macros/special-notes.cfg:9 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " A lelkeknek rendhagyó ellenállásaik vannak a támadásokkal szemben, valamint " "nyílt víz fölött csak lassan repülhetnek." #: data/core/macros/special-notes.cfg:12 #, fuzzy #| msgid "" #| " This unit’s arcane attack deals tremendous damage to magical creatures, " #| "and even some to mundane creatures." msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " Ennek az egységnek a földöntúli támadása óriási sebzést okoz az " "élőholtaknak, de néhány még élőnek is." #: data/core/macros/special-notes.cfg:19 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing." msgstr " Ez az egység képes alapszinten gyógyítani." #: data/core/macros/special-notes.cfg:22 #, fuzzy #| msgid " This unit is capable of rapid healing." msgid "This unit is capable of rapid healing." msgstr " Ez az egység képes gyorsan gyógyítani." #: data/core/macros/special-notes.cfg:25 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "" " Ez az egység képes gyógyítani a körülötte állók sebződéseit, valamint " "kigyógyítani őket a mérgezésből." #: data/core/macros/special-notes.cfg:28 #, fuzzy #| msgid "" #| " This unit is capable of neutralizing the effects of poison in units " #| "around it." msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Ez az egység képes semlegesíteni a mérgek hatását a körülötte állókban." #: data/core/macros/special-notes.cfg:31 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "" " Ez az egység regenerálódik, így minden körben gyógyul, mintha csak faluban " "lenne." #: data/core/macros/special-notes.cfg:34 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" " Ennek az egységnek a robusztussága néhány támadással szemben csökkenti a " "sebződését, de kizárólag védekezéskor." #: data/core/macros/special-notes.cfg:37 #, fuzzy #| msgid "" #| " The leadership of this unit enables adjacent units of the same side to " #| "deal more damage in combat, though this only applies to units of lower " #| "level." msgid "" "The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" " Ennek az egységnek a hadvezetői képessége lehetővé teszi a mellette álló " "baráti egységeknek, hogy többet sebezzenek a harc során, bár ez csak az " "alacsonyabb szintű egységekre vonatkozik." #: data/core/macros/special-notes.cfg:40 #, fuzzy #| msgid "" #| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " #| "control and thus move unhindered around them." msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " Ennek az egységnek a portyázó képessége lehetővé teszi, hogy átlépjen az " "ellenséges egységek ellenőrzött területén, így megállíthatatlanul járkálhat " "közöttük." #: data/core/macros/special-notes.cfg:43 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "Illumination increases the lighting level in adjacent areas." msgstr " A megvilágítás megnöveli a napfény szintjét a környező mezőkön." #: data/core/macros/special-notes.cfg:46 #, fuzzy #| msgid "" #| " This unit can use one move to teleport between any two empty villages " #| "controlled by its side." msgid "" "This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " Ez az egység egy lépéspontból képes bármely két üresen álló szövetséges " "falu közti térugrásos helyváltoztatásra." #: data/core/macros/special-notes.cfg:49 #, fuzzy #| msgid "" #| " In woodlands, this unit’s ambush skill renders it invisible to enemies " #| "unless it is immediately adjacent or has revealed itself by attacking." msgid "" "In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" " Az erdőkben ez az egység a rajtaütés képességével láthatatlan az ellenség " "számára, hacsak nem áll közvetlenül mellette, vagy nem fedi fel magát azzal, " "hogy támad." #: data/core/macros/special-notes.cfg:52 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Ez az egység képes elrejtőzni az éjszakában, így nyoma sincs jelenlétének." #: data/core/macros/special-notes.cfg:55 #, fuzzy #| msgid "" #| " This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to it." msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" " Ez az egység el tud bújni a falvakban (a vízi falvak kivételével), és " "észrevétlen marad az ellenség számára, kivéve azokat, akik mellette állnak." #: data/core/macros/special-notes.cfg:58 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Ez az egység észrevétlenül közlekedik mély vízben, mivel nincsen szüksége " "levegőre a felszínről." #: data/core/macros/special-notes.cfg:61 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" "Ez az egység 1 életpontot kap a maximumához, ha megöl egy élő egységet." #: data/core/macros/special-notes.cfg:64 #, fuzzy #| msgid "" #| " Whenever its berserk attack is used, this unit continues to push the " #| "attack until either it or its enemy lies dead." msgid "" "Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " Amikor ez az egység dühöngő támadásba lendül, a csatát mindig addig " "folytatja, amíg vagy ő vagy ellenfele el nem esik." #: data/core/macros/special-notes.cfg:67 #, fuzzy #| msgid "" #| " If there is an enemy of the target on the opposite side of the target " #| "while attacking it, this unit may backstab, inflicting double damage by " #| "creeping around behind that enemy." msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr "" " Ha ez az egység támad, és a célpontnak a támadóval ellentétes oldalán is " "van egy, a célpont számára ellenséges egység, a támadó hátbatámadással " "támad. Ez kétszeres sebzést jelent." #: data/core/macros/special-notes.cfg:70 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Azok az ellenfelek, akiket dögvészes támadás terít le, újra felkelnek " "élőholtként, kivéve, ha épp faluban álltak." #: data/core/macros/special-notes.cfg:73 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to certain horrors of nature become nourishment for " "a rapidly growing larva, unless they are standing in a village." msgstr "" " Azok az ellenfelek, akiket dögvészes támadás terít le, újra felkelnek " "élőholtként, kivéve, ha épp faluban álltak." #: data/core/macros/special-notes.cfg:76 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Ez az egység képes lelassítani ellenségeit, megfelezve ezzel mozgásuk " "gyorsaságát és sebzésüket a körük végéig." #: data/core/macros/special-notes.cfg:79 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Az a képessége, hogy kővé változtathatja az élőket, nagyon veszélyessé " "teszi ezt az egységet." #: data/core/macros/special-notes.cfg:82 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" " Ennek az egységnek a mesterlövészi képessége jó esélyt ad a kiszemelt " "áldozat megsebzésére, de csak támadáskor." #: data/core/macros/special-notes.cfg:85 #, fuzzy #| msgid "" #| " This unit has magical attacks, which always have a high chance of " #| "hitting an opponent." msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "" " Ennek az egységnek van mágikus támadása, amellyel mindig jó eséllyel célba " "talál." #: data/core/macros/special-notes.cfg:88 #, fuzzy #| msgid "" #| " The swarming attacks of this unit become less deadly whenever its " #| "members are wounded." msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Ennek az egységnek a kirajzó támadása egyre veszélytelenebbé válik, ahogyan " "tagjai megsebesülnek." #: data/core/macros/special-notes.cfg:91 #, 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 "" " A rohamtámadás használata megkétszerezi mind az okozott, mind a kapott " "sebzést. Ez nem befolyásolja a védekező visszatámadást." #: data/core/macros/special-notes.cfg:94 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "" " Ez az egység csata közben áldozataitól el tudja szívni az életerejüket, " "ezzel megnövelve a sajátját." #: data/core/macros/special-notes.cfg:97 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr "" " Ennek az egységnek a hosszú fegyvere lehetővé teszi, hogy közelharcban " "először támadhasson, még védekezéskor is." #: data/core/macros/special-notes.cfg:100 #, fuzzy #| msgid "" #| " The victims of this unit’s poison will continually take damage until " #| "they can be cured in town or by a unit which cures." msgid "" "The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" " Ennek az egységnek az áldozatai folyamatosan sebződni fognak a méregtől, " "amíg egy faluban vagy egy méregűző egység mellett meg nem gyógyulnak." #: data/core/macros/special-notes.cfg:103 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 "" #. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format. #. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions). #: data/core/macros/special-notes.cfg:122 msgid "" "Special Notes (1.14-style, please update to the new list format to avoid " "duplicates):" msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "hűséges" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "hűséges" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "Nulla fenntartás" #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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" "A hadjáratok folyamán bizonyos egységek önként csatlakoznak a játékos " "erőinek kötelékébe. Ezek az egységek kapják meg a hűséges jellemvonást. Bár " "pénzbe kerül visszahívni őket, sohasem kell fenntartási költséget fizetni " "utánuk. Ez felbecsülhetetlenné teszi őket a hosszú hadjáratokban, ahol " "nélkülözni kell az aranyat. Ezt a jellemvonást toborzáskor nem lehet " "megszerezni, ezért felelőtlen dolog elbocsátani, vagy a biztos halálba " "küldeni őket." #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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 "" "A text='hűséges' egységeknek nincs fenntartási költségük. A " "legtöbb egység a körök végén a szintjével azonos számú arany kifizetését " "vonja maga után mint fenntartási költséget. A hűséges egységek után nem kell " "ezt kifizetni." #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "élőholt" #. [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 "Immúnis a méreggel, a megcsapolással és a dögvésszel szemben" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 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" "Az élőholt egységeknek általában egyetlen jellemvonásuk az „élőholt”. Mivel " "ezek a lények a harcra újra felemelkedett elhullott testek, semmilyen méreg " "nem hat rájuk. Ez felbecsülhetetlenné teszi őket olyan ellenfelek elleni " "küzdelemben, akik mérget is használnak támadásnál." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Az text='élőholt' egységek immúnisak a méreggel szemben, " "valamint a megcsapolás és a dögvész sem fog rajtuk." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "mechanikus" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "mechanikus" #. [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 "" "\n" "\n" "A mechanikus egységeknek általában egyetlen jellemvonásuk a „mechanikus”. A " "mechanikus egységek nem élnek, így mérgezés, megcsapolás, dögvész nincs " "rájuk hatással." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "A text='mechanikus' egységek immúnisak a méreggel szemben, " "valamint a megcsapolás és a dögvész sem fog rajtuk." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "elemi" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "elemi" #. [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 "" "\n" "\n" "Az elemi egységeknek általában egyetlen jellemvonásuk az „elemi”. Az elemi " "egységek energia alapú lények, így mérgezés, megcsapolás, dögvész nincs " "rájuk hatással." #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Az text='elemi' egységek immúnisak a méreggel szemben, " "valamint a megcsapolás és a dögvész sem fog rajtuk." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "erős" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "erős" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 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" "Bár hasznos minden közelharci egységnél, leginkább azoknál, akiknek elég sok " "támadásuk van, mint például a tünde harcosoknak. Az erős egységek " "kifejezetten hasznosak lehetnek, ha az a kevés hozzáadott sebzés éppen " "elegendő ahhoz, hogy egy egyszerű sebzésből halálos sebzés váljon." #. [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 more HP." msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "Az text='erős' egységek közelharcban 1-gyel többet sebeznek " "minden sikeres támadáskor, és 1-gyel több ÉP-jük van." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "ügyeskezű" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "ügyeskezű" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 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" "Az ügyeskezű jellemvonás csak a tündék közt ismert. A tündéknek ismeretes " "rejtélyes kecsességük, valamint a nyíl használatában való jártasságuk. " "Néhányan mindemellett különleges tehetséggel vannak megajándékozva, amely " "felebarátaikén is túltesz. Ezek a tündék eggyel többet sebeznek minden célba " "talált nyílvesszővel." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Az text='ügyeskezű' egységek 1-gyel többet sebeznek minden " "sikeres távolsági támadás során." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "gyors" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "gyors" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 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" "A gyorsaság a legszembetűnőbb képesség, főként a lassabb egységeknél, mint a " "trollok vagy a nehézgyalogosok. A gyors képességgel rendelkező egységek " "gyakran fokozottan mozgékonyak még zord terepen is, amire fontos lehet " "gondolni, amikor csatarendbe állítod az egységeidet. De meg kell jegyeznünk, " "hogy a gyors egységek nem olyan erősek, mint általában a többi egység, és " "emiatt kevésbé képesek megtartani a stratégiailag fontos területeket." #. [trait]: id=quick #: data/core/macros/traits.cfg:172 #, fuzzy #| msgid "" #| "text='Quick' units have 1 extra movement point, but 5% " #| "less HP than usual." msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "A text='gyors' egységeknek 1-gyel több a lépési pontjuk, " "ugyanakkor 5%-kal kevesebb ÉP-jük van a szokásosnál." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "eszes" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "eszes" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 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" "Az text='eszes' egységek nagyon hasznosak lehetnek az első " "küldetésekben, mivel gyorsan képesek a hőn áhított szintlépésre. A " "későbbiekben már nem annyira hasznosak, mert a text='Legfelső Szint " "Utáni Szintlépés' (LSzUSz) már nem jár olyan jelentős " "változásokkal, mint a valódi szintlépés. Ha már számos magas szintű " "egységgel rendelkezel, inkább a hasznosabb jellemvonásokkal rendelkező " "egységeket lesz érdemes visszahívnod." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Az eszes egységeknek 20%-kal kevesebb tapasztalatra van szükségük a " "szintlépéshez." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "ellenálló" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "ellenálló" #. [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" "Az ellenálló egységek a hadjárat egészében jól használhatóak, és minden " "egységnek hasznos lehet ez a képesség. Az ellenálló jellemvonás akkor a " "leghasznosabb, amikor egy egységnek kevés az életerőpontja, jó a " "védekezőképessége, vagy magas mértékű ellenállásai vannak. Az ilyen egységek " "leginkább egy terület megtartásában tudnak jeleskedni." #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 #, fuzzy #| msgid "" #| "text='Resilient' units have 4 HP plus 1 HP per level " #| "more than usual." msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "Az text='ellenálló' egységeknek a szokásosnál 4-gyel, " "valamint szintenként további 1 ponttal több az életerőpontjuk." #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "gyógyulékony" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "gyógyulékony" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 #, fuzzy #| msgid "" #| "Renowned for their vitality, some dwarves are sturdier than others and " #| "can rest even when travelling." msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Néhány törp híres az életerejéről, hiszen olyan kemény fából faragták, hogy " "mozgás közben is tud gyógyulni." #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "vakmerő" #. [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 "" "A számára kedvezőtlen napszak nem befolyásolja hátrányosan a harci erejét." #. [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 "" "Ezen derék egységeket nem ingatja meg a sötétségtől vagy világosságtól való " "félelem." #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "kóbor" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "kóbor" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "A szárazföldi falvakban csak 50% védelmet kap." #. [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 "" "Az értelemmel rendelkező lények lakóhelyeit a kevésbé okos vadállatok nem " "képesek egykönnyen fedezékként használni, emiatt a text='kóbor' jellemvonású egységek legfeljebb 50%-os védelmet kapnak minden " "szárazföldi faluban, annak tereptípusától függetlenül." #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "gyenge" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "gyenge" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 #, fuzzy #| msgid "" #| "Units with trait text='weak' get a −1 increment in " #| "hitpoints and melee damage." msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "A text='gyenge' egységek közelharcban 1-gyel kevesebbet " "sebeznek minden sikeres támadáskor, és 1-gyel kevesebb ÉP-jük van." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "lassú" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "lassú" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "A koboldok és más fajok köpcös, ügyetlen és lassú képviselői " "mozgáshátrányban vannak, de ezért cserébe kissé ellenállóbbak, mert több ÉP-" "jük van." #. [trait]: id=slow #: data/core/macros/traits.cfg:325 #, fuzzy #| msgid "" #| "text='Slow' units have −1 movement but 5% more hitpoints." msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "A text='lassú' egységeknek 1-gyel kevesebb a lépési " "pontjuk, ugyanakkor 5%-kal több ÉP-jük van a szokásosnál." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "buta" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "buta" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "A butaság egy meglehetősen hétköznapi jellemvonás a koboldok és más kisebb " "fajok körében. Több oka is van, hogy ezek csak kis fajok; ez az egyik." #. [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 "" "A text='buta' egységeknek 20%-kal több tapasztalati pontra " "van szükségük a szintlépéshez." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "elaggott" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "elaggott" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 #, fuzzy #| msgid "" #| "Units with trait text='aged' get a −8 increment in " #| "hitpoints and a −1 increment in movement and melee damage." msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "A text='vén' egységek közelharcban 1-gyel kevesebbet " "sebeznek minden sikeres támadáskor, 1-gyel kevesebb lépési pontjuk, és 8-cal " "kevesebb ÉP-jük van." #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:9 msgid "berserk" msgstr "dühöngés" #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:10 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 "" "Ezzel a támadással, akár támadólag, akár védekezőleg használják, az " "összecsapás addig tart, amíg az egyik fél el nem esik, de legfeljebb 30 " "ütésváltásig." #. [damage]: id=backstab #: data/core/macros/weapon_specials.cfg:22 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 "" "Ez az egység támadáskor kétszeres sebzést okoz, ha a célpontnak az átellenes " "oldalán is áll egy számára ellenséges egység. (Kivéve, ha az az egység nem " "harcképes, például kővé vált, vagy bárhogy lebénult.)" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/weapon_specials.cfg:42 #, fuzzy #| 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." 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 "" "Ha egy egységet dögvész támadással ölnek meg, a helyén egy eleven test támad " "fel, amely elpusztítójával egy oldalon harcol tovább. Ez nem vonatkozik az " "élőholtakra és a falvakban tartózkodókra." #. [slow]: id=slow #: data/core/macros/weapon_specials.cfg:65 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 "" "Ez a támadás lelassítja a célpontot saját körének végéig. A lassítás " "megfelezi az egység támadásainak sebzését, valamint megkétszerezi az egyes " "terepekre vonatkozó lépéspontköltségét. Ha kijelölünk egy lelassított " "egységet, a jobb oldali panelen megjelenik egy csiga." #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:75 msgid "petrifies" msgstr "kővé változtatás" #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:76 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Ez a támadás a célpont egységet kővé dermeszti. A kővé vált egységek nem " "mozoghatnak és nem harcolhatnak." #. [chance_to_hit]: id=marksman #: data/core/macros/weapon_specials.cfg:87 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "Támadó hadműveleteknél legalább 60%-os eséllyel szerez találatot." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:100 msgid "deflect" msgstr "" #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:101 #, fuzzy #| msgid "" #| "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 "Támadó hadműveleteknél legalább 60%-os eséllyel szerez találatot." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:102 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:115 msgid "magical" msgstr "mágikus" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:116 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Ez a támadás mindig 70%-os eséllyel sebez, függetlenül attól, hogy a " "megtámadott egységnek milyen a védekezése." #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:128 msgid "swarm" msgstr "rajzás" #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:129 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 "" "A támadás során végbe vitt ütések száma csökken, ha az egység megsérül. A " "támadások száma arányos az egység aktuális ÉP / maximum ÉP hányadosával. " "Például ha az egység jelenlegi ÉP értéke a 3/4-e a maximális ÉP-jének, akkor " "a maximális ütések 3/4-ét méri ellenfelére." #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:139 msgid "charge" msgstr "roham" #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:140 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 "" "Ez az egység támadáskor dupla sebzést okoz a célpontnak, ugyanakkor az " "elszenvedett sebzése is a kétszeresére nő." #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:153 msgid "absorb" msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:154 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/weapon_specials.cfg:155 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" #. [drains]: id=drains #: data/core/macros/weapon_specials.cfg:167 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Ez az egység életerőt szív el az élő egységektől, az okozott sebzés felével " "(lefelé kerekítve) saját magát gyógyítja." #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:177 msgid "first strike" msgstr "első ütés" #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:178 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Ez az egység ezzel a támadással mindig elsőnek üt, még akkor is, ha őt " "támadták meg." #. [poison]: id=poison #: data/core/macros/weapon_specials.cfg:189 #, 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 can not, of itself, " #| "kill a unit." msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Ez a támadás megmérgezi az élő célpontokat. A megmérgezett egységek " "körönként 8 ÉP-t veszítenek mindaddig, amíg meg nem gyógyítják őket, vagy az " "életerejük 1-re nem csökken. Önmagában a méreg nem öl meg senkit." #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:199 msgid "stun" msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:200 msgid "" "This attack hits so hard that the opponent is dazed and can no longer " "enforce a zone of control. The effect wears off on the opponent’s next turn." msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:201 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to stun its enemies, disrupting their zones of control." msgstr "" " Ez az egység képes lelassítani ellenségeit, megfelezve ezzel mozgásuk " "gyorsaságát és sebzésüket a körük végéig." #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:208 msgid "arcane" msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:209 msgid "" "This attack combines the arcane type with the type of weapon used so that " "resistance to the arcane type does not penalize the user." msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:210 msgid "" "This unit can use the arcane type when the opponent is particularly " "sensitive to it in relation to the weapon on which it is applied." 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 "Denevér" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "Denevér" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "Denevérek" #. [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 "" "A denevérek sokféle formájúak és méretűek lehetnek, és legtöbbjük " "meglehetősen ártalmatlan, hiszen csak rovarokat és kisebb állatokat eszik. A " "nagyobb és harciasabb fajok viszont veszélyt jelenthetnek az emberekre és a " "haszonállatokra is, különösen ha csoportosan támadnak. A denevérek éjszakai " "élőlények, és akik hozzájuk hasonlóan szeretik a sötétséget, gyakran " "tartják, ritkán pedig meg is szelídítik őket." #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "Perzsekény" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "Perzsekény" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "Perzsekények" #. [race]: id=drake #: data/core/units.cfg:54 #, fuzzy #| msgid "" #| "Drakes are large, winged and fire-breathing creatures, reminiscent of " #| "true dragons. On average, an adult drake stands around three meters tall " #| "and easily weighs more than a man and a horse combined. Their skin is " #| "made up of hard scales, resistant to most physical strikes except " #| "piercing and cold damage. Most drakes are capable of true flight and can " #| "travel long distances quickly. However, their sheer weight and bulk " #| "limits their flight ability somewhat, making them ungainly in the air. " #| "Where possible, they make use of terrain features such as hills, " #| "mountains and trees as launch points in order to gain greater height and " #| "speed. Fortunately for their enemies, they are still quite clumsy " #| "creatures and surprisingly slow in combat. This, combined with their " #| "large size, renders them easy targets for those who dare attack them.\n" #| "\n" #| "Drakes are inherently magical creatures, with a mysterious internal fire " #| "fueling their very lives. This can easily be witnessed when one of their " #| "kind perishes in combat; its internal fire is released, burning their " #| "remains in to ashes. Their internal fire is also their greatest weakness; " #| "it makes them extremely vulnerable to cold attacks. Despite their magical " #| "nature, drakes are incapable of channeling magic in a controlled manner. " #| "While the magic imbued within a drake’s body enables it to spit fire and " #| "gives it life, they have no willful control over the functions of this " #| "magic.\n" #| "\n" #| "
text='Society'
\n" #| "Drakes are a relatively warlike race and their societies can be best " #| "described as cultured martial societies. The core of a drake tribe is a " #| "small group of veteran warriors headed by a mutually respected — or " #| "simply feared — dst='dominant' text='dominant' who rules the " #| "society with an iron fist. Every drake is expected to earn their place in " #| "the strict hierarchy, to obey their superiors and command their " #| "inferiors. Entry to the ruling elite is only possible through challenging " #| "and defeating a superior in single combat, which is the way the hierarchy " #| "within the elite itself is established. The use of deception of any kind " #| "towards any fellow drake is, without exception, seen as cowardly and " #| "unacceptable.\n" #| "\n" #| "While their warlike nature and sense of territory drives them to defend " #| "their territories savagely, drakes rarely invade or trespass on areas " #| "already occupied by the other major races. Instead, they settle in " #| "unpopulated areas to establish their own territory there. They primarily " #| "feed on large game they hunt in the lowlands around their homes, but " #| "hatchlings and lower caste drakes are known to feed also on certain kinds " #| "of moss and fungi they cultivate deep in their caverns. The only " #| "technology drakes value is armor- and weapon-smithing, and neither know " #| "or need other science and culture besides this. However the few " #| "implements they do fashion are almost unrivaled in quality, only matched " #| "by those produced in the finest Dwarvish foundries.\n" #| "\n" #| "Drakes are hatched from eggs and usually live naturally between 20 to 30 " #| "years. Death in battle is the most preferred way for a drake to leave " #| "this world. Unlike the elder members of other races, drakes naturally " #| "grow more aggressive and reckless towards the ends of their natural " #| "lives, perhaps to help ensure their place in the heroic legends of their " #| "kind.\n" #| "\n" #| "
text='Geography'
\n" #| "Drakes originated from an archipelago of volcanic islands called " #| "dst='morogor' text='Morogor' in the dst='great_ocean' " #| "text='Great Ocean'. A combination of population pressure and the " #| "subsidence of many of their home islands has caused colonies of drakes to " #| "spread to the dst='great_continent' text='Great Continent'. " #| "Drakes tend to make their homes in mountain caverns near volcanoes to " #| "protect their eggs, hatchings and forges. While drakes naturally prefer " #| "warmth, their internal fire is more than capable of sustaining them even " #| "in a relatively cold climate, a feature which has allowed them to " #| "populate even some of the mountains of the far north of the Great " #| "Continent." 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, 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 may live naturally for several decades, although " "some have been known to survive for longer. However, death in battle is the " "most preferred way for a drake to leave this world. As such, most drakes do " "not live to see the end of their natural lifespan.\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 "" "A perzsekények nagy, szárnyas tűzokádó lények, emlékeztetnek a valódi " "sárkányokra. Egy átlagos felnőtt perzsekény körülbelül három méter magas, és " "könnyen eléri egy ember és egy ló együttes súlyát. A bőrüket kemény " "pikkelyek fedik, így ellenállnak a legtöbb fizikai támadásnak, kivéve a " "szúró és a hideg sebzéseket. A legtöbb perzsekény repülésre született, így " "nagy távolságokat képesek gyorsan megtenni. Ugyanakkor nagy súlyuk némileg " "korlátozza repülési képességeiket, emiatt a levegőben kissé suták. Ahol " "lehetséges, kihasználják a terep adottságait, és a dombokat, hegyeket, fákat " "felszállóállásként használják, hogy nagyobb magasságot és sebességet " "érhessenek el. Ellenségeik szerencséjére elég ügyetlen lények, és meglepően " "lassúak a csatában. Ez, ötvözve a nagy méretükkel, könnyű célponttá teszi " "őket azok számára, akiknek mégis van bátorságuk megtámadni őket.\n" "\n" "A perzsekények ízig-vérig mágikus lények, életerejüket egy titokzatos belső " "tűzből nyerik. Ezt könnyen szemügyre vehetjük, amikor valamelyikük elpusztul " "a csata során; a belső tűz elszabadul, és hamuvá perzseli a holttestet. Ez a " "belső tűz egyben legnagyobb gyengeségük is, rendkívül sérülékennyé teszi " "őket a hideg támadásokkal szemben. A perzsekények mágikus természetük " "ellenére nem képesek szabályozott utakra terelni a mágiát. A veleszületett " "bűverejük lehetővé teszi a tűzokádást, illetve magát azt, hogy életre " "keljenek, azonban akaratlagosan irányítani nem tudják.\n" "\n" "
text='Társadalmi berendezkedés'
\n" "A perzsekények faja viszonylag harcias, társadalmukat leginkább úgy " "jellemezhetnénk, hogy harci műveltségű közösségek. A perzsekény törzsek " "magja egy veterán harcosokból álló kis csoport, élén egy kölcsönösen " "tisztelt – vagy egyszerűen csak rettegett – vezetővel, aki vasököllel " "irányítja a közösséget. A szigorú hierarchiában betöltött helyéért minden " "perzsekénynek magának kell megküzdenie. Engedelmeskedniük kell a " "feljebbvalóiknak, és vezényelniük kell az alattvalóikat. A vezérkarba csak " "úgy kerülhetnek be, ha párbajra hívják egy feljebbvalójukat, és legyőzik. " "Így alakítják ki a vezérkaron belüli rangsort is. A fajtársak között a " "megtévesztés minden formáját kivétel nélkül elfogadhatatlannak tartják, aki " "ilyesmihez folyamodik, gyávának bélyegzik.\n" "\n" "Bár harcias természetük és nagy területi igényeik miatt elszántan védelmezik " "a felségterületüket, más nagyobb fajok által uralt területeket ritkán " "háborgatnak vagy szállnak meg. Ehelyett inkább csak lakatlan vidékeken " "telepednek le, és itt jelölik ki területüket. Étrendjük elsősorban nagyobb " "vadállatokból áll, amelyeket maguk ejtenek el az otthonuk körüli alföldeken, " "de a fiókák és az alsóbbrendű perzsekények egyes mohákat és gombákat is " "fogyasztanak, melyeket a barlangjaik mélyén termesztenek. Az egyetlen " "mesterség, amelyben a perzsekények kimagaslóak, a vértezet- és " "fegyverkovácsolás, de nem is igen van más tudományra, illetve műveltségre " "szükségük. Ugyanakkor az a kevés szerszám, amelyet készítenek, olyan jó " "minőségű, hogy szinte semmi sem veheti fel velük a versenyt, talán csak a " "legnagyszerűbb törp kohók remekei.\n" "\n" "A perzsekények tojásokból kelnek ki, és természetes körülmények között " "általában húsz-harminc évig élnek. Egy perzsekény számára nincs nemesebb, " "mint ha ütközetben hagyhatja el az árnyékvilágot. Ellentétben más fajok " "vénjeivel, a perzsekények egyre agresszívebbek és vakmerőbbek lesznek, ahogy " "közeledik az életük vége, talán éppen azért, hogy így biztosítsák a helyüket " "fajuk hős legendáinak sorában.\n" "\n" "
text='Földrajz'
\n" "A perzsekények a dst='great_ocean' text='Nagy-Óceán' egy hatalmas " "vulkanikus szigetcsoportjáról származnak, amelyet dst='morogor' " "text='Morogornak' neveznek. Azonban a túlnépesedés és több szigetük " "fokozatos süllyedése miatt a perzsekény telepesek idővel megjelentek a " "dst='great_continent' text='Nagy-Kontinensen'. Otthonaikat " "igyekeznek tűzhányók közelében, a hegyek barlangjaiban berendezni, hogy " "védelmet biztosítsanak a tojásaiknak, fiókáiknak és kovácsműhelyeiknek. Bár " "a perzsekények jobban kedvelik a meleget, belső tüzük még viszonylag hideg " "éghajlaton is könnyűszerrel biztosítja az életben maradást, így sikerrel " "népesítették be a Nagy-Kontinens messze északon húzódó hegyeit." #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "Törp" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "Törp" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "Törpök" #. [race]: id=dwarf #: data/core/units.cfg:90 #, fuzzy #| 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." 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 "" "A törpök bányászaikról, kovácsaikról, kereskedőikről és harcosaikról " "híresek. A harmadik legősibbnek tartott faj a nagy kontinensen a tündék és a " "trollok után; korai történetük homályba borul. Legendák mesélnek a rég " "elfeledett időkről, amikor a törpök barlangjaikon keresztül először kezdtek " "feljönni a felszínre földalatti világukból. Semmit nem tudunk az ezt " "megelőző életükről, vagy hogy miért jöttek föl a felszíni világra, de azóta " "a földrész történelmének szerves részeivé lettek. Nem sokkal azután, hogy " "feljöttek a mélyből, összeütközésbe kerültek a föld őshonos lakóival, a " "tündékkel. Hogy eredetileg mi robbantotta ki a viszálykodást, azt már senki " "sem tudja, de a két faj azóta három hosszú háborút vívott, amelyeket csak " "néhány évtizednyi béke választott el egymástól. A háborúk során a törpöknek " "nem sikerült kiűzniük a tündéket a déli nagy erdőkből, de a kontinens északi " "részén húzódó dombokon és hegyeken sikerült megerősíteniük az állásaikat. " "Ezt a területet úgy hívják ma, hogy Északfölde. Azóta a törpök hihetetlen " "erődítményeket és településeket építettek szerte a területük hegyein és " "szirtjein.\n" "\n" "Talán éppen elszigeteltségük miatt a törpök általánosan bizalmatlanok vagy " "ellenségesek a legtöbb más fajjal szemben, különösen a tündékkel. Egyetlen " "kivétel van erre, az emberekkel szemben nem tanúsítanak ilyen viselkedést. " "Ennek okai egészen I. Haldric koráig nyúlnak vissza, amikor az emberek és az " "orkok a kontinensre érkeztek. Ekkoriban a törpök néhány embernek, főleg " "wesnothi szakadároknak és törvényen kívülieknek, megengedték, hogy " "letelepedjenek Északfölde egyes területein. Az ok nem meglepő. Ezen " "embereknek a helyzete a törpöket üldöztetésük korai történelmére " "emlékeztette, és ez együttérzést váltott ki belőlük. Ugyanakkor sok előnyük " "is származott abból, ha szövetségre léptek ezekkel a számkivetettekkel. " "Olyan területeken telepítették le őket, ahol a törpök maguk nem laktak " "szívesen: síkságokon, erdőkben, mocsarakban. Így nem volt gondjuk azzal, " "hogy hogyan védjék ezeket a területeket.\n" "\n" "Emberi mértékkel nézve a törpök eléggé apró termetűek, de egyáltalán nem " "törékenyek. Szívós és erőteljes harcosaikat kontinensszerte egyaránt félik " "és tisztelik a harcban tanúsított bátorságukért. Ráadásul a törpök jól " "boldogulnak a számok világában, és híresek kézművességükről is. A törp " "kovácsok halálos fegyvereikkel és nehézpáncélzataikkal szereztek maguknak " "nevet. Ezeknek a felszereléseknek párját ritkító a minőségük, talán csak a " "perzsekény fegyverkovácsok remekei veszik fel velük a harcot. A törpöket " "intelligenciájuk és természetes kíváncsiságuk a földrész legfejlettebb " "technikájú fajává tette. Egyik leghíresebb és legrettegettebb találmányuk " "egy rejtélyes por, amely tűz vagy szikra hatására hatalmasat robban. Egyes " "törp harcosok arra használják ezt a port, hogy apró tárgyakat félelmetes " "sebességre gyorsítva elhajítsanak. A technológiai fejlettségük miatt sok " "törp ma már egyre kevésbé bízik a varázslásban. Azonban néhányan továbbra is " "gyakorolják a mágia egyik formáját, amely rúnák vésésén alapul. Ők a " "rúnakovácsok, akik arra használják ezeket a véseteket, hogy a segítségükkel " "megbűvölt tárgyaknak valamilyen tulajdonságát felerősítsék." #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "Tünde" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "Tünde" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "Tündék" #. [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 msgid "race^Falcon" msgstr "Sólyom" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "Sólyom tojó" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "Sólymok" #. [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:148 msgid "race^Goblin" msgstr "Kobold" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Kobold" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Koboldok" #. [race]: id=goblin #: data/core/units.cfg:151 #, fuzzy #| msgid "" #| "Goblins are, despite their appearance, born as siblings to the orcs and " #| "members of the same race. While other races usually bear children singly " #| "or in pairs, orcs will have large litters of children all at once, " #| "causing their populations to explode rather quickly. Within any litter, " #| "there will only be one or two true orcs, who will grow to the full size " #| "and strength of their race. A few more will be half-orcs, notably weaker " #| "than their big brothers, and relegated to supporting roles in combat, " #| "such as archery. The rest, often a full half of more of any litter, will " #| "be goblins. Goblins are puny and quite frail, rarely growing past the " #| "size and stature of a human child. Goblins are born into a lifetime of " #| "near-slavery to their larger kin, and used as sword-fodder in battle. " #| "They thrive in spite of their tragic fate; in part because they are so " #| "very numerous, and also because their brother orcs are well aware how " #| "dependent they are on the goblins.\n" #| "\n" #| "Goblins perform the bulk of manual labor needed by the orcs, with the " #| "sole exception of jobs that require the brute strength of true orcs. " #| "Those the orcs revel in as proof of their prowess." 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 "" "A koboldok – kinézetük ellenére – az orkok gyerekei, és egyazon fajba " "tartoznak. Míg más fajok egyesével-kettesével hozzák világra utódaikat, az " "orkoknál egyszerre egy egész alom születik, ezért népességük meglehetősen " "gyorsan növekszik. Minden alomban csupán egy vagy kettő igazi ork lesz, aki " "felnőve eléri a fajra jellemző teljes testméretet és erőt. Néhányan fél-" "orkok lesznek, akik jóval gyengébbek nagyobb testvéreiknél, és így " "kénytelenek alávaló, harci támogató – például íjász – szerepet betölteni. A " "maradék, amely gyakran az egész alom felét teszi ki, hitvány kobold lesz. A " "koboldok apró, igencsak törékeny lények, akik ritkán nőnek nagyobbra, mint " "egy embergyerek. Adottságaik miatt fajtársaik egész életen át tartó, szinte " "rabszolgaságot jelentő életet kényszerítenek rájuk, és ágyútölteléknek " "használják őket a csatamezőn. Tragikus sorsuk ellenére létszámuk mégis " "folyamatosan növekszik, részben mivel annyian születnek, másfelől pedig " "azért, mert ork testvéreik nagyon is jól tudják, hogy mennyire függnek a " "koboldoktól.\n" "\n" "A koboldok végzik el a fizikai munka dandárját, csupán azokat a feladatokat " "meghagyva, amelyek igénylik az igazi orkok nyers erejét. Ezeket az orkok " "szívesen végzik el felsőbbrendűségük bizonyítására." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Griffmadár" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Griffmadár" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Griffmadarak" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" #. [race]: id=horse #: data/core/units.cfg:181 #, fuzzy #| msgid "race^Wose" msgid "race^Horse" msgstr "Fapásztor" #. [race]: id=horse #: data/core/units.cfg:182 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "Ogre" #. [race]: id=horse #: data/core/units.cfg:183 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "Fapásztorok" #. [race]: id=horse #: data/core/units.cfg:184 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:201 msgid "race^Human" msgstr "Ember" #. [race]: id=human #: data/core/units.cfg:202 msgid "race+female^Human" msgstr "Ember" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Humans" msgstr "Emberek" #. [race]: id=human #: data/core/units.cfg:204 #, fuzzy #| msgid "" #| "The race of men is an extremely diverse one. Although they originally " #| "came from the Old Continent, men have spread all over the world and split " #| "into many different cultures and races. Although they are not imbued with " #| "magic like other creatures, humans can learn to wield it and able to " #| "learn more types than most others. They have no extra special abilities " #| "or aptitudes except their versatility and drive. While often at odds with " #| "other races, they can occasionally form alliances with the less " #| "aggressive races such as elves and dwarves. The less scrupulous among " #| "them do not shrink back from hiring orcish mercenaries, either. They have " #| "no natural enemies, although the majority of men, like most people of all " #| "races, have an instinctive dislike of the undead. Men are shorter than " #| "the elves, but taller still than dwarves. Their skin color can vary, from " #| "almost white to dark brown.\n" #| "\n" #| "
text='Subjects of the Crown'
\n" #| "Many different groups of men exist, but the majority of them on the Great " #| "Continent live under the rule of the Crown of Wesnoth. The humans first " #| "appeared on the Great Continent from a land far across the ocean to the " #| "West, the Green Isle, and soon established their capital at the inland " #| "city of Weldyn. Over the following centuries they have built up a number " #| "cities across the continent. The soldiers from the Crown of Wesnoth " #| "protect the country, forming the most organized military force in the " #| "known world. Its warriors come from the main provinces, where all men are " #| "conscripted at an early age.\n" #| "\n" #| "
text='The Clansmen'
\n" #| "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " #| "geography consisting of more open plains and rolling hills than the " #| "western, more civilized provinces. They are home to the Horse Clans, who " #| "are allied with the Crown of Wesnoth but operate independently and " #| "maintain their own identity. Some consider them to be a tributary state, " #| "which sends food and soldiers to Crown in exchange for protection. Others " #| "say they are on equal footing with the western half of Wesnoth. In any " #| "case, the eastern provinces do not have a conscript army the way Western " #| "Wesnoth does. Training for fighting is part of the way of life of the " #| "Clans; the parents teach the children to ride horses, fight and shoot a " #| "bow from an early age. In general, the Clan warriors are less organized " #| "than the civilized fighters, and the strengths and weaknesses of these " #| "groups complement each other." msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" "Az emberi faj rendkívül sokszínű. Eredetileg az Óvilágból származnak, de az " "egész világot benépesítették, és számtalan eltérő kultúrájú népcsoportot " "hoztak létre. Bár más teremtményekkel ellentétben nincs a vérükben a mágia, " "gyakorlással képessé válhatnak a bűvös erők irányítására, sőt többfajta " "mágiával is jól boldogulnak. Nincsenek különleges képességeik vagy " "adottságaik, kivéve a sokoldalúságot és a nagyravágyást. Gyakran állnak " "hadilábon más fajokkal, de a kevésbé agresszívekkel, mint a tündék és a " "törpök, esetenként szövetségre léphetnek. Ugyanakkor a kevésbé " "lelkiismeretes emberek még attól sem riadnak vissza, hogy orkokat " "alkalmazzanak zsoldosként. Nincs természetes ellenségük, bár az emberek " "többsége, ahogy más fajok népei is, ösztönösen irtózik az élőholtaktól. Az " "emberek alacsonyabbak a tündéknél, de még így is magasabbak, mint a törpök. " "A bőrük színe igen változatos, a majdnem fehértől egészen a sötétbarnáig " "terjedhet.\n" "\n" "
text='A Korona alattvalói'
\n" "Az emberek rengeteg különböző csoportot alkotnak, ám a Nagy-Kontinensen " "többségük a Wesnothi Korona uralma alatt él. Messze nyugatról, a " "tengerentúli Zöld-szigetről érkeztek, és amikor megjelentek a Nagy-" "Kontinensen, az ország belsejében hamar megalapították fővárosukat, Weldynt. " "A következő századok során számos további várost építettek kontinensszerte. " "Az országot a Wesnothi Korona katonái védik, az ismert világ legjobban " "szervezett hadseregét alkotva. Harcosaikat a főbb tartományokból toborozzák, " "ahol a férfiakat már egészen fiatal korukban besorozzák.\n" "\n" "
text='A klánok'
\n" "Wesnoth keleti tartományaiban, a Klánföldeken, sokkal több nyílt síkság és " "hegylánc van, mint a nyugati, sokkal civilizáltabb területeken. Ez a lovas " "klánok otthona, akik szövetségben állnak a Wesnothi Koronával, de teljesen " "önállóak, és fenntartják a függetlenségüket. Néhányan alárendelt államnak " "tartják, amely élelmet és katonákat küld a Koronának a védelemért cserébe. " "Mások szerint egyenjogú Wesnoth nyugati felével. Akárhogy is, a keleti " "tartományokban nincs olyan sorkatonaság, mint Nyugat-Wesnothban. A harci " "kiképzés része a klánok életének; a szülők fiatal koruktól kezdve tanítják a " "gyerekeket lovagolni, harcolni és nyilazni. Általánosságban a klánharcosok " "nem olyan szervezettek, mint a civilizált harcosok, de a két csoport " "gyengeségei és erősségei jól kiegyensúlyozzák egymást." #. [race]: id=dunefolk #: data/core/units.cfg:219 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "Ember" #. [race]: id=dunefolk #: data/core/units.cfg:220 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "Ember" #. [race]: id=dunefolk #: data/core/units.cfg:221 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "Élőholtak" #. [race]: id=dunefolk #: data/core/units.cfg:223 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:244 msgid "race^Saurian" msgstr "Gyík" #. [race]: id=lizard #: data/core/units.cfg:245 msgid "race+female^Saurian" msgstr "Gyík" #. [race]: id=lizard #: data/core/units.cfg:246 msgid "race^Saurians" msgstr "Gyíkok" #. [race]: id=lizard #: data/core/units.cfg:247 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:273 msgid "race^Mechanical" msgstr "Mechanikus" #. [race]: id=mechanical #: data/core/units.cfg:274 msgid "race+plural^Mechanical" msgstr "Mechanikus" #. [race]: id=mechanical #: data/core/units.cfg:275 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 "" "A text='mechanikus' egységeket sem természetes, sem " "holtidézőtől kapott élet nem járja át; ezek egy értelmes lény által " "létrehozott tárgyak csupán. A legtöbb mechanikus egység magától nem mozog, " "nem is gondolkodik, de néhányuk varázslat hatására képes ilyesmire." #. [race]: id=merman #: data/core/units.cfg:284 msgid "race^Merman" msgstr "Sellő" #. [race]: id=merman #: data/core/units.cfg:285 msgid "race^Mermaid" msgstr "Sellő" #. [race]: id=merman #: data/core/units.cfg:286 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "Troll" #. [race]: id=merman #: data/core/units.cfg:288 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 "" "A sellők egy olyan különös faj, amely egyaránt rendelkezik a halakra és az " "emberekre jellemző adottságokkal. Erős uszonyukkal gyorsan tudnak mozogni " "bármely vizes terepen, míg ügyes kezük és eszes elméjük lehetővé teszi a " "kézművességet és a szerszámkészítést is. A sellők félig vízi lények, vízben " "és levegőben egyaránt tudnak lélegezni. Habár képesek a szárazföldön is " "létezni, sokkal gyorsabbak és ügyesebbek a vízben, és csak ritkán találjuk " "őket messze az óceántól. Jellemzően óvakodnak a szárazföldtől, mert " "kényelmetlenül érzik magukat, sután mozognak, és nagyon megszenvednek vele, " "ha kemény, erdős terepen kell átkelniük." #. [race]: id=monster #: data/core/units.cfg:296 msgid "race^Monster" msgstr "Szörny" #. [race]: id=monster #: data/core/units.cfg:297 msgid "race+female^Monster" msgstr "Szörny" #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monsters" msgstr "Szörnyek" #. [race]: id=monster #: data/core/units.cfg:299 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 "" "A „szörny” kifejezés azt a sok titokzatos bestiát foglalja magába, amelyek a " "barlangokban, a vadonban, az óceán mélységeiben, vagy a világ más tájain " "kísértenek. Sokszor a helyiek történeteiben és rémálmaiban is megjelennek." #. [race]: id=naga #: data/core/units.cfg:306 msgid "race^Naga" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:307 msgid "race^Nagini" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Nagas" msgstr "Nagák" #. [race]: id=naga #: data/core/units.cfg:309 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 "" "A kígyótestű nagák talán a legkevésbé ismert fajok közé tartoznak a Nagy-" "Kontinensen. Ez részben az idegenkerülő természetük, másfelől pedig az " "ellenséges élőhelyük miatt van. A nagák azon kevesek egyike, akik képesek " "jól közlekedni a vízben, ez pedig egy olyan világba engedi be őket, amely " "gyakorlatilag tiltott minden szárazföldi teremtménynek; ez csak még inkább " "elválasztja őket a többi fajtól. Mégsem igazi tengeri lények, mivel nem " "tudnak a vízben lélegezni, ezért félnek a mélységektől. Legszívesebben a " "parti vizekben élnek, mert így a szárazra menekülhetnek a mélytengeri " "veszélyek elől, de mégsem kerülnek a gyalog, repülve, vagy lóháton közlekedő " "szárazföldi utazók útjába. Habár a nagák kissé törékeny testfelépítésűek, " "rendszerint fürgébbek, mint ellenfeleik. Ritkán a sellőkkel is csetepatéba " "keverednek, ha a területeik átfedik egymást, de a nagák összességében " "legalább annyira kedvelik a mocsarakat és a folyókat, mint a nyílt vizet." #. [race]: id=ogre #: data/core/units.cfg:317 msgid "race^Ogre" msgstr "Ogre" #. [race]: id=ogre #: data/core/units.cfg:318 msgid "race+female^Ogre" msgstr "Ogre" #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogres" msgstr "Ogrék" #. [race]: id=ogre #: data/core/units.cfg:320 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 "" "Az ogrék vad és civilizálatlan lények, akik főképp a Nagy-Kontinens " "vadonjaiban élnek. Fizikailag egy emberre és egy orkra emlékeztetnek, de " "nagyobbak és erősebbek: még egy fiatal ogréval sem volna érdemes kiállnia " "egy embernek sem. Az ogrékra gyanúsan tekintenek sok lakott területen, és " "vagy elkerülik őket, vagy erővel elkergetik. Így főként hegyes területeken " "ólálkodnak a civilizáció legszélén, ahol az éhes ogre útonállók állandó " "veszélyt jelentenek az utazókra és a karavánokra. Bár e lények nem túl " "okosak vagy gyorsak, szívósságuk és fizikai erejük miatt bármely faj " "hadseregének értékes tagjai lehetnek. Különösen a kegyetlen parancsnokok " "kedvelik őket, akiket nem zavarja a brutalitásuk. Az ogrék biológiájáról és " "társadalmáról csak keveset tudunk (már ha egyáltalán van nekik), de " "állítólag a farkasokkal és más szörnyekkel együtt szoktak támadni. Azt nem " "tudni, hogy ez együttműködés, háziasítás, esetleg az adódó lehetőségek " "kölcsönös kiaknázása-e." #. [race]: id=orc #: data/core/units.cfg:328 msgid "race^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:329 msgid "race+female^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orcs" msgstr "Orkok" #. [race]: id=orc #: data/core/units.cfg:331 #, fuzzy #| msgid "" #| "In appearance, orcs are half men and half beasts. They are taller, " #| "sturdier and stronger than humans. They are warlike, savage, and cruel by " #| "nature. Their blood is darker and thicker than that of normal humans and " #| "they have little care for personal hygiene or their personal appearance. " #| "Although Orcs are violent even among themselves creatures, they are pack-" #| "oriented; an orc never travels long or lives alone in groups smaller than " #| "half a dozen.\n" #| "\n" #| "
text='Society'
\n" #| "Almost every orc are a member of a tribe or a clan. Relations between " #| "neighboring tribes are usually violent, except in cases of a mutual enemy " #| "threatens their existence or prospects of great plunder override mutual " #| "animosity. Occasionally, a single strong chieftain may emerge to lead " #| "multiple tribes from time to time, usually through intimidation of " #| "followers. An orc tribe in times of peace tends to focus almost solely on " #| "strengthening itself in preparation for the next armed conflict. Orcs are " #| "known to possess a crude system of writing — usually in blood — although " #| "it’s most commonly used to trade insults or threats among tribal " #| "leaders.\n" #| "\n" #| "Orc societies are based on little else but strength; might makes right, " #| "and a leader leads and survives only as long as no one manages to wrest " #| "the title from him. A constant struggle for power simmers among potential " #| "tribal chiefs. An orcish leader rarely lives more than a handful of years " #| "to enjoy his absolute authority before being killed for his position — " #| "although history knows some notable exceptions. Orcs hold no particular " #| "honor code and while indisputable raw strength is usually the preferred " #| "method of displaying power, assassination, poisoning and backstabbing are " #| "completely viable means to further one’s own goals.\n" #| "\n" #| "Orcs mostly live in rural areas, often in foothills or mountainous " #| "regions, sometimes in caves. They grow no crops nor keep livestock, but " #| "are competent hunters as a result of their physical stature and " #| "brutality. Due to their large numbers they are capable of hunting an area " #| "virtually clean of anything larger than rodents in relatively short " #| "period of time. Due to this and their unstable leadership, orcish tribes " #| "tend to lead a semi-nomadic lifestyle, never settling in one region for " #| "too long. The larger tribes may establish themselves firmly in an area " #| "for years or even decades and build large encampments almost resembling " #| "cities, but even these are easily dismantled and abandoned if there is a " #| "need to relocate the horde.\n" #| "\n" #| "The oldest known orcs have been around 50 to 60 years of age, but very " #| "few individuals ever live to see over two or three decades before meeting " #| "their end either in war or by the hand of one of their kin. The oldest " #| "orcs are often shamans, which are perhaps the only ones most of their " #| "kind sees as being trustworthy and neutral. The origins of this custom " #| "are unknown, as the shamans do not directly contribute much to orcish " #| "societies but only act as advisors — not something orcs tend to otherwise " #| "tolerate. Shamans are in many ways the opposite of most other orcs: they " #| "are often physically withered and frail in comparison and lack skill in " #| "battle. Despite their reliance on raw strength, not nearly all orcs are " #| "destined to grow to possess any. Many orcs are born smaller and weaker " #| "than the rest, and already almost as newborns are put in their place by " #| "their stronger siblings. The stronger ones will routinely grab most of " #| "the food and thus grow stronger still, while their weaker siblings do " #| "not. Many of these individuals tend to specialize in other skills, like " #| "archery or assassination." msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" "Ránézésre az orkok félig emberek, félig szörnyetegek. Magasabbak, " "robusztusabbak és erősebbek, mint az emberek. Természetüknél fogva " "harciasak, szilajak és kegyetlenek. A vérük sötétebb és sűrűbb, mint az " "embereké, és nem túl igényesek a személyes megjelenésükre és a tisztaságra. " "Az orkok még saját fajtársaikkal szemben is igen erőszakosak, ennek ellenére " "falkában élnek; egy ork sosem él és nem is tesz meg nagyobb távolságot, ha " "nincsenek legalább féltucatnyian a csoportban.\n" "\n" "
text='Társadalmi berendezkedés'
\n" "Csaknem minden ork egy törzs vagy klán tagja. A szomszédos törzsek közötti " "viszony általában erőszakos, kivéve, ha egy közös ellenség fenyegeti a " "létezésüket, vagy egy nagy fosztogatás lehetősége felülírja a kölcsönös " "ellenségeskedést. Időről időre egy erős törzsfőnök kiemelkedik a többi " "közül, és több törzs élére áll, általában úgy, hogy megfélemlíti a követőit. " "Az ork törzsek békeidőben jószerivel csak azzal foglalkoznak, hogy eddzenek, " "és felkészüljenek a következő fegyveres összecsapásra. Ismeretes, hogy az " "orkoknak van egy barbár írásrendszerük – általában vérrel írnak –, bár " "elsősorban csak arra használják, hogy sértéseket és fenyegetéseket váltsanak " "egymás közt a törzsi vezetők.\n" "\n" "Az ork közösségek alapja az erőfölény; akié az erő, azé a jog, és egy vezető " "csak addig vezet és él, amíg valakinek nem sikerül elragadni a címet tőle. A " "lehetséges törzsi vezetők folyamatosan a hatalomért vívott állandó " "küzdelemtől fortyognak. Egy ork vezető ritkán él pár évnél többet, hogy " "kiélvezze teljhatalmát, mielőtt megölnék a tisztségéért – bár a történészek " "feljegyeztek pár neves kivételt. Az orkok nem tartanak becsületkódexet, és " "mivel a vitathatatlan nyers erő általánosan elfogadott módja a hatalom " "kinyilvánításának, a merénylet, mérgezés, hátbatámadás teljesen járható útja " "annak, hogy valaki elérje a céljait.\n" "\n" "Az orkok főleg kietlen területeken élnek, gyakran dombokon és hegyeken, néha " "barlangokban. Növénytermesztéssel és állattartással nem foglalkoznak, de " "testfelépítésük és brutalitásuk eredményeként rátermett vadászok. Nagy " "létszámú hordáik viszonylag rövid idő alatt bármilyen területen képesek " "levadászni mindent, ami nagyobb a rágcsálóknál. Emiatt és a gyenge lábakon " "álló vezetés miatt az ork törzsek mondhatni félnomád életet élnek, sosem " "telepednek le egy helyen hosszabb időre. A nagyobb törzsek néha erősebben, " "évekre, évtizedekre is megvetik a lábukat egy-egy területen, nagy, városokat " "idéző táborhelyet építenek, de még ezeket is könnyedén lebontják és " "elhagyják, ha új helyet kell keresni a horda számára.\n" "\n" "A legidősebb ismert orkok ötven-hatvan év körüliek voltak, de igen kevesen " "élnek két-három évtizednél többet, mielőtt meghalnak, akár háborúban, akár " "egy fajtársuk kezétől. A legvénebb orkok gyakran sámánok, és valószínűleg ők " "az egyetlenek, akiket a többi ork megbízhatónak és semlegesnek tart. A " "szokás eredete ismeretlen, a sámánok nem folynak bele közvetlenül az ork " "közösség életébe, csak mint tanácsadók szerepelnek – más esetben nem is " "tűrnék, ha valaki tanácsokat osztogat. A sámánok sok szempontból ellentétei " "a többi orknak: testfelépítésük gyakran gyengébb, satnyább, a harcban " "járatlanok. Bár az orkok a nyers erőre hagyatkoznak, az erő nem minden " "orknak adatik meg. Sok ork kisebbnek és gyengébbnek születik, mint a " "többiek, és az erősebb testvéreik már újszülöttként kiszorítják őket. Az " "erősebbek elragadják az étel nagyját, és így erősebbre, nagyobbra nőnek, míg " "a gyengébb testvérek nem. Közülük sokan másban szereznek jártasságot, mint " "az íjászat és az orgyilkosság." #. [race]: id=orc #: data/core/units.cfg:342 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=raven #: data/core/units.cfg:351 #, fuzzy #| msgid "race^Dwarves" msgid "race^Raven" msgstr "Törpök" #. [race]: id=raven #: data/core/units.cfg:352 #, fuzzy #| msgid "race+female^Drake" msgid "race+female^Raven" msgstr "Perzsekény" #. [race]: id=raven #: data/core/units.cfg:353 #, fuzzy #| msgid "race^Dwarves" msgid "race^Ravens" msgstr "Törpök" #. [race]: id=raven #: data/core/units.cfg:354 msgid "" "Ravens are general scavengers, often associating with hunters or predators " "in the hope of sharing in the kill. They do not have the powerful beak or " "claws of the gryphons or raptors, but can still be a threat because of their " "intelligence and ability to recognize any advantage.\n" "\n" "In the aftermath of a battle, the dead and wounded are a banquet for ravens, " "thus ravens are a nuisance for allies of the defeated but are seen by some " "victors as part of martial ceremonies. The violence and large numbers that " "characterize both orcs and humans bring these races into constant " "interaction with ravens in this context. For this reason, the birds have " "become characters in fables, parables, and superstitions related to war.\n" "\n" "As intelligent scavengers, ravens do not need war dead to survive. Some " "farmers struggle to keep ravens away from freshly sown seeds, but others are " "happy to have them around as sentries." msgstr "" #. [race]: id=troll #: data/core/units.cfg:365 msgid "race^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:366 msgid "race+female^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:367 msgid "race^Trolls" msgstr "Trollok" #. [race]: id=troll #: data/core/units.cfg:368 #, fuzzy #| msgid "" #| "Trolls are ancient creatures, one of the oldest known races known to " #| "inhabit the Great Continent. They are large, slow, simple-minded, and " #| "live extremely long lives inside deep caves or atop high mountains. The " #| "most unique characteristic of trolls is an internal vitality that " #| "sustains and heals them from within. As a result they live very different " #| "lives from almost any known creature. Trolls have few real needs: they " #| "require little food or water, and thus they have little incentive to " #| "pursue much besides protection from those who are hostile towards them. " #| "This in turn means they rarely have to worry about anything and can spend " #| "much of their time sleeping or in contemplation. Trolls have a curious " #| "affinity with nature. They do not relate with living things like elves " #| "do, but instead with earth and stone. They are also somewhat curious of " #| "their surroundings and many younger whelps even enjoy traveling and " #| "seeing the world. As trolls grow older they tend to become increasingly " #| "passive, gradually losing interest in their environment and spending more " #| "of their time sleeping in a quiet, familiar corner of their home cave. " #| "This is until they finally pass away as their bodies themselves slowly " #| "turn into lifeless statues of stone.\n" #| "\n" #| "Trolls are seen by many as being little more than yet another race of " #| "savage monsters. This common misconception is in part perpetuated by orcs " #| "to persuade trolls to join their armies. Because they are rather simple " #| "and do not understand the ways of other races or sometimes can even tell " #| "them apart, it is usually easy for an orcish band to convince a group of " #| "trolls that by joining them they get to exact revenge on those that have " #| "before hunted them. These new recruits are then directed to attack " #| "whoever the orcs themselves are currently in conflict with, whether " #| "previously a foe of the trolls or not, accumulating even more enemies for " #| "the misled trolls. The most common enemy of trolls are dwarves, and the " #| "animosity between these two races is ancient.\n" #| "\n" #| "
text='Geography'
\n" #| "Trolls have inhabited the mountains of the Great Continent longer than " #| "the dwarves who migrated there. Trolls are a common sight on the mountain " #| "ranges north and east of Wesnoth, and wherever Orcish hordes travel." msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, and live extremely long " "lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" "A trollok ősi teremtmények, az egyik legősibb ismert faj, amely a Nagy-" "Kontinenst lakja. Nagyok, lassúak és együgyűek; a barlangok mélyén és a " "magas hegyek tetején rendkívül idős kort is megélnek. A trollok " "legkivételesebb jellegzetessége a belső életerő, amely belülről táplálja és " "gyógyítja őket. Ennek eredményeként majdnem minden más élőlényhez képest " "nagyon eltérő életet élnek. A trolloknak nincsenek nagy igényeik: keveset " "esznek és kevés vizet fogyasztanak, így nincs sok késztetésük arra, hogy " "bármiért is harcba bocsátkozzanak, hacsak nem azért, hogy megvédjék magukat " "azoktól, akik ellenségesek velük szemben. Ez egyben azt is jelenti, hogy " "ritkán kell aggódniuk bármi miatt, és idejük nagy részét alvással vagy " "szemlélődéssel tölthetik. A trollok furcsán viszonyulnak a természethez. Ők " "nem az élő dolgokhoz kötődnek, mint a tündék, inkább a földhöz és a " "kövekhez. Némiképp kíváncsiak a környezetükre, és sok fiatalabb kölyök " "élvezettel járja a világot. Ahogy a trollok öregednek, egyre közömbösebbek " "lesznek, fokozatosan elvesztik a környezetük iránti érdeklődésüket, és " "idejük nagyobb részét alvással töltik a barlangjuk egy csendes, megszokott " "sarkában. Így megy ez mindaddig, amíg végül elpusztulnak, és a testük lassan " "élettelen kőszoborrá válik.\n" "\n" "A legtöbb ember szemében a trollok nem többek, mint egy újabb faj a szilaj " "szörnyetegek sorában. Ennek a közkeletű tévedésnek a terjedése részben az " "orkok számlájára írható, akik ráveszik a trollokat, hogy csatlakozzanak a " "seregeikhez. Mivel a trollok elég együgyűek, és nem értik más fajok " "módszereit, sőt néha még megkülönböztetni sem képesek őket, az orkok " "általában elég könnyen meggyőzik őket, hogy ha csatlakoznak hozzájuk, " "bosszút állhatnak azokon, akik korábban vadásztak rájuk. Aztán ezeket az új " "harcosokat csatarendbe állítják azok ellen, akikkel az orkok épp háborúban " "állnak, függetlenül attól, hogy azok korábban a trollok ellenségei voltak-e " "vagy sem, így aztán egyre több ellenségük lesz a félrevezetett trolloknak. " "Mégis, leggyakoribb ellenségük a törpök; a két faj közötti ellenségeskedés " "ősidőkre nyúlik vissza.\n" "\n" "
text='Földrajz'
\n" "A Nagy-Kontinens hegyeit a trollok már jóval azelőtt lakták, hogy a törpök " "bevándoroltak volna oda. A trollokat gyakran látni a Wesnothtól északra és " "keletre fekvő hegyláncokon, meg persze ahol ork hordák járnak." #. [race]: id=undead #: data/core/units.cfg:388 msgid "race^Undead" msgstr "Élőholt" #. [race]: id=undead #: data/core/units.cfg:389 msgid "race+female^Undead" msgstr "Élőholt" #. [race]: id=undead #: data/core/units.cfg:390 msgid "race+plural^Undead" msgstr "Élőholtak" #. [race]: id=undead #: data/core/units.cfg:391 #, fuzzy #| msgid "" #| "Undead are not really a single race of creatures, although often treated " #| "as such. Almost any dead creature can, by a sufficiently skilled " #| "necromancer, be reanimated and rise again in undeath. Undead are for the " #| "most part unnatural but mindless constructs, obeying whoever created them " #| "without question nor thought. A greater mystery of necromancy is in how " #| "constructs are sustained without continuous effort from the necromancer. " #| "An undead creature does not require the constant attention of the " #| "necromancer to command and sustain, but can work autonomously according " #| "to the commands of its master. Only rarely, perhaps once every few " #| "months, does the necromancer need to maintain his creation.\n" #| "\n" #| "Necromancy is almost solely limited to humans. Even the legends of " #| "magically apt races like elves and mermen tell of very few of their kind " #| "who have ever delved in the dark arts. It is surmised that necromantic " #| "magic requires great adaptability and a flexible mind, extremes of which " #| "are most commonly found in humans. The ultimate goal of most necromancers " #| "is to turn the same art of preserving and imbuing life upon themselves, " #| "to alter themselves at whatever cost, to ultimately escape death by " #| "preserving their own mind and spirit.\n" #| "\n" #| "
text='Geography'
\n" #| "While undead lords arrived on the Great Continent in considerable numbers " #| "only in the wake of Haldric I, they were not completely unheard of by " #| "elves and dwarves before that." 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 "" "Az élőholtak nem nevezhetők ténylegesen fajnak, bár gyakran hivatkoznak " "rájuk úgy. Egy kellően képzett holtidéző segítségével majdnem minden halott " "teremtményt fel lehet éleszteni élőholtként. Az élőholtak javarészt " "természetellenes, értelemmel nem bíró lények, amelyek kérdés és ellenvetés " "nélkül alávetik magukat a feltámasztójuk parancsainak. A holtidézés nagyobb " "rejtélye abban van, hogy a lények miként maradnak életben a holtidéző " "folyamatos erőfeszítése nélkül. Az élőholtak nem igénylik az állandó " "felügyeletet, önállóan is végrehajtják a mesterük parancsait. Csak ritkán, " "talán pár havonta van szükség arra, hogy a holtidéző ránézzen a " "teremtményeire.\n" "\n" "A holtidézés tudománya szinte kizárólag az embereké. Még a mágiára hajlamos " "fajok, mint a tündék és a sellők is csak nagyon kevés olyan fajtársukról " "számolnak be legendáikban, akik beleásták magukat a sötét tanokba. A " "feltevés szerint a holtidéző mágiához jó alkalmazkodóképesség és rugalmas " "gondolkodásmód szükséges, melyek szélsőséges formája leginkább csak az " "emberekben található meg. A legtöbb holtidéző végső célja az, hogy az élet " "megőrzésének és áttöltésének ugyanezt a művészetét magukra is alkalmazzák, " "megváltoztassák magukat bármi áron, hogy az elméjük és a szellemük " "megőrzésével végleg elkerüljék a halált.\n" "\n" "
text='Földrajz'
\n" "Bár az élőholt főurak jelentősebb számban csak I. Haldric uralkodása idején " "érkeztek a Nagy-Kontinensre, a tündék és a törpök számára már korábban sem " "voltak ismeretlenek." #. [race]: id=wolf #: data/core/units.cfg:404 msgid "race^Wolf" msgstr "Farkas" #. [race]: id=wolf #: data/core/units.cfg:405 msgid "race+female^Wolf" msgstr "Farkas" #. [race]: id=wolf #: data/core/units.cfg:406 msgid "race^Wolves" msgstr "Farkasok" #. [race]: id=wolf #: data/core/units.cfg:407 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:416 msgid "race^Wose" msgstr "Fapásztor" #. [race]: id=wose #: data/core/units.cfg:417 msgid "race^Woses" msgstr "Fapásztorok" #. [race]: id=wose #: data/core/units.cfg:418 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: data/lua/feeding.lua:30 data/lua/feeding.lua:43 msgid "+1 max HP" msgstr "+1 max ÉP" #. [lua]: wesnoth.interface.game_display.unit_status #: data/lua/stun.lua:14 msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control." msgstr "" #. [lua]: on_hit #: data/lua/stun.lua:24 #, fuzzy #| msgid "female^undead" msgid "female^stunned" msgstr "élőholt" #. [lua]: on_hit #: data/lua/stun.lua:26 msgid "stunned" msgstr "" #: src/help/help.cpp:207 msgid "Close" msgstr "Bezárás" #: src/help/help.cpp:211 msgid "Help" msgstr "Súgó" #: src/help/help.cpp:263 src/help/help.cpp:267 #, fuzzy #| msgid "Parse error when parsing help text: " msgid "Parse error when parsing help text:" msgstr "Hiba a súgó szövegének elemzésekor: " #: src/help/help_topic_generators.cpp:63 msgid "Best of" msgstr "" #: src/help/help_topic_generators.cpp:63 msgid "Worst of" msgstr "" #: src/help/help_topic_generators.cpp:160 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:165 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:172 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:176 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:179 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:183 #: src/help/help_topic_generators.cpp:603 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Special Notes:" msgid "Special Notes:" msgstr "" "\n" "\n" "Megjegyzés:" #: src/help/help_topic_generators.cpp:192 msgid "Base Terrain: " msgstr "Alap terep: " #: src/help/help_topic_generators.cpp:212 #, fuzzy #| msgid "Movement Cost" msgid "Movement properties: " msgstr "Lépéspontköltség" #: src/help/help_topic_generators.cpp:216 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:296 #, fuzzy #| msgid "level" msgid "Level" msgstr "szint" #: src/help/help_topic_generators.cpp:360 msgid "Advances from: " msgstr "Szintlépés ebből: " #: src/help/help_topic_generators.cpp:362 #, fuzzy #| msgid "Advances from: " msgid "Advances to: " msgstr "Szintlépés ebből: " #: src/help/help_topic_generators.cpp:391 msgid "Base unit: " msgstr "Alap egység: " #: src/help/help_topic_generators.cpp:396 msgid "Base units: " msgstr "Alap egységek: " #: src/help/help_topic_generators.cpp:414 msgid "Variations: " msgstr "Variációk: " #: src/help/help_topic_generators.cpp:438 msgid "race^Miscellaneous" msgstr "Egyéb" #: src/help/help_topic_generators.cpp:440 msgid "Race: " msgstr "Faj: " #: src/help/help_topic_generators.cpp:510 msgid "Abilities: " msgstr "Képességek: " #: src/help/help_topic_generators.cpp:536 msgid "Ability Upgrades: " msgstr "Képességek továbbfejlesztése: " #. 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:566 #, fuzzy #| msgid "HP: " msgid "HP:" msgstr "ÉP: " #. 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:570 #, fuzzy #| msgid "Moves: " msgid "Moves:" msgstr "Lépés: " #. 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:575 #, fuzzy #| msgid "Vision: " msgid "Vision:" msgstr "Látótáv: " #. 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:581 #, fuzzy #| msgid "Jamming: " msgid "Jamming:" msgstr "Zavarás: " #. 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:586 #, fuzzy #| msgid "Cost: " msgid "Cost:" msgstr "Ár: " #. 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:590 #, fuzzy #| msgid "Alignment: " msgid "Alignment:" msgstr "Beállítottság: " #. 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:597 #, fuzzy #| msgid "Required XP: " msgid "Required XP:" msgstr "TP követelmény: " #: src/help/help_topic_generators.cpp:615 msgid "unit help^Attacks" msgstr "Támadások" #: src/help/help_topic_generators.cpp:622 msgid "unit help^Name" msgstr "Név" #: src/help/help_topic_generators.cpp:623 msgid "Strikes" msgstr "Ütések" #: src/help/help_topic_generators.cpp:624 msgid "Range" msgstr "Hatótávolság" #: src/help/help_topic_generators.cpp:625 msgid "Type" msgstr "Típus" #: src/help/help_topic_generators.cpp:626 msgid "Special" msgstr "Különlegesség" #: src/help/help_topic_generators.cpp:701 msgid "Resistances" msgstr "Ellenállások" #: src/help/help_topic_generators.cpp:705 msgid "Attack Type" msgstr "Támadástípus" #: src/help/help_topic_generators.cpp:706 msgid "Resistance" msgstr "Ellenállás" #: src/help/help_topic_generators.cpp:736 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Modifiers" msgstr "Terepfüggő jellemzők" #: src/help/help_topic_generators.cpp:740 msgid "Terrain" msgstr "Terep" #: src/help/help_topic_generators.cpp:741 msgid "Defense" msgstr "Védekezés" #: src/help/help_topic_generators.cpp:742 msgid "Movement Cost" msgstr "Lépéspontköltség" #: src/help/help_topic_generators.cpp:746 #, fuzzy #| msgid "Defense" msgid "Defense Cap" msgstr "Védekezés" #: src/help/help_topic_generators.cpp:751 msgid "Vision Cost" msgstr "Látáspontköltség" #: src/help/help_topic_generators.cpp:755 msgid "Jamming Cost" msgstr "Zavaráspontköltség" #, fuzzy #~| msgid "first strike" #~ msgid "first verse" #~ msgstr "első ütés" #, fuzzy #~| msgid "Second Dusk" #~ msgid "second verse" #~ msgstr "Második alkonyat" #~ msgid "Flat" #~ msgstr "Síkság" #~ msgid "Village" #~ msgstr "Falu" #, fuzzy #~| msgid "" #~| "This unit can lead our own units that are next to it, making them fight " #~| "better.\n" #~| "\n" #~| "Adjacent own units of lower level will do more damage in battle. When a " #~| "unit adjacent to, of a lower level than, and on the same side as a unit " #~| "with Leadership engages in combat, its attacks do 25% more damage times " #~| "the difference in their levels." #~ 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 "" #~ "Ez az egység a csatában a közvetlenül mellette álló szövetséges egységek " #~ "élére áll, így azok jobban harcolnak.\n" #~ "\n" #~ "A mellette álló, alacsonyabb szintű szövetséges egységek sebzése " #~ "megnövekszik a csatában. A hadvezetővel szomszédos, nála alacsonyabb " #~ "szintű és szövetséges egységek annyiszor 25%-kal többet sebeznek, ahány " #~ "szinttel alacsonyabbak a hadvezetőnél." #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Harc Wesnothért Súgó" #, fuzzy #~| msgid " green if it hasn’t moved this turn," #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr " zöld, ha az egység még nem lépett az adott körben;" #, fuzzy #~| msgid " yellow if it has moved, but could still move further or attack, or" #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr "" #~ " sárga, ha már lépett, de még tehet további lépéseket, vagy támadhat; " #~ "illetve" #~ msgid "Orbs" #~ msgstr "Gömböcskék" #~ 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 "" #~ "Az egységek mellett látható energiacsík tetején található egy gömböcske. " #~ "Az általad irányított egységeknél ez a következőt jelenti:" #, fuzzy #~| msgid "" #~| " black if it can no longer move or attack, or the user ended the unit’s " #~| "turn." #~ msgid "" #~ " red if it can no longer move or attack, or the user ended the unit’s " #~ "turn." #~ msgstr "" #~ " fekete, ha már nem léphet és nem támadhat, vagy befejezted az egység " #~ "körét;" #~ msgid " blue if the unit is an ally you do not control." #~ msgstr " kék, ha az egység egy szövetséges egység, de nem te irányítod." #, fuzzy #~| msgid " Enemy units have a red orb on top of their energy bar." #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr "" #~ " Az ellenséges egységek energiacsíkjának tetején piros gömböcske van." #, fuzzy #~| msgid "" #~| "\n" #~| "Set or toggle player on side between human and AI player. The player/" #~| "client who controls that side needs to issue this command. If no second " #~| "parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set " #~| "an AI controller. If it is ‘off’ set a human controller. Defaults to the " #~| "currently active side if no parameter is supplied.\n" #~| "\n" #~ msgid "" #~ "\n" #~ "Set or toggle player on side between human and AI player. The player/" #~ "client who controls that side needs to issue this command. If no second " #~ "parameter is supplied, toggle between human and AI. If it is ‘on’, set an " #~ "AI controller. If it is ‘off’ set a human controller. Defaults to the " #~ "currently active side if no parameter is supplied.\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "Az adott csapat irányításának átváltása ember és MI játékos között. Annak " #~ "a játékosnak/kliensnek kell ezt a parancsot kiadnia, aki az adott " #~ "csapatot irányítja. Ha nincs második paraméter megadva, akkor a parancs " #~ "kiadása az ember és az MI között váltogat. Ha állapota „be”, akkor MI-t " #~ "állít be irányítónak, ha „ki”, akkor embert. Ha nincs semmilyen paraméter " #~ "megadva, akkor az éppen soron következő csapatra fog vonatkozni.\n" #~ "\n" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sebezhetőség'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Creator Resources'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Alkotói tárház'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Creator Resources'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Alkotói tárház'
" #, fuzzy #~| msgid "" #~| "Compared to humans, elves are somewhat taller, more agile but less " #~| "sturdy. They have slightly pointy ears, pale skin and usually blond " #~| "hair. Few differences between humans and elves are more pronounced than " #~| "the Elves’ unusually long life — most, unless claimed by illness, " #~| "accident or war, live a full two and a half centuries. While some elves " #~| "possessing a high magical aptitude have been known to live an additional " #~| "full century, most elves begin to grow physically frail at some point " #~| "between 250 and 300 years of age and pass away rapidly (generally within " #~| "a year or two) thereafter.\n" #~| "\n" #~| "Elves are naturally imbued with magic to a small degree. Though most are " #~| "unable to channel it directly, its latent presence gives them their keen " #~| "senses and long life. Many elves have magic-driven talents such as " #~| "marksmanship or stealth, allowing them to achieve tasks that most normal " #~| "beings would find astonishing. Those elves that learn to wield this " #~| "power in more general ways can become truly formidable in its use. Many " #~| "choose to use their gift to heal others.\n" #~| "\n" #~| "A few elves, venturing far down the paths of magic and mysticism, become " #~| "sensitive to the presence of cold iron and can even be burned by it. " #~| "Elvish legend hints that this was more common in the far past.\n" #~| "\n" #~| "Elves spend much of their time honing their talents and skills. Those " #~| "not adept at the magical arts typically devote their time honing their " #~| "physical skills. As a result, elves excel at archery, which is perhaps " #~| "their most important method of warfare. Most elvish troops carry a bow " #~| "and no other race can rival their archers in speed and accuracy. All " #~| "elves also share an intense affection for unspoiled nature. They often " #~| "feel uncomfortable in open unvegetated spaces. They live primarily in " #~| "the forests of the Great Continent; the Aethenwood in the southwest, " #~| "Wesmere in the northwest, and the great northern woods of which the " #~| "Lintanir Forest is the southernmost edge.\n" #~| "\n" #~| "Elves are the eldest race of the continent, with the possible exception " #~| "of trolls. Many of their settlements cannot be reliably dated, " #~| "undoubtedly having existed for over a millennium." #~ msgid "" #~ "Compared to humans, elves are somewhat taller, more agile but less " #~ "sturdy. They have slightly pointy ears, pale skin and usually blond hair. " #~ "Few differences between humans and elves are more pronounced than the " #~ "Elves’ unusually long life — most, unless claimed by illness, accident or " #~ "war, live a full two and a half centuries. While some elves possessing a " #~ "high magical aptitude have been known to live an additional full century, " #~ "most elves begin to grow physically frail at some point between 250 and " #~ "300 years of age and pass away rapidly (generally within a year or two) " #~ "thereafter.\n" #~ "\n" #~ "Elves are naturally imbued with magic to a small degree. Though most are " #~ "unable to channel it directly, its latent presence gives them their keen " #~ "senses and long life. Many elves have magic-driven talents such as " #~ "marksmanship or stealth, allowing them to achieve tasks that most normal " #~ "beings would find astonishing. Those elves that learn to wield this power " #~ "in more general ways can become truly formidable in its use. Many choose " #~ "to use their gift to heal others.\n" #~ "\n" #~ "A few elves, venturing far down the paths of magic and mysticism, become " #~ "sensitive to the presence of cold iron and can even be burned by it. " #~ "Elvish legend hints that this was more common in the far past.\n" #~ "\n" #~ "Elves spend much of their time honing their talents and skills. Those not " #~ "adept at the magical arts typically devote their time honing their " #~ "physical skills. As a result, elves excel at archery, which is perhaps " #~ "their most important method of warfare. Most elvish troops carry a bow " #~ "and no other race can rival their archers in speed and accuracy. All " #~ "elves also share an intense affection for unspoiled nature. They often " #~ "feel uncomfortable in open, unvegetated spaces. They live primarily in " #~ "the forests of the Great Continent; the Aethenwood in the southwest, " #~ "Wesmere in the northwest, and the great northern woods of which the " #~ "Lintanir Forest is the southernmost edge.\n" #~ "\n" #~ "Elves are the eldest race of the continent, with the possible exception " #~ "of trolls. Many of their settlements cannot be reliably dated, " #~ "undoubtedly having existed for over a millennium." #~ msgstr "" #~ "Az emberekkel összehasonlítva a tündék valamivel magasabbak, fürgébbek, " #~ "de kevésbé szívósak. A fülük kissé hegyes, a bőrük fehér, a hajuk " #~ "általában szőke. A legfeltűnőbb különbség emberek és tündék között, hogy " #~ "a tündék két és fél évszázadig is elélnek – kivéve betegség, baleset vagy " #~ "háború esetén. Bár egyes kimagasló varázslói képességekkel megáldott " #~ "tündékről úgy tudjuk, hogy akár egy teljes évszázaddal túlélhetik " #~ "fajtársaikat, a legtöbb tündét 250-300 éves kora körül lassan elkezdi " #~ "elhagyni a testi ereje, és hamarosan (általában egy-két éven belül) " #~ "elhagyják az árnyékvilágot.\n" #~ "\n" #~ "Egy kisfokú veleszületett mágiával minden tünde rendelkezik. Bár " #~ "legtöbben nem képesek szabályozott csatornákba terelni, a mágia lappangó " #~ "jelenlétének köszönhetik az éles érzékeiket és a hosszú életüket. " #~ "Sokuknak ad a mágia különleges képességeket, mint a mesterlövészet vagy a " #~ "lopakodás, ezekkel olyan feladatokat láthatnak el, amelyek a legtöbbeket " #~ "ámulatba ejtik. Azok a tündék, akik sokkal általánosabb formákban " #~ "tanulják meg alkalmazni az erőt, egész félelmetessé válhatnak a " #~ "használata során. Sokan úgy döntenek, hogy az adományt mások gyógyítására " #~ "fordítják.\n" #~ "\n" #~ "Egyes tündék, akik túl mélyre merészkednek a mágia és a varázslás " #~ "bugyraiba, érzékennyé válnak a hideg vas jelenlétére, és akár meg is " #~ "égethetik magukat vele. A tünde mondák szerint ez azonban inkább csak a " #~ "régmúlt időkben volt jellemző.\n" #~ "\n" #~ "A tündék idejük legnagyobb részét képességeik tökéletesítésével töltik. " #~ "Akik kevésbé értenek a mágiához, azok rendszerint fizikai ügyességük " #~ "fejlesztésének szentelik idejüket. Ennek eredményeként a tündék " #~ "kimagaslóan jó íjászok, harcművészetüknek talán ez a legfontosabb eleme. " #~ "A legtöbb harcoló tündének van íja, íjászaik gyorsaságával és " #~ "pontosságával semmilyen más faj nem kelhet versenyre. A tündékről " #~ "elmondható még az is, hogy rendkívüli módon vonzódnak az érintetlen " #~ "természethez. Nem is érzik magukat igazán jól a kietlen tájakon, emiatt " #~ "otthonaikat is inkább a Nagy-Kontinens erdeiben építették fel; " #~ "délnyugaton fekszik az Aethen-erdőség, északnyugaton Wesmere, de meg kell " #~ "említeni a Nagy-Északi-erdőséget is, amelynek legdélebbi határa a " #~ "Lintanir-erdő.\n" #~ "\n" #~ "A tündék a legősibb faj a kontinensen, talán csak a trollok ősibbek. Sok " #~ "településükről nem lehet tudni, hogy mikor alapították, de kétségtelenül " #~ "már több mint ezer éve állnak." #~ msgid "This race does not have a description yet." #~ msgstr "Ehhez a fajhoz még nincs leírás." #, fuzzy #~| 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." #~ 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 "" #~ "Ezzel a támadással, akár támadólag, akár védekezőleg használják, az " #~ "összecsapás addig tart, amíg az egyik fél el nem esik, de legfeljebb 30 " #~ "ütésváltásig." #, fuzzy #~| msgid "first strike" #~ msgid "true strike" #~ msgstr "első ütés" #, fuzzy #~| msgid "" #~| "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 "" #~ "Ez a támadás mindig 70%-os eséllyel sebez, függetlenül attól, hogy a " #~ "megtámadott egységnek milyen a védekezése." #~ msgid "race^Mermen" #~ msgstr "Sellők" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Munkatársak" #~ msgid "race^Khalifate Human" #~ msgstr "Kalifátusi ember" #~ msgid "race+female^Khalifate Human" #~ msgstr "Kalifátusi ember" #~ msgid "race+plural^Khalifate" #~ msgstr "Kalifátusiak" #~ msgid "female^nightstalk" #~ msgstr "éjszakai lopakodás" #~ 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 "" #~ "Ha egy egységet dögvész támadással ölnek meg, a helyén egy " #~ "elpusztítójával megegyező fajtájú és vele együtt harcoló új egység támad " #~ "fel. Ez nem vonatkozik az élőholtakra és a falvakban tartózkodókra." #~ msgid "Intelligent" #~ msgstr "Eszes" #~ msgid "Quick" #~ msgstr "Gyors" #~ msgid "Resilient" #~ msgstr "Ellenálló" #~ msgid "Strong" #~ msgstr "Erős" #~ msgid "Fearless" #~ msgstr "Vakmerő" #~ msgid "Feral" #~ msgstr "Kóbor" #~ msgid "Loyal" #~ msgstr "Hűséges" #~ msgid "trait^Undead" #~ msgstr "Élőholt" #~ msgid "trait^Mechanical" #~ msgstr "Mechanikus" #~ msgid "trait^Elemental" #~ msgstr "Elemi" #~ msgid "Dextrous" #~ msgstr "Ügyeskezű" #~ msgid "Healthy" #~ msgstr "Gyógyulékony" #~ msgid "Dim" #~ msgstr "Buta" #~ msgid "Slow" #~ msgstr "Lassú" #~ msgid "Weak" #~ msgstr "Gyenge" #~ msgid "trait^Aged" #~ msgstr "Vén" #, fuzzy #~| msgid "" #~| "In combat, your units will inevitably take damage. When a unit " #~| "dst='experience_and_advancement' text='advances', it will " #~| "heal fully. This can happen as you finish fighting an enemy, whether it " #~| "is your turn or not. Wesnoth offers several other ways for your units to " #~| "heal, all of which take place at the beginning of your turn, before you " #~| "take action." #~ msgid "" #~ "In combat, your units will inevitably take damage. When a unit " #~ "dst='advancement' text='advances', it will heal fully. This " #~ "can happen as you finish fighting an enemy, whether it is your turn or " #~ "not. Wesnoth offers several other ways for your units to heal, all of " #~ "which take place at the beginning of your turn, before you take action." #~ msgstr "" #~ "A küzdelem során elkerülhetetlen, hogy az egységeid sebződjenek. " #~ "dst='experience_and_advancement' text='Szintlépés' esetén az " #~ "egység teljesen felgyógyul. Ez a küzdelem után történik meg, akár " #~ "védekező állásból is. A Wesnothban az egységek megannyi más módon is " #~ "gyógyíthatóak, ezek hatása mindig a körök elején érvényesül, mielőtt " #~ "lépni kezdenél." #~ msgid "Factions" #~ msgstr "Szövetségek" #~ msgid "Overview" #~ msgstr "Áttekintés" #~ msgid "Fundamentals of Gameplay" #~ msgstr "A játékmenet alapelvei" #~ 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" #~ "Kezdésképpen legjobb, ha a főmenü text='Gyakorlás' pontjára " #~ "kattintasz. Ez egy interaktív hadgyakorlatot indít el, amelyben " #~ "megtanulhatod a Wesnoth alapjait. Ezután ajánlatos A Trónörökös " #~ "hadjárattal folytatni – kattints a főmenüben a text='Hadjárat' pontra, majd text='A trónörökös' hadjáratra. Mivel " #~ "a text='Harc Wesnothért' játék művelése komoly kihívást " #~ "jelenthet, célszerű kezdő fokozatra állítanod." #~ 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 "" #~ "Ezek az oldalak körvonalazzák a text='Harc Wesnothért' " #~ "játékkal kapcsolatos tudnivalókat. Bemutatják a játékmenet alapjait és a " #~ "játék működését. A játék közben, ahogyan egyre újabb és újabb " #~ "helyzetekkel kerülsz szembe, egyre több információt érhetsz itt el. A " #~ "különleges helyzetekre vonatkozó részletes magyarázatokhoz és a " #~ "kivételekhez kattints a hivatkozásokra." #~ 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" #~ "A text='hadjáratok' története több, egymást követő és " #~ "egymásból következő csata során rajzolódik ki. Egy hadjáratban gyakran " #~ "jobban oda kell figyelned a játékra, hogy megmenthesd a legjobb " #~ "egységeidet, és így visszahívhasd őket a hadjárat későbbi csatái során." #~ 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 "" #~ "A játék csatasorozatokból, azaz különböző text='pályák' " #~ "sorából áll. Csapataid minden csata során egy vagy több ellenfél " #~ "csapataival küzdenek meg. Játszhatsz a számítógép ellen, vagy " #~ "barátaiddal, akikkel körönként felváltva ültök a gép elé (hotseat játék). " #~ "Ha a számítógéped része egy számítógépes hálózatnak, részt vehetsz közös " #~ "játékban azokkal, akik szintén csatlakozva vannak ehhez a hálózathoz. " #~ "Emellett, ha a számítógéped rendelkezik internet-hozzáféréssel, " #~ "játszhatsz másokkal az interneten keresztül is." #~ msgid "Experience and Advancement" #~ msgstr "Tapasztalat és szintlépés" #~ msgid "" #~ "\n" #~ "\n" #~ "text='Healthy' units have 1 HP plus 1 HP per level more " #~ "than usual and rest heal the usual 2 HP after each turn they did not " #~ "fight. They also suffer a quarter less damage from poison." #~ msgstr "" #~ "\n" #~ "\n" #~ "A text='gyógyulékony' egységeknek 1-gyel több " #~ "életerőpontjuk van, és szintenként még 1-gyel több, valamint a pihenés " #~ "során 2 életponttal gyógyulnak, még ha a körben mozogtak is, de nem " #~ "harcoltak. Emellett mérgezés esetén is körönként csak 6 ÉP-t veszítenek a " #~ "szokásos 8 helyett." #~ msgid "
text='Units having this special attack'
" #~ msgstr "" #~ "
text='Az ezzel a speciális támadással rendelkező egységek'" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Az ezzel a képességgel rendelkező egységek'
" #~ msgid "Leaders:" #~ msgstr "Vezérek: " #~ msgid "Recruits:" #~ msgstr "Toborozható egységek:" #~ msgid "Era:" #~ msgstr "Korszak:" #~ msgid "Factions:" #~ msgstr "Szövetségek:" #~ msgid "Factions are only used in multiplayer" #~ msgstr "A szövetségek csak többjátékos üzemmódban szerepelnek" #~ msgid " < Back" #~ msgstr " < Vissza" #~ msgid "Forward >" #~ msgstr "Előre >" #~ msgid "Reference to unknown topic: " #~ msgstr "Hivatkozás ismeretlen témára: " #~ msgid "corrupted original file" #~ msgstr "sérült eredeti fájl" #~ msgid "Caste" #~ msgstr "Kaszt" #~ msgid "" #~ "One of the variant forms of the drake: either be a dst='unit_Drake " #~ "Clasher' text='Clasher' or a dst='unit_Drake Fighter' " #~ "text='Drake Fighter'." #~ msgstr "" #~ "A perzsekények egy másik megjelenési formája: vagy dst='unit_Drake " #~ "Clasher' text='perzsekény szembeszálló', vagy dst='unit_Drake " #~ "Fighter' text='perzsekény verekedő'." #~ msgid "Aerie" #~ msgstr "Fészek" #~ msgid "" #~ "A very large castle-like structure that is home to a dst='flight' " #~ "text='flight'. It contains the dst='breeding_pen' " #~ "text='breeding pens'." #~ msgstr "" #~ "Nagy, várszerű építmény, amely a dst='flight' text='kötelék' " #~ "otthona. Itt vannak a dst='breeding_pen' text='költőhelyek'." #~ msgid "Breeding Pen" #~ msgstr "Költőhely" #~ msgid "" #~ "The portion of an dst='aerie' text='aerie' where the " #~ "nonsentient dst='breeder' text='Breeders' live under the " #~ "dst='dominant' text='Dominant'’s eye." #~ msgstr "" #~ "A dst='aerie' text='fészek' azon része, ahol az öntudatlan " #~ "dst='breeder' text='tojók' az dst='dominant' text='alfa' felügyelete alatt élnek." #~ msgid "Breeding Cycle" #~ msgstr "Párzási ciklus" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "Az idő, ami két dst=egg text='tojás' lerakása között eltelik." #~ msgid "World Ocean" #~ msgstr "Világóceán" #~ msgid "" #~ "The World Ocean is the name of the open seas that surround the " #~ "archipelago of dst='morogor' text='Morogor'. The drakes " #~ "believe it to end at the dst='abyss' text='Abyss', a vast and " #~ "deadly waterfall." #~ msgstr "" #~ "A Világóceán adst='morogor' text='Morogor'-szigetcsoportot " #~ "körülvevő nyílt vizet jelöli. A perzsekények úgy hiszik, hogy az óriási, " #~ "halálos dst='abyss' text='Mélység'-vízesésnél ér véget." #~ msgid "New Continent" #~ msgstr "Újvilág" #~ msgid "" #~ "The great continent to the east of dst='morogor' text='Morogor'. Its existence is unknown to the drakes until the flight of Galun." #~ msgstr "" #~ "A dst='morogor' text='Morogor'-szigetcsoporttól keletre lévő " #~ "nagy kontinens. A perzsekények egészen Galun repüléséig nem tudtak a " #~ "létezéséről. " #~ msgid "Abyss" #~ msgstr "Mélység" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "A perzsekények világképében egy óriási, halálos vízesés, amelyen " #~ "keresztül az óceán lezúdul a világ széléről." #~ msgid "Spiral Path" #~ msgstr "Örvényút" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "Egy félig titkos szervezet azon perzsekények között, akik eltökéltek, " #~ "hogy megelőzzenek egy Malthusian-i végső háborút. Lásd még itt: " #~ "dst='straight_path' text='Egyenes út'." #~ msgid "Straight Path" #~ msgstr "Egyenes út" #~ msgid "" #~ "The drakish tradition of perpetual expansion and conquest. This term is " #~ "mostly used by the members of the dst='spiral_path' text='Spiral " #~ "Path'." #~ msgstr "" #~ "„Az örök növekedés és hódítás perzsekény hagyománya.” Ezt a kifejezést " #~ "leginkább az dst='spiral_path' text='Örvényút' tagjai " #~ "használják." #~ msgid "Dominant" #~ msgstr "Alfa" #~ msgid "" #~ "The dst='aspirant' text='Aspirant' that emerges as the drake " #~ "leader, the only drake in the tribe that is allowed to reproduce with the " #~ "dst='breeder' text='breeders'. Rarely, he may confer breeding " #~ "privileges on others." #~ msgstr "" #~ "Az a dst='aspirant' text='feltörekvő', aki végül perzsekény " #~ "vezetővé válik; az egyetlen a törzsben, aki pározhat a dst='breeder' " #~ "text='tojókkal'. Csak igen ritkán adja át a párzás jogát másoknak." #~ msgid "Vulcaniad" #~ msgstr "Vulkániád" #~ msgid "" #~ "The (irregular) period between consecutive eruptions of " #~ "dst='mount_morogor' text='Mount Morogor'. The " #~ "dst='long_count' text='Long Count' calendar is based upon it." #~ msgstr "" #~ "A dst='mount_morogor' text='Morogor hegyének' egymást " #~ "rendszertelenül követő kitörései között eltelt időszak. Ezen alapul a " #~ "dst='long_count' text='Hosszú számolás' naptár is." #~ msgid "Recorder" #~ msgstr "Krónikás" #~ msgid "" #~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish " #~ "dst='drakish_script' text='script'. The recorders are the only " #~ "dst='caste' text='caste' of Drake not determined by biology: " #~ "they recruit their members from all of the other castes." #~ msgstr "" #~ "A krónikás egy perzsekény írnok, aki elsajátította a perzsekény " #~ "dst='drakish_script' text='írást'. A krónikás az egyetlen " #~ "perzsekény dst='caste' text='kaszt', amelyet nem határoz meg a " #~ "biológia: tagjai bármely kaszt soraiból kikerülhetnek." #~ msgid "Laying" #~ msgstr "Tojásrakás" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "A dst='breeding_cycle' text='párzási ciklus' része." #~ msgid "Hatching" #~ msgstr "Költés" #~ msgid "Hatchling" #~ msgstr "Fióka" #~ msgid "" #~ "A young drake that has not yet seen another generation hatch. The younger " #~ "of the current generation of hatchlings are the most aggressive is the " #~ "behavior of the dst='flight' text='flight'." #~ msgstr "" #~ "Olyan fiatal perzsekény, aki még nem élte meg az őt követő nemzedék " #~ "kikelését. Közülük különösen a legfiatalabbak harciasak, kifejezetten a " #~ "dst='flight' text='kötelék' szolgálatára termettek." #~ msgid "Fledgling" #~ msgstr "Röpke" #~ msgid "" #~ "A young drake that has seen another generation hatch. If the " #~ "dst='flight' text='flight' can afford the loss of a generation " #~ "they start the dst='swarming' text='Swarming'." #~ msgstr "" #~ "Olyan fiatal perzsekény, aki már megélte egy nála fiatalabb nemzedék " #~ "kikelését, és már szárnyait próbálgatja. Ha a dst='flight' " #~ "text='kötelék' elég nagy ahhoz, hogy elviselje egy nemzedék " #~ "elvesztését, a röpkék dst='swarming' text='rajzásba' kezdenek." #~ msgid "Breeder" #~ msgstr "Tojó" #~ msgid "" #~ "The female drake. They are rare since dst='egg' text='eggs' " #~ "that become breeders have to be handled with extra care. The number of " #~ "breeders is also limited by the amounts of non-breeders around, since " #~ "breeders can't take care of their food for themselves when laying. Drake " #~ "breeders become fertile after the next dst='hatching' " #~ "text='hatching'." #~ msgstr "" #~ "A nőstény perzsekények. Meglehetősen ritkák, mert különösen érzékenyek, " #~ "így a nőstényeket hordozó dst='egg' text='tojásokat' nagy " #~ "gondossággal kell kezelni. A tojók számát a körülöttük lévő többi " #~ "perzsekény száma is meghatározza, hiszen tojásrakáskor nekik kell " #~ "gondoskodniuk a tojók táplálásáról. A tojók a következő " #~ "dst='hatching' text='költés' után válnak termékennyé." #~ msgid "Egg, Drake" #~ msgstr "Tojás (perzsekény)" #~ msgid "" #~ "The dst=caste text='caste' the dst='hatchling' " #~ "text='Hatchling' will belongs to is determined by the time it is " #~ "laid and to some extent the ambient temperature." #~ msgstr "" #~ "Azt, hogy egy dst='hatchling' text='fióka' melyik " #~ "dst=caste text='kasztba' kerül, a tojásrakás ideje – bizonyos " #~ "módon a környező hőmérséklet – határozz meg." #~ msgid "Flight" #~ msgstr "Kötelék" #~ msgid "" #~ "Tribe of Drakes, lives in an dst='aerie' text='Aerie', " #~ "controlling a hunting range. Each tribe has one dst='dominant' " #~ "text='Dominant', who confers mating privileges." #~ msgstr "" #~ "Egy törzsnek megfelelő perzsekények, akik a dst='aerie' " #~ "text='fészekben' élnek, és kijelölt vadászterületük van. Minden " #~ "törzsnek van egy dst='dominant' text='alfája', aki a párzás " #~ "jogát adományozhatja." #~ msgid "Aspirant" #~ msgstr "Feltörekvő" #~ msgid "" #~ "Male drake that has passed through a hormonal metamorphosis that makes " #~ "him able to mate with the dst='breeder' text='breeders'. The " #~ "secretion of the hormone is caused by hunt and combat actions in which " #~ "the drake is involved." #~ msgstr "" #~ "Perzsekény hím, aki olyan hormonális átalakuláson ment keresztül, amely " #~ "képessé teszi, hogy pározzon a dst='breeder' text='tojókkal'. " #~ "A hormon kiválasztódását a vadászatban és a harcban való részvétel váltja " #~ "ki." #~ msgid "Ascendant" #~ msgstr "Felmenő" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "A dst='unit_Fire Dragon' text='tűzokádó sárkány' perzsekény " #~ "elnevezése." #~ msgid "Intendant" #~ msgstr "Felügyelő" #~ msgid "" #~ "One of the dst='aspirant' text='Aspirant' lieutenants of a " #~ "dst='dominant' text='Dominant'. Traditionally he has one of " #~ "each dst=caste text='caste' other than his own. Additional " #~ "'Intendants' are sometimes designated for special duties. Intendants are " #~ "likeliest to be granted mating privileges, especially after a notable " #~ "service." #~ msgstr "" #~ "Az dst='dominant' text='alfa' egyik dst='aspirant' " #~ "text='feltörekvő' hadnagya. Hagyományosan nem a saját " #~ "dst=caste text='kasztját' vezeti, hanem egy másikat, de olykor " #~ "különleges megbízatásokat is kap. A felügyelőnek a legnagyobb az esélye, " #~ "hogy párzási jogot kapjon, különösen akkor, ha dicséretesen teljesíti " #~ "szolgálatát." #~ msgid "Swarm" #~ msgstr "Rajzó" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "A dst='swarmlings' text='rajzók' azon fiatal perzsekények, " #~ "akik elhagyják a dst='aerie' text='fészket', hogy újat " #~ "találjanak." #~ msgid "Swarming" #~ msgstr "Rajzás" #~ msgid "" #~ " The dst='flight' text='flight' for a new drake " #~ "dst='aerie' text='aerie' that recurs every " #~ "dst='breeding_cycle' text='breeding cycle'. See " #~ "dst='swarm' text='Swarm'" #~ msgstr "" #~ " A fiatal perzsekények dst='flight' text='kötelékének' útja, " #~ "mely során új dst='aerie' text='fészket' keresnek. A rajzás " #~ "minden dst='breeding_cycle' text='párzási ciklusban' " #~ "ismétlődik. Lásd még a dst='swarm' text='rajzó' kifejezést." #~ msgid "Runners" #~ msgstr "Szökevények" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "" #~ "Perzsekény megnevezés azokra a rabszolgákra, akik megszöknek, ezért " #~ "zsákmányként vadásznak rájuk a húsukért." #~ msgid "Mount Morogor" #~ msgstr "Morogor hegye" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Vulkáni hegy a dst='morogor' text='Morogor'-szigetcsoport " #~ "központi szigetén." #~ msgid "Long Count" #~ msgstr "Hosszú számolás" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Perzsekény naptár, amely a dst='vulcaniad' text='vulkániád' és " #~ "a dst=breeding_cycle text='párzási ciklus' alapján méri az " #~ "időt." #~ msgid "Long Pig" #~ msgstr "Hosszú disznó" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Déli-tengeri szleng az emberi húsra, melyet egy azonos értelmű perzsekény " #~ "szó fordítására használnak." #~ msgid "Ceramics" #~ msgstr "Kerámia" #~ msgid "" #~ "The drakes work metal, but are are masters in the craftsmanship of making " #~ "ceramics. Only the dst='unit_Drake Burner' text='burners' can " #~ "generate the amount of heat to cure the pieces to full strength." #~ msgstr "" #~ "A perzsekények megmunkálják a fémeket, de igazán a kerámiakészítés " #~ "mesterei. Csupán a dst='unit_Drake Burner' text='tűzokádó " #~ "perzsekények' képesek elég hőt kelteni ahhoz, hogy a készítendő " #~ "darabok teljes erejűvé edződjenek." #~ msgid "Drakish, script" #~ msgstr "Perzsekény írás" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "A perzsekények írott nyelve, melyet dst='ceramic' " #~ "text='kerámiatáblákon' őriznek a dst='recorder' " #~ "text='krónikás' kaszt tagjai." #~ msgid "Drakish, language" #~ msgstr "Perzsekény nyelv" #~ msgid "The language spoken by the drakes." #~ msgstr "A perzsekények ezt a nyelvet beszélik." #~ 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 "" #~ "A text='síkság' egy lapos területet jelöl, legyen az " #~ "akár művelt, legeltetésre használt, vagy vad terület. Mivel az ilyen " #~ "területek nyílt földek, könnyen lehet rajtuk mozogni, viszont nehéz " #~ "védekezni. Általánosságban a legjobban a lovas egységek és a nagy " #~ "állóképességű egységek tudják kihasználni ezt a szabad teret.\n" #~ "\n" #~ "A mezőségeken a legtöbb egységnek 30 és 40% közti a védekezése." #~ msgid "Road" #~ msgstr "Országút" #~ 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 "" #~ "Az text='országutak' kopár földutak, amelyeket az arra " #~ "járó utazók serege taposott ki. Ami a játékmenetet illeti, az országutak " #~ "megegyeznek a dst='terrain_flat' text='síkság'gal.\n" #~ "\n" #~ 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 "" #~ "Az text='erdőség' olyan fás területet jelöl, ahol " #~ "kellően sűrű az aljnövényzet, hogy hátráltassa a haladást. Bár szinte " #~ "mindenkit lelassít, az erdő védelmet is nyújt, az egységek jobban tudnak " #~ "védekezni, mint nyílt terepen. A lovasoknak azonban akkora nehézséget " #~ "jelent a tovahaladás, hogy ez közömbösíti a rejtőzködés nyújtotta előnyt. " #~ "A tündékre nem érvényesek az erdőkre megfogalmazott általános szabályok. " #~ "Ők nemcsak hogy teljes gyorsasággal tudnak haladni az erdőségekben, de " #~ "még jelentős védekezési többletet is nyernek. A törpök jelentik a másik " #~ "kivételt; bár gyorsan át tudnak törni az erdőn, az erdei harcban való " #~ "járatlanságuk miatt nem tudják kihasználni a terep kínálta védelmet.\n" #~ "\n" #~ "A erdőségekben a legtöbb egységnek 50% a védekezése, de a lovas " #~ "egységeknek nem több mint 30%. Másrészről a tündék 60-70%-os védelmet " #~ "élveznek, még lóháton is. A törpöknek általában csak 30%-os védelmet " #~ "nyújt az erdő.\n" #~ "\n" #~ 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 "" #~ "A text='dombság' egy elég zord terepet jelöl, ahol a " #~ "talaj süllyedései és kiemelkedései egy kis fedezéket tudnak nyújtani. A " #~ "dombokon a legtöbb csapat csak nehezen igazodik el. A törpöknek, " #~ "trolloknak és orkoknak van akkora tapasztalatuk az ilyen területeket " #~ "illetően, hogy ne kelljen lelassulniuk áthaladáskor. A lovasok viszont " #~ "olyan nehezen mozognak ezen a területen, hogy ez a rejtőzködésből " #~ "származó előnyöket is közömbösíti.\n" #~ "\n" #~ "A dombságokban a legtöbb egységnek 50% körüli a védekezése, de a lovas " #~ "egységeknek nem több mint 40%. A törpök 60% védekezést kapnak dombságon.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "Hegyvidék" #~ 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 "" #~ "A text='hegyvidék' olyan meredek hegyekből áll, hogy aki " #~ "át akar kelni, annak nem kis akadályokat kell megmásznia. Ennek " #~ "következtében a legtöbb csapat jól tud védekezni a hegyek közt, de csak " #~ "nagy nehézségek árán juthatnak át rajtuk. A legtöbb lovas egység meg se " #~ "tudja közelíteni az ilyen területeket, ez alól kivételt jelentenek a " #~ "tünde lovasok és a kobold farkaslovasok. Mind a törpök, mind a trollok " #~ "otthon érzik magukat a hegyekben, és könnyen mozognak.\n" #~ "\n" #~ "A hegyvidéken a legtöbb egységnek 60% körüli a védekezése, de a törpök " #~ "70% védekezést kapnak." #~ 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 "" #~ "A text='lápok' mindenféle mocsaras területeket jelölnek. " #~ "A láp szinte mindenkit lelassít, és a védekezésben is akadályozza az " #~ "egységeket. Ez alól a vizek lényei jelentenek kivételt, akik teljes " #~ "lépési lehetőségüket kihasználhatják, és védekezésben még előnyt is " #~ "élveznek. A mocsarakban nevelkedett lények is hozzászokhattak már az " #~ "itteni rejtőzködéshez.\n" #~ "\n" #~ "A lápokban a legtöbb egységnek 30% a védekezése. A sellők, a nagák és a " #~ "gyíkok általában 60% védekezést kapnak." #~ msgid "Shallow Water" #~ msgstr "Sekély víz" #~ 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 "" #~ "A text='sekély vizek' olyan vizes helyeket jelölnek, " #~ "amelyek csak annyira mélyek, hogy nagyjából egy ember csípőjéig érnek. Ez " #~ "elég ahhoz, hogy szinte mindenkit lelassítson, és kiszolgáltassa a " #~ "támadásoknak. A törpök, mivel alig ér le a lábuk, nagyon nehezen viselik " #~ "ezeket a körülményeket. A kivételt az úszni képes fajok jelentik, akik " #~ "jelentős védekezési előnyt kapnak és nem is lassulnak le.\n" #~ "\n" #~ "A sekély vizekben a legtöbb egységnek 20 és 30% közti a védekezése, de a " #~ "nagák és a sellők 60% védekezést kapnak." #~ msgid "Deep Water" #~ msgstr "Mély víz" #~ 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 "" #~ "A text='mély vizek' olyan vizeket jelölnek, amelyek elég " #~ "mélyek, hogy az embert teljesen ellepjék. A legtöbb egység nem képes " #~ "megközelíteni az ilyen területeket: ide csak a repülni vagy kiválóan " #~ "úszni tudó egységek terjeszthetik ki hatalmukat.\n" #~ "\n" #~ "A mély vizekben a nagáknak és a sellőknek is 50% a védekezése, és " #~ "teljesen kihasználhatják lépési pontjaikat." #~ 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 "" #~ "A text='jégmező' hóval vagy jéggel borított sík " #~ "területet jelöl. A legtöbb egységet lelassítja a mozgásban, és nehezebben " #~ "tudnak védekezni is.\n" #~ "\n" #~ "A jégmezőn a legtöbb egységnek 20 és 40% közötti a védekezése." #~ 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 "" #~ "A text='várkastélyok' állandó jellegű erődítményeket " #~ "jelölnek. Szinte minden egység jelentős védekezési előnyre tesz szert, ha " #~ "egy várkastélyban tartózkodik, és a legtöbb egység gyorsan tud itt " #~ "haladni. Egy vár védelmi erejét az adja, hogy egységek állomásoznak " #~ "benne. Ha azonban a falaknál nem állnak minden mezőn egységek, az " #~ "ellenség könnyen besurranhat anélkül, hogy bármilyen ellenállásba " #~ "ütközne, így pedig szert tehet ugyanarra a védekezési többletre, mint a " #~ "bent lévők.\n" #~ "\n" #~ "A várkastélyokban a legtöbb egységnek 60% körüli a védekezése.\n" #~ "\n" #~ 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 "" #~ "A text='homok' süppedése a legtöbb egység számára " #~ "megnehezíti az átjutást, és kiszolgáltatja őket a támadásoknak. Ezzel " #~ "szemben a gyíkszerű lények széles talpa, vagy kígyószerű teste sokkal " #~ "könnyebbé teszi számukra a közlekedést.\n" #~ "\n" #~ "A homokban a legtöbb egységnek 20 és 40% közti a védekezése." #~ msgid "Desert" #~ msgstr "Sivatag" #~ 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 "" #~ "A text='sivatagok' valamelyest különböznek a kis " #~ "homokbuckáktól és a lapos partoktól, de a játékmenet szempontjából " #~ "azonosak. Lásd a dst='terrain_sand' text='homok'nál." #~ 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 "" #~ "A text='barlang' olyan földalatti járatot jelöl, amely " #~ "elég tágas ahhoz, hogy egy egység átférjen rajta. A legtöbb egység " #~ "számára teljesen szokatlan ez a hely, ezért lassabban halad és védekezni " #~ "is csak nehezebben tud. A törpök és a trollok, akik ilyen tárnákban " #~ "élnek, viszonylag könnyedén mozognak, a törpök kifejezetten jól, mert " #~ "alacsony termetüknél fogva olyan utakat is megtalálnak, amelyek más fajok " #~ "számára járhatatlanok lennének. Néha a barlangok " #~ "dst='terrain_illuminated_cave' text='megvilágítottak'.\n" #~ "\n" #~ "A barlangokban a legtöbb egységnek 20 és 40% közötti a védekezése, míg a " #~ "törpöknek 50%." #~ msgid "Rockbound Cave" #~ msgstr "Sziklás barlang" #~ 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 "" #~ "A text='sziklás barlangot' a víz és a szél munkája " #~ "alakította ki, az általuk sodort részecskék vájták ki a sziklát. " #~ "Hasonlatos egy fölszabdalt földalatti üreghez, amely lecsökkenti a " #~ "legtöbb egység hatékonyságát, ugyanakkor elősegíti védekezésüket. A " #~ "törpök és a trollok, a barlangok legfőbb lakói, viszonylag könnyedén " #~ "eligazodnak ezen a terepen. Mozgás tekintetében, alacsony termetükből " #~ "fakadóan, a törpök abszolút előnyt élveznek ezen a terepen. Néha a " #~ "barlangok dst='terrain_illuminated_cave'text='megvilágítottak'.\n" #~ "\n" #~ "A legtöbb egység védekezése 50%-os a sziklás barlangokban, míg a lovasság " #~ "védelme csupán 40%. A törpök 60% védelmet élveznek ezen a terepen." #~ msgid "Illuminated Cave" #~ msgstr "Megvilágított barlang" #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "A földalatti világ homályos sötétjében itt-ott akad egy foltnyi " #~ "megvilágított terület, ahova betündököl a felszíni fény. Ez a harcban " #~ "előnyt jelent az igazságos egységek számára, míg a törvénytelen " #~ "egységeknek hátrányos. Minden más tekintetben ez a mező megfelel egy " #~ "szokványos dst='terrain_cave' text='barlangterületnek'." #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "A text='gombamezők' hatalmas földalatti erdőségek " #~ "óriásgombákból, melyek a fülledt sötétségben burjánzanak. A legtöbb " #~ "egységnek gondot okoz a haladás a kisebb gombákkal fedett süppedős " #~ "talajon, ugyanakkor remek fedezékre lelhetnek a nagyobb törzsek mögött. A " #~ "lovas egységek azonban teljesen sárosak lesznek, és nélkülözik a harchoz " #~ "szükséges mozgásszabadságot. Az élőholt egységek természetes vonzódása a " #~ "rothadáshoz lehetővé teszi számukra a könnyű boldogulást ezen a talajon.\n" #~ "\n" #~ "A legtöbb egység 50-60% védelmet élvez a gombamezőkön, míg a lovasság " #~ "csak 20%-ot." #~ 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 "" #~ "A text='falvak' épületek együttesét jelölik, legyen az " #~ "emberi vagy bármilyen más építésű. Szinte minden egység, beleértve a " #~ "lovasokat is, könnyen mozog itt, és a legtöbb egység védekezési előnyre " #~ "is szert tesz, amikor egy faluban állomásozik. A falvak biztosítják az " #~ "egységeknek a kötszereket, melyekkel kitisztíthatják és ápolhatják " #~ "sebeiket, ez pedig lehetővé teszi, hogy minden faluban tartózkodó egység " #~ "nyolc életerőpontot gyógyuljon körönként, vagy kigyógyuljon a " #~ "mérgezésből.\n" #~ "\n" #~ "A falvakban a legtöbb egységnek 50 és 60% közti a védekezése, míg a " #~ "lovasoknak csupán 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Víz alatti falu" #~ 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 "" #~ "Az text='víz alatti falvak' a sellők és a nagák " #~ "otthonai. Míg a vízi lények otthon vannak ott, a szárazföldi lények " #~ "számára egyaránt nehéz a mozgás és a védekezés ezekben a falvakban. Ennek " #~ "ellenére, mint bármely más falu, ezek a falvak is használhatóak minden " #~ "egység számára, hogy ellássák a sebeiket. Minden egység, amely faluban " #~ "tartózkodik, 8 életpontot gyógyul minden körben, vagy kigyógyulnak a " #~ "mérgezésből.\n" #~ "\n" #~ "A sellőknek és a nagáknak 60%-os védekezésük van az víz alatti falvakban, " #~ "míg a szárazföldi egységeknek általában alacsonyabb." #~ msgid "Unwalkable" #~ msgstr "Járhatatlan" #~ 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 "" #~ "A text='járhatatlan terep' olyan szakadékot vagy " #~ "szurdokot jelöl, amelyen – mint a neve is mutatja – nem lehet " #~ "gyalogszerrel átkelni. A szakadékokat meredek fal jellemzi, amelyeken az " #~ "átkelés napokig is eltarthat. Ami a játékmenetet illeti, csak azok az " #~ "egységek juthatnak át ezen a terepen, amelyek tudnak repülni." #~ msgid "Lava" #~ msgstr "Láva" #~ 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 "" #~ "A text='láván' való átkelés veszélyeit nem kell " #~ "részletezni. A mozgás szempontjából a láva dst='terrain_unwalkable' " #~ "text='járhatatlan' terep. Csak azok az egységek juthatnak át rajta, " #~ "amelyek képesek kellő magasságban átrepülni fölötte. Az olvadt magma " #~ "izzása emellett megvilágítja a közvetlenül fölötte levő területet, ami az " #~ "igazságos egységeknek előnyt, a törvényteleneknek hátrányt jelent." #~ msgid "River Ford" #~ msgstr "Gázló" #~ 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 "" #~ "Ha egy folyó rendkívüli módon sekély, az ezen való átkelés a szárazföldi " #~ "egységek számára teljesen akadálymentessé válik. Sőt, mi több, az " #~ "úszáshoz alkalmazkodott lények teljes mozgékonysággal rendelkeznek a " #~ "folyónak még ezen szakaszain is. Ami a játékmenetet illeti, a gázlót " #~ "mezőségnek és sekély víznek is tekinthetünk, aszerint, hogy melyik " #~ "kínálja a legjobb védekezési és lépési lehetőségeket a rajta álló " #~ "egységnek." #~ msgid "Coastal Reef" #~ msgstr "Zátony" #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "A text='zátony' olyan sekély vizű terület, amelynek " #~ "kövek, korall és homok alkotja az alját. Ez a legtöbb szárazföldi egység " #~ "számára lehetővé teszi, hogy biztosabb lábakon álljon, és így jobban " #~ "tudjon védekezni, mint az normálisan sekély vízben lehetséges. Ugyanakkor " #~ "a legtöbb vízi faj számára kivételesen nagy védelmet biztosít.\n" #~ "\n" #~ "A sellők és a nagák egyaránt 70%-os védelmet élveznek a zátonyokon." #~ msgid "Bridge" #~ msgstr "Híd" #~ 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 "" #~ "Akik képesek text='hidat' építeni, azokat ez megóvhatja " #~ "a vízi utak szeszélyes természetétől, hiszen a gázlók csak jönnek-mennek, " #~ "ahogy a folyó apad és árad. Nem is beszélve a kényelemről, amit a száraz " #~ "lábbal való átkelés jelent, és igazán csak az év hűvösebb hónapjaiban " #~ "értékeljük igazán.\n" #~ "\n" #~ "A szárazföldi és vízi lények számára a híd egyformán előnyös terep. A " #~ "játékmenet szempontjából mezőségnek vagy sekély víznek számít, attól " #~ "függően, hogy melyik kínálja a jobb lépési és védekezési lehetőségeket a " #~ "rajta tartózkodó egység számára. Ugyanakkor figyelembe kell venni, hogy a " #~ "hidat jelképező hatszöget nem foglalhatja el egyszerre egy vízi és egy " #~ "szárazföldi egység is." #~ msgid "Impassable" #~ msgstr "Áthatolhatatlan" #~ msgid "" #~ "Obstacles that not even the most determined traveler may overcome include " #~ "solid walls of stone and mountains so tall and steep that they are " #~ "constantly wreathed in cloud. Even flying creatures cannot navigate the " #~ "jagged peaks at such rarified heights, and not even the fiercest troll " #~ "can smash through thick walls of stone." #~ msgstr "" #~ "Akadályok, amelyeken még a legelszántabb utazók sem tudnak " #~ "felülkerekedni; áthatolhatatlan kőfalak, örökké felhőbe burkolózóan magas " #~ "és meredek hegyek. A csipkézett ormok között ebben a légritka magasságban " #~ "még a repülő teremtmények sem képesek tájékozódni, és még a legszilajabb " #~ "troll sem tudja átküzdeni magát a vastag kőfalakon." #~ 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 "" #~ "Dühöngés:\n" #~ "Ezzel a támadással, akár támadólag, akár védekezőleg használják, az " #~ "összecsapás addig tart, amíg az egyik fél el nem esik, de legfeljebb 30 " #~ "ütésváltásig." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Mágikus:\n" #~ "Ez a támadás mindig 70%-os eséllyel sebez, függetlenül attól, hogy a " #~ "megtámadott egységnek milyen a védekezése." #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Első ütés:\n" #~ "Ez az egység ezzel a támadással mindig elsőnek üt, még akkor is, ha őt " #~ "támadták meg." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Bekebelezés:\n" #~ "Ennek az egységnek 1-gyel nő a maximális életpontja, ha megöl egy élő " #~ "egységet." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Egyes fegyvereknek különleges sajátosságaik vannak, amelyek megnövelik a " #~ "támadás hatékonyságát használatuk során.\n" #~ "\n"