# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-# # Korean translations for Battle for Wesnoth package. # Copyright (C) 2006 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2006. # msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.1.1+dev\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2024-04-10 12:05-0500\n" "PO-Revision-Date: 2013-10-25 16:24+0900\n" "Last-Translator: mistzone \n" "Language-Team: none\n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\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 "지하" #. [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 "언데드" #. [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 "용맹한" #. [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 "역병" #. [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 "" "역병 공격에 의해 죽은 유닛은 걸어다니는 시체가 되어 공격한 유닛과 같은 편이 " "됩니다. 이 공격은 언데드나 마을에 있는 유닛에는 통하지 않습니다." #. [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 "철벽" #. [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 "철벽" #. [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 "광휘" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "치료 +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 "치료 +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 "" "당신의 턴이 시작할때 근처의 아군 및 동맹 유닛을 치료할 수 있습니다.\n" "\n" "이 치료사가 돌보는 유닛은 턴당 HP 4를 회복하며, 중독되었을 경우 그 턴에는 독" "의 영향을 받지 않습니다.\n" "중독된 유닛은 치료사에 의해 치유되지 않기 때문에 마을의 능력이나 치유능력이 " "있는 유닛에 의지해야 합니다." #. [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 " 이 유닛은 기본적인 치료를 할 수 있습니다." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "치료 +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 "치료 +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 "" "이 유닛은 약초의 처방과 마법을 결합하여 전장의 일반적인 치료보다 더 빠른 회복" "효과를 낼 수 있습니다.\n" "\n" "이 치료사가 돌보는 유닛은 턴당 HP 8를 회복하며, 중독되었을 경우 그 턴에는 독" "의 영향을 받지 않습니다.\n" "중독된 유닛은 치료사에 의해 치유되지 않기 때문에 마을의 능력이나 치유능력이 " "있는 유닛에 의지해야 합니다." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "치료 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729 #, fuzzy #| msgid "female^heals +4" msgid "female^heals +12" msgstr "치료 +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 "" "이 유닛은 약초의 처방과 마법을 결합하여 전장의 일반적인 치료보다 더 빠른 회복" "효과를 낼 수 있습니다.\n" "\n" "이 치료사가 돌보는 유닛은 턴당 HP 8를 회복하며, 중독되었을 경우 그 턴에는 독" "의 영향을 받지 않습니다.\n" "중독된 유닛은 치료사에 의해 치유되지 않기 때문에 마을의 능력이나 치유능력이 " "있는 유닛에 의지해야 합니다." #. [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 " 이 유닛은 주변의 유닛들을 치료하며, 독을 치유할 수 있습니다." #. [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 "전이" #. [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 "재생" #. [chance] #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/data/training.cfg:257 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "항상 휴식 회복을 받는다" #. [chance] #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/data/training.cfg:438 #: data/core/macros/weapon_specials.cfg:21 msgid "backstab" msgstr "뒷치기" #. [chance] #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/data/training.cfg:500 #: data/core/macros/abilities.cfg:389 msgid "feeding" msgstr "식귀" #. [chance] #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/data/training.cfg:527 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "통솔" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12 #: data/core/macros/abilities.cfg:285 msgid "ambush" msgstr "기습" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15 msgid "Castle" msgstr "성채" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18 msgid "Cave" msgstr "동굴" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21 #: data/core/macros/abilities.cfg:348 msgid "concealment" msgstr "은폐" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24 #: data/core/macros/weapon_specials.cfg:166 msgid "drains" msgstr "흡수" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27 msgid "firststrike" msgstr "선공" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30 msgid "Forest" msgstr "숲" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33 msgid "Frozen" msgstr "냉동" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36 msgid "Hills" msgstr "언덕" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39 #: data/core/macros/weapon_specials.cfg:86 msgid "marksman" msgstr "저격" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42 msgid "Mushroom Grove" msgstr "버섯 숲" #. [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 "암습" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51 #: data/core/macros/weapon_specials.cfg:188 msgid "poison" msgstr "중독" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57 msgid "Sand" msgstr "모래 지대" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "척후" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63 #: data/core/macros/weapon_specials.cfg:64 msgid "slows" msgstr "둔화" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66 msgid "Swamp" msgstr "늪" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "해독" #. [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 "지형 수정" #. [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 "지형 수정" #. [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 "지형 수정" #. [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 "Terrain" msgid "Deprecated Terrain" msgstr "지형" #. [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 msgid "Change Add-on ID" msgstr "" #. [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" msgid "ToD and Schedule Editor" msgstr "시간대" #. [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 "지하 심층" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "건물 내부" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "백과사전" #. [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='지리'" #. [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 "지리" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy #| msgid "Great Ocean" msgid "Great River" msgstr "대양" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "대양" #. [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 "" "dst='great_continent' text='대륙'의 모든 강이 흘러나가는 서쪽의 바" "다. 대양을 건너 먼 서쪽으로 가면 거대 군도인 dst='morogor' text='모로고" "르'가 있다." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "모로고르" #. [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 "" "dst='great_ocean' text='대양' 어딘가에 있는 군도로서 " "dst='green_isle' text='초록섬'에서는 서쪽에, " "dst=old_continent text='옛 대륙'으로부터는 동쪽에 위치한다.\n" "대부분의 거주민들은 dst='..race_drake' text='drakes'.\n" "군도의 중앙 섬 또한 ‘모로고르’ 라는 이름으로 불린다." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "초록섬" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "dst='great_ocean' text='대양'에 있는 조금 큰 섬이다." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "옛 대륙" #. [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='great_ocean' text='대양'너머 dst='morogor' text='모로고" "르' 서쪽에 있다." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Wesnoth 왕국" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='Notable cities:'
\n" " • Weldyn: The capital of Wesnoth.\n" " • Aldril: City lying on the Bay of Pearls.\n" " • Blackwater Port: City lying south of the Bay of Pearls.\n" " • Carcyn: Located between the Grey Woods and the Great River.\n" " • Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " • Soradoc: The northernmost border outpost of Wesnoth, controls the " "confluence of the Weldyn River and the Great River.\n" " • Fort Tahn: The southernmost border outpost, controls the north/south " "road crossing the River Aethen.\n" " • Tath: Important fort city north of Dan’Tonk, exerts control over the " "wilderness country around the east of the Brown Hills and north to the Ford " "of Abez.\n" "\n" "
text='Notable land features:'
\n" " • Gryphon Mountain: Home of the fabled Gryphons.\n" " • Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces.\n" " • Weldyn River: It branches from the Great River and goes south.\n" " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " "this plain is Wesnoth’s bread basket and home to most of its population.\n" " • Dulatus Hills: These rolling hills bordering the Great Central Plain " "provide much of Wesnoth’s livestock and agriculture.\n" " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" "populated and occasionally very dangerous.\n" " • Horse Plains: Region of rolling plains just south of the Great River, " "bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " "southern reach merges into the Central Plain. Home of the powerful Clans; " "the best horses in Wesnoth are bred here.\n" " • Estmark Hills: Largish range rising south of the Great River and east " "of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " "at various times been settled by Wesnothians, but the Kingdom’s control is " "tenuous at best and banditry is common.\n" " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " "Haldric II’s sons.\n" " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council.\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='Heart Mountains': A virtually " "impassable barrier between the river country and the Northern Plains.\n" " • Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " • Swamp of Dread: a very large bog located between the Heart Mountains " "and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway " "through the Northern Mountains.\n" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='Great River': The origin of this " "river is somewhere in the east of the northern lands." msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "시간대" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "소개" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "게임 플레이" #. #-#-#-#-# 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 "특성" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "유닛" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "능력" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "특수 무기" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "지형" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "명령어" #. [topic]: id=..introduction #: data/core/help.cfg:96 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Battle for Wesnoth' is a turn-based fantasy " #| "strategy game somewhat unusual among modern strategy games. While other " #| "games strive for complexity, text='Battle for Wesnoth' " #| "strives for simplicity of both rules and gameplay. This does not make the " #| "game simple, however — from these simple rules arise a wealth of " #| "strategy, making the game easy to learn but a challenge to master." msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "text='Battle for Wesnoth'는 턴 기반의 판타지 전략 게임으로 " "현대 전략 게임으로서는 약간 특이합니다. 다른 게임들이 복잡함을 위해 애쓰는 반" "면, text='Battle for Wesnoth'는 룰과 플레이 면에서 단순성을 " "추구합니다. 하지만 이것이 게임 자체를 단순하게 만드는건 아닙니다 — 이 간단한 " "룰들이 전략의 풍부함을 가져오고, 배우기는 쉬워도 통달하기는 어렵게 만듭니다." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "본 게임에 대해서" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 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 "" "특정한 유닛들은 다른 유닛에게 직접 영향을 미치거나 다른 유닛과의 상호작용에 " "영향을 주는 능력들을 가지고 있습니다. 특정한 능력을 발견하면 그 능력이 이 아" "래에 나열됩니다. 각 장에서는 그 능력이 어떤 것인지와 그 능력을 가진 유닛들(현" "재 발견된 것만)을 보여줍니다.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "미지의 유닛" #. [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" "이 유닛은 지금은 무엇인지 알 수 없습니다. 당신은 게임상에서 이것을 발견해야" "만 이것의 설명을 볼 수 있습니다." #. [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='이 종족 소속 유닛'
" #. [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 "" "게임 중에 스테이터스 패널에 보여지는 정보 같은 여러 가지 요소들에 마우스를 올" "리면 각 요소를 설명해 주는 간략한 서술이 뜬다는 점을 기억하십시오. 이것은 당" "신이 모르는 새로운 dst='..abilities_section' text='능력'을 발견했" "을 때 특히 유용합니다." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "승리와 패배" #. [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" "시나리오에서 승리하면, 맵이 회색으로 칠해지면서 text='턴 넘기기' 버튼이 text='시나리오 넘기기' 버튼으로 바뀝니다. 당신은 " "그 버튼을 누르기 전에 세이브 옵션을 바꾸거나 다른 플레이어와 채팅을 할 수 있" "습니다.(멀티플레이시)" #. [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 "" "시나리오 시작시 뜨는 text='승리조건' 팝업을 유의해서 보십시오. " "보통은 모든 적 대장을 격파하면 승리할 수 있고, 당신의 대장이 죽으면 패배합니" "다. 하지만 시나리오에 다른 승리조건 - 예를 들면 당신의 대장을 특정 지점에 두" "는 것, 누군가와 대화 혹은 구출, 퍼즐 풀기 또는 일정 턴수가 지날 때까지 적의 " "포위망 속에서 견뎌내기 같은 것 - 이 붙어 있을 수도 있습니다." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "소집과 재소집" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "If you right-clicked on a castle hex and selected recruit, the new unit " #| "will appear in that square. Otherwise, it will appear in a free square " #| "near the keep. You may only recruit as many units as you have free hexes " #| "in your castle, and you cannot spend more gold than you actually have on " #| "recruiting." msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "당신이 성채 칸을 오른쪽 클릭하여 소집을 선택하면, 새로운 유닛이 그 칸에 등장" "합니다. 특정 성채 칸을 클릭하지 않고 소집하면, 본성 근처의 비어있는 성채에 나" "타납니다. 당신은 성채에 남아있는 빈칸의 개수만큼만 유닛을 소집할 수 있으며, " "자신이 가진 자금의 한도를 넘어서 소집할 수는 없습니다." #. [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 square 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 "" "각 팀은 그들의 본성과 그곳에 있는 대장 한명을 갖고 게임을 시작합니다. 어떤 전" "투든 처음 시작할때와 전투가 이어지는 동안 당신은 당신의 군단에 dst='.." "units' text='유닛'들을 소집해 넣어야 합니다. 소집을 하려면 당신의 대장" "이 (예를 들면, text='왕좌의 후계자' 캠페인에서의 Konrad) " "dst='terrain_castle' text='성채'에 있는 본성 칸에 들어간 상태여야 " "합니다. 그러면 당신은 메뉴에서 text='소집'을 선택하거나 칸을 오" "른쪽 클릭하여 text='소집'을 선택함으로써 소집을 실행할 수 있습니" "다. 그렇게 하면 소집 메뉴가 등장하여 소집가능한 유닛의 목록과 함께 소집 비용" "을 보여줍니다. 목록의 유닛을 클릭해서 그 능력치를 보고, 소집 버튼을 눌러서 소" "집을 합니다." #. [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" "소집된 유닛은 무작위로 두 개의 dst='..traits_section' text='특성'" "을 받는데, 이것은 기본 능력치에 변화를 줍니다." #. [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" "또 당신은 이후의 시나리오들에서 이전의 전투에서 살아남은 자들을 재소집할 수 " "있습니다. 재소집 비용은 일괄하여 금 20이며, 재소집을 선택하면 이전 시나리오에" "서 살아남은 모든 유닛의 목록을 보여줍니다." #. [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" "유닛들은 소집이나 재소집 할때 자금을 소모할 뿐 아니라, 유지 비용또한 요구합니" "다. 더 알고 싶으시면 dst='income_and_upkeep' text='수입과 유지비'" "편을 보세요." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "수입과 유지비" #. [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" "수입에 대해 이해하는 것은 간단합니다. 당신은 매 턴 기본 수입으로 금 2를 받습" "니다. 그리고 관리하는 마을 하나마다 매 턴 추가 수입으로 금 1을 얻습니다. (보" "통 조정할 수 있지만 캠페인에서는 거의 항상 마을당 1입니다.) 그러므로 당신이 " "마을 10 채를 가지고 있으면 당신은 턴당 수입은 금 12가 됩니다. 당신의 유지비" "가 이 수입에서 빠지게 되는데, 아래에서 상세히 설명합니다." #. [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 "" "Wesnoth에서는 그저 유닛을 고용하고 싸우는 것만이 다가 아닙니다. 당신은 항상 " "자금 상태에도 주의를 기울여야 하며, 특히 캠페인에서는 한 시나리오에서 다음으" "로 넘어갈 때 자금 보너스를 받고 넘어갈 수도 있으므로 자금 관리에 더 만전을 기" "해야 합니다. 당신의 자금에 영향을 주는 요인으로는 text='수입'text='유지비' 가 있습니다." #. [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" "유지비 또한 상당히 간단합니다. 각 유닛은 그 레벨만큼의 유지비를 요구합니다. " "(1 레벨은 1, 2 레벨은 2 등) 당신은 보유한 마을 갯수만큼의 유닛 레벨을 지원하" "여 유지비를 아낄 수 있습니다. 하지만 유닛들의 레벨 총합이 당신이 가진 마을 갯" "수를 초과하면 당신은 초과 레벨마다 턴당 금 1씩을 내야 합니다. 예를 들면 당신" "이 12레벨의 유닛 하나와 10개의 마을을 가지고 있으면, 당신은 턴당 금 2씩을 내" "게 됩니다." #. [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" "유지비는 수입에서 감해지기 때문에 도합 12레벨의 유닛들과 10개의 마을을 가지" "고 있으면 당신의 최종 수입은 매 턴 10 골드가 됩니다." #. [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" "유지비에는 중요한 두 가지 예외가 있습니다: 심복 특성을 가진 유닛과 지휘관은 " "유지비를 요구하지 않습니다. 첫 시나리오부터 함께 시작하는 유닛 (Delfador 같" "은)이나 시나리오 중간에 합류하는 유닛 (text='왕좌의 후계자' " "캠페인 2번째 시나리오의 기마병 같은)은 대체로 text='심복' 특" "성을 가지고 있습니다. 당신이 플레이하는 유닛 (Konrad 같은)은 거의 항상 지휘관" "입니다." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "체력과 경험치" #. [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 "" "모든 유닛은 각자의 text='체력 포인트' (HP) 를 가지고 있습니" "다. 유닛의 HP가 1 미만으로 떨어지면 그 유닛은 죽게 됩니다. 모든 유닛은 또한 " "각자의 text='경험 포인트' (XP) 도 가지고 있습니다. 갓 소집" "된 유닛은 0 XP로 시작하고, 적과 싸우면서 경험을 쌓아갑니다." #. [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 "" "체력 포인트와 경험 포인트는 스테이터스 패널에 각각 두 가지의 숫자(현재의 값" "과 유닛이 가질 수 있는 최대 수치)로 표시되어 있습니다." #. [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 "" "체력 포인트는 유닛 옆의 초록, 노랑 또는 빨간 색의 에너지바로도 표시됩니다. 1 " "이상의 XP를 가진 유닛은 따로 파란 색의 경험치 바를 갖는데, 그 색깔은 " "dst='experience_and_advancement' text='승급'이 가까워질수록 점점 " "하얀색으로 변해갑니다." #. [topic]: id=advancement #: data/core/help.cfg:251 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "해당 유닛으로 승급:" #. [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" "각 유닛은 승급을 위한 일정량의 필요 경험치를 갖습니다(영리한 유닛은 이것이 " "20% 더 적습니다). 유닛이 이 분량을 채우면 그 즉시 다음 레벨로 승급하여, 그 과" "정에서 완전히 회복됩니다. 어떤 경우에는 승급 선택지가 나타나기도 합니다." #. [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 "" "두 유닛 모두가 전투에서 살아남으면, 그들은 자기가 싸운 상대의 레벨만큼의 경험" "치 포인트를 받습니다. 전투에서 한 유닛이 다른 유닛을 없애면 그 유닛은 훨씬 많" "은 경험치를 받습니다 — 0 레벨 유닛을 잡았을 경우 4, 1 레벨 유닛을 잡았으면 " "8, 2 레벨은 16, 3 레벨은 24, 등등." #. [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" "대부분의 유닛은 3 레벨까지 올라갈 수 있지만 모두 그런것은 아닙니다. " "dst='unit_Mage' text='마법사' 같은 일부 유닛은 4 레벨까지 있습니" "다. 일단 유닛이 그 최고 레벨까지 도달하면 text='한계승급'(AMLA)이 가능해집니다. 한계승급에 필요한 경험치는 유닛이 경험치 목표량" "에 도달할때마다 수정되지만, 해당 유닛의 레벨은 오르지 않습니다. 한계승급의 일" "반적인 효과는 유닛의 최고 HP를 3 늘리고 완전회복시켜주는 것입니다. 최초의 " "AMLA는 보통 150XP (영리한 유닛의 경우 120XP)를 모았을때 일어납니다. 하지만 한" "계승급을 계속하는 것은 이것이 중첩될때마다 점점 어려워지므로, 보통은 낮은 레" "벨 유닛을 승급시키는 편이 좀더 유용합니다." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "이동" #. [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" "모든 유닛은 목표 칸으로 이동하면서 매 칸을 지날때마다 그 칸의 지형에 따라 이" "동력을 소모하는데, 그 소모량은 유닛마다 다릅니다. 예를 들어, 초지로 이동하는 " "것은 거의 항상 이동력 1을 소모합니다. 칸에 들어갈 때 얼마나 많은 이동력을 쓰" "느냐는 유닛의 종류에 달려있습니다 - 숲에서 이동시에 엘프 유닛들이 쓰는 이동력" "은 1이지만, 대부분의 인간과 오크 유닛들은 2를 쓰며, 기마병은 3을 씁니다. 당신" "은 유닛을 오른쪽 클릭하여 text='유닛 설명'을 선택하고, 그 내용 " "중 text='지형 수정' 항목을 보면서 유닛이 특정 지형에 들어갈 때 " "얼마나 많은 이동력을 소모하는지를 알 수 있습니다." #. [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 "" "text='Battle for Wesnoth'에서 이동하는 법은 간단합니다. 움직" "이고 싶은 유닛을 클릭해서 선택하고, 당신이 가고 싶은 칸을 선택합니다. 유닛이 " "선택되면 이번 턴에 그것이 움직일 수 있는 모든 칸이 밝게 표시되고, 맵의 모든 " "다른 칸들은 흐릿하게 나옵니다. 밝게 표시된 칸 위로 마우스를 올리면 그 유닛이 " "목표 칸으로 이동했을때의 방어율이 그 칸에 보여집니다. 커서가 흐릿한 칸 위에 " "있으면 추가로 그 칸에 도달하기까지 몇 턴이 걸리는지 표시되고, 클릭하면 그 유" "닛은 이번 턴 및 이어지는 턴 동안 그 칸까지의 최단 거리로 이동합니다. 만약 당" "신이 유닛을 이동시키고 나서 그 유닛의 이동력이 남아 있다면, 그 유닛은 더 이동" "할 수 있습니다. 이 점은 두 유닛간의 위치를 바꿀때 유용합니다. 공격은 공격자 " "유닛의 이동력을 전부 소모합니다. 점령하지 못한 마을에서 이동을 완료하는 것(마" "을 점령) 또한 이동력을 다 소모해버리지만, 공격은 할 수 있습니다." #. [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" "또 한가지 주의할 점은 text='지배 영역' (ZOC)입니다. 각 유닛" "은 그 바로 주변 칸들에 지배 권역을 형성하여 그 칸에 들어오는 모든 적 유닛의 " "이동을 즉시 종료하게 합니다. 오직 dst='ability_skirmisher' text='척후' 능력을 가진 유닛들만이 ZOC를 무시할 수 있기 때문에, 어떻게 ZOC를 유리하" "게 쓸 수 있을까를 알아내는 것은 Wesnoth에서 중요한 부분입니다.." #. [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" "적이 다음 턴에 이동가능한 영역을 보려면, Ctrl-v나 Cmd-v를 누르십시오. Ctrl-b" "나 Cmd-b는 ZOC 등으로 그들의 이동을 막는 당신의 유닛이 맵에 없다고 가정했을 " "때 적이 이동가능한 영역을 보여줍니다." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "장막과 안개" #. [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 "" "어떤 시나리오에서는 맵의 일부가 숨겨져 있습니다. 맵을 숨기는 수단은 두 가지" "가 존재하며, 중첩되어 쓰일 수 있습니다. text='어둠의 장막'" "은 그 지역에 있는 모든 것을 가려버립니다. 하지만 장막은 일단 치워지면 다시 생" "겨나지 않습니다. text='전장의 안개'는 유닛과 마을의 소유자만" "을 가리는데, 마을의 경우 아군과 동맹 소속 마을이면 소유자가 보입니다. 전장의 " "안개는 잠시 치울 수 있을 뿐, 유닛이 근처를 떠나면 원상복귀됩니다. 어둠의 장막" "과 전장의 안개는 모두 유닛으로 지울 수 있으며, 지워지는 범위는 각 유닛의 턴" "당 이동가능범위입니다.(ZOC와 적 유닛은 무시됩니다)\n" "\n" "일반적으로 전투나 소집과 같은 무작위적 결과를 내는 사건이 생기면 그 이전에 있" "었던 유닛의 이동은 되돌릴 수 없습니다.(소집의 경우 특성부여가 랜덤입니다) 탐" "험을 통해 장막이나 안개를 지웠을 때에도 그 이전의 상태로 돌아갈 수 없습니다. " "그 때문에 당신은 행동 메뉴에서 text='안개/장막 상태 갱신을 미룬다' 옵션을 선택하게 될 지도 모릅니다. 이 옵션을 선택하면 무작위 사건이 발생" "하거나 text='지금 안개/장막 상태를 갱신한다' 메뉴를 통해 수동으" "로 갱신하지 않는 한(또는 턴이 종료될때까지) 유닛이 장막이나 안개를 지우지 못" "하게 함으로써 행동을 되돌릴 기회를 남겨줍니다." #. [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='멀티플레이 시대와 당파'
" #. [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='Chance to Hit'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [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 "전투" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='공격 순서와 타격 회수'
" #. [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 "" "text='Battle for Wesnoth'에서의 전투는 항상 근접한 칸에 붙" "은 유닛들간에만 일어납니다. 유닛을 클릭하고, 당신이 공격하고자 하는 적을 클릭" "하십시오: 당신의 유닛은 적 유닛에게 다가가며, 둘이 나란히 섰을 때 전투가 일어" "납니다. 공격자와 방어자는 각자에게 할당된 타격회수를 전부 소모할때까지 공격" "을 주고받습니다. 공격자는 자기가 가진 무기 중에서 공격에 쓸 것을 정하고, 방어" "자는 자신의 무기 중에 동일한 형태의 무기 중의 하나로 반격합니다. 공격의 형태" "는 두 종류가 있습니다: 대체로 검, 도끼나 송곳니와 같은 무기는 " "text='근접형'이며, 활, 창이나 파이어볼과 같은 무기는 " "text='원격형'입니다." #. [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" "공격자가 선공하며, 방어자는 반격합니다. 각 타격은 맞을 때마다 일정량의 피해" "를 주고, 빗나가면 아무런 피해도 주지 않습니다. 타격은 각 유닛이 자기의 타격회" "수를 전부 소모할때까지 오고갑니다. 유닛이 갖는 타격 회수는 서로 다릅니다. 예" "를 들면 5-4 공격의 엘프 전사는 4번 타격하고, 각 명중당 5의 데미지를 주며, " "9-2 공격의 오크 졸개는 2번밖에 때릴 수 없습니다 (하지만 각 명중당 9의 데미지" "를 줍니다)." #. [topic]: id=combat #: data/core/help.cfg:351 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [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" "모든 유닛에게는 각자가 서 있는 text='지형'에 따른 피격 확률" "이 있습니다. 이것은 스테이터스 창에도 떠 있지만, 유닛을 오른쪽 클릭해서 " "text='유닛 설명'을 선택하여 text='지형 수정' 항목" "을 보아도 찾을 수 있습니다. 예를 들면, 대다수 엘프들은 숲에서 70%의 방어율을 " "갖고 있기 때문에 그들을 공격하는 유닛의 명중률은 고작 30%에 불과합니다. 반대" "로 엘프의 반격시 공격자를 맞힐 기회는 공격자가 어떤 지형에 서 있느냐에 달려 " "있습니다." #. [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" "이 규칙에는 dst='weaponspecial_magical' text='마법 공격'과 " "dst='weaponspecial_marksman' text='저격'의 2 가지 예외가 있습니" "다. 마법 공격은 지형에 관계없이 언제나 명중률이 70%로 고정되며, 저격 공격은 " "지형에 관계없이 공격시에 최소 60%의 명중률을 보장받습니다." #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=데미지
" #. [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" "타격이 명중하면 무기에 따라 정해진 피해가 가해집니다. 예를 들어 5-4 공격의 엘" "프 전사의 공격은 5의 기본 피해를 입힙니다. 피해량은 대체로 " "dst='damage_types_and_resistance' text='저항력'과 " "dst='time_of_day' text='시간대'라는 두 가지 요소로 인해 수정됩니" "다. 기본 데미지가 상황에 따라 어떻게 변화하는지를 알고 싶다면, 공격 선택 메뉴" "에서 text='데미지 계산' 버튼을 클릭하세요." #. [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" "일부 유닛은 전투에서 가하는 데미지에 영향을 주는 dst='.." "abilities_section' text='특수 능력'을 갖추고 있습니다. 이 중 가장 흔한 " "것이 dst='weaponspecial_charge' text='돌격'으로, 유닛이 돌격 공격" "을 가하면 공격자와 방어자가 서로에게 가하는 데미지가 모두 2배가 됩니다." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "피해 형태와 내성" #. [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" "내성이 하는 일은 간단합니다 : 어떤 유닛이 어떤 피해 형태에 40% 내성을 가지고 " "있으면, 해당 형태의 피해를 주는 공격에 맞았을 때 받는 피해가 40% 줄어듭니다. " "어떤 유닛이 어떤 피해 형태에 대해 약점을 가지고 있을 수도 있습니다. 어떤 유닛" "이 어떤 피해 형태에 −100% 내성을 가지고 있으면 그 형태의 공격을 받았을때 받" "는 피해가 100% 증가합니다." #. [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 "" "Wesnoth에는 대체로 물리 공격에 붙는 text='참격, 관통, 충격'" "의 3 가지 피해 형태와 주로 마법 공격에 붙는 text='화염, 냉기, 신령'의 3 가지 피해 형태가 있습니다. 그리고 각 유닛은 그들이 받는 특정 형태" "의 피해 정도를 증감시키는 내성을 가지고 있습니다." #. [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" "예를 들어, 해골들은 참격과 관통 피해에 대한 내성이 높지만 충격과 화염 피해에" "는 약하며, 신령 피해에는 매우 취약합니다." #. [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" "일단 타격이 가해지면 그 피해량이 1 밑으로 내려갈 수는 없습니다. 그것은 방어자" "가 100%의 내성을 갖고 있더라도 마찬가지입니다." #. [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='Chance to Hit'
" msgid "
text='Ellipses'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [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 "시간대" #. [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 "" "시간대는 유닛들의 데미지에 영향을 줍니다:\n" " 주행성 유닛들은 낮에 주는 데미지가 25% 증가하고, 밤에는 25% 감소합니다.\n" " 야행성 유닛들은 밤에 주는 데미지가 25% 증가하고, 낮에는 25% 감소합니다.\n" " 시간대 중립 유닛들은 시간대의 영향을 받지 않습니다.\n" " Liminal units get −25% damage during both night and daytime." #. [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" "현재의 시간대는 스테이터스 창의 미니맵 밑에 보여집니다. 일반적인 낮/밤 사이클" "에서는 아침과 오후는 낮으로, 초경과 삼경은 밤으로 칩니다.\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 "새벽" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "아침" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "오후" #. [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 "황혼" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "초경" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "삼경" #. [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 "" "지하에서 진행되는 일부 시나리오에서는 영구적으로 밤이라는 사실을 기억하세요!" #. [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 "회복" #. [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='휴식': 움직이지도, 공격하거나 공격받지도 않은 유닛은 " "다음 턴에 HP 2를 회복합니다." #. [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='마을': 마을에서 턴을 넘긴 유닛은 다음 턴에 HP 8을 회복" "합니다." #. [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='재생': 트롤 같은 특정 유닛은 매 " "턴 자동으로 HP 8을 회복합니다." #. [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='유닛 치료': dst='ability_heals +4' text='치료' 능력을 가진 유닛은 근접한 아군 유닛을 매턴 dst='ability_heals +4' " "text='HP 4'dst='ability_heals +8' text='HP 8' 회복시키거" "나 독의 피해를 막아줍니다." #. [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='유닛 치유': dst='ability_cures' text='치유' 능력을 가진 유닛은 근접한 모든 아군 유닛의 독을 치유합니다. (치료와 치유" "의 두 능력이 모두 적용될 때는 치유가 우선합니다.)" #. [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" "휴식은 다른 형태의 회복과 겹칠 수 있지만 마을,재생,치료와 치유는 서로 겹칠 " "수 없으며 그중 가장 좋은 것이 선택됩니다. 마지막으로 시나리오를 넘기면 모든 " "유닛이 회복됩니다." #. [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 "마무리" #. [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 "" "이로써 Wesnoth의 기본설명을 마칩니다. 기초 전략에 대해 읽거나 각종 " "dst='..traits_section' text='특성'dst='.." "abilities_section' text='능력'들을 익힐 수도 있지만, 지금 당신은 " "text='왕좌의 후계자' 캠페인을 하기 위한 모든 것을 습득했습니" "다. 부디 즐기시길 바라며, 행운을 빕니다!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "라이선스" #. [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 "" "대부분의 유닛들은 두 가지 특성을 갖습니다. 하지만 언데드 유닛들은 오직 " "text='언데드' 특성 하나만을 가지며 나모들은 아무 특성도 부여" "받지 않습니다. 특성은 유닛의 속성을 약간 변화시키는 수정요소입니다. 특성은 보" "통 유닛이 소집될때 무작위로 배정됩니다." #. [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" "언데드가 아닌 모든 유닛에게 붙을 수 있는 특성은 " "dst='traits_intelligent' text='영리한', dst='traits_quick' " "text='신속한', dst='traits_resilient' text='튼튼한', 그리고 " "dst='traits_strong' text='힘센' 입니다." #. [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" "유닛에게 붙을 수 있는 또다른 특성은 dst='traits_dextrous' text='능란" "한', dst='traits_loyal' text='심복', 그리고 " "dst='traits_undead' text='언데드' 입니다.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "게임상의 맵들은 유닛의 이동력과 전투시의 방어능력에 영향을 주는 다양한 지형들" "로 구성되어 있습니다.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:549 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [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='Chance to Hit'
" msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [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='Chance to Hit'
" msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [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='Chance to Hit'
" msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='명중률'
" #. [topic]: id=..addons #: data/core/help.cfg:600 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='캠페인과 시나리오'
" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:613 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='멀티플레이 캠페인, 시나리오와 맵 묶음'
" #. [topic]: id=using_addons #: data/core/help.cfg:617 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='멀티플레이 시대와 당파'
" #. [topic]: id=using_addons #: data/core/help.cfg:621 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:625 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:627 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Multiplayer Eras and Factions'
" msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='멀티플레이 시대와 당파'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:631 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [topic]: id=using_addons #: data/core/help.cfg:633 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:637 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='명중률'
" #. [topic]: id=using_addons #: data/core/help.cfg:639 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:649 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='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 "" #. [topic]: id=removing_addons #: data/core/help.cfg:663 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:678 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "일반 명령어들" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:679 data/core/help.cfg:724 data/core/help.cfg:762 msgid "" "These commands can either be issued via the command line by prefixing them " "with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press " "‘m’ first to open the chat line).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:681 msgid "" "\n" "Similar to the ‘fps’ command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "채팅 메세지를 전부 없앱니다.\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 "" #. [topic]: id=general_commands #: data/core/help.cfg:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:697 msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:700 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:703 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "테마 선택 메뉴를 엽니다.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "시나리오에서 나갑니다 (묻는 창 뜨지 않음).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "게임을 저장합니다 (창이 뜨지 않음).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "게임을 저장하고 시나리오에서 나갑니다 (묻는 창 뜨지 않음)." #. [topic]: id=mp_commands #: data/core/help.cfg:723 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "멀티플레이 명령어들" #. [topic]: id=mp_commands #: data/core/help.cfg:726 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:729 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:732 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:735 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:738 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:741 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:744 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:750 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:753 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:761 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "디버그 모드 명령어들" #. [topic]: id=debug_commands #: data/core/help.cfg:764 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:767 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:776 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:788 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 #, fuzzy #| msgid "" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "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 "" "당신의 턴이 시작할때 근처의 아군 및 동맹 유닛을 치료할 수 있습니다.\n" "\n" "이 치료사가 돌보는 유닛은 턴당 HP 4를 회복하며, 중독되었을 경우 그 턴에는 독" "의 영향을 받지 않습니다.\n" "중독된 유닛은 치료사에 의해 치유되지 않기 때문에 마을의 능력이나 치유능력이 " "있는 유닛에 의지해야 합니다." #. [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 "" "이 유닛은 약초의 처방과 마법을 결합하여 전장의 일반적인 치료보다 더 빠른 회복" "효과를 낼 수 있습니다.\n" "\n" "이 치료사가 돌보는 유닛은 턴당 HP 8를 회복하며, 중독되었을 경우 그 턴에는 독" "의 영향을 받지 않습니다.\n" "중독된 유닛은 치료사에 의해 치유되지 않기 때문에 마을의 능력이나 치유능력이 " "있는 유닛에 의지해야 합니다." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "해독" #. [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 "" "치유사는 중독상태의 유닛을 해독할 수 있습니다. 해독된 유닛은 그 턴에는 추가 " "회복 효과를 받지 못합니다." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "재생" #. [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 "" "이 유닛은 턴당 HP 8을 스스로 회복합니다. 만약 중독되면, 회복 대신에 해독합니" "다." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "재생" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "재생" #. [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 "" "이 유닛은 턴당 HP 8을 스스로 회복합니다. 만약 중독되면, 회복 대신에 해독합니" "다." #. [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 "" " 이 유닛은 재생 능력을 가지고 있어 항상 마을에 있는 것과 같은 회복능력을 발휘" "합니다." #. [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 "" "이 유닛은 방어시에 각종 저항력이 2배가 됩니다(한계 50%). 약점은 영향을 받지 " "않습니다." #. [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 "통솔" #. [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 "" " 공격시에 목표물이 반대편에서 적을 상대하고 있으면, 이 유닛은 목표물의 뒤에" "서 몰래 움직여 뒷치기로 두 배의 피해를 줄 수 있습니다." #. [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 "" " 공격시에 목표물이 반대편에서 적을 상대하고 있으면, 이 유닛은 목표물의 뒤에" "서 몰래 움직여 뒷치기로 두 배의 피해를 줄 수 있습니다." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "통솔" #. [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 "척후" #. [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 "이 유닛은 빠르게 적을 지나가는 데 능숙하여 적의 ZOC를 무시합니다." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 msgid "illuminates" msgstr "광휘" #. [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 "" "이 유닛은 주변을 비추어 주행성 유닛은 더 잘 싸우게, 야행서 유닛은 전투력에 제" "약을 받게 합니다.\n" "\n" "이 유닛 옆에 있는 모든 유닛은 밤일때 새벽/저녁인 것처럼, 새벽/저녁일때 낮인 " "것 같은 효과를 받습니다." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:254 msgid "female^teleport" msgstr "전이" #. [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 "" "이 유닛은 같은 편 소속의 마을 사이를 이동력 1을 소모하여 전이할 수 있습니다. " "전이하고자 하는 마을은 비어있어야 합니다." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:286 msgid "female^ambush" msgstr "기습" #. [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 "" "이 유닛은 숲에서 적으로부터 숨을 수 있습니다.\n" "\n" "적 유닛은 이 유닛이 숲에 있는 동안은 바로 곁에 가지 않는한 그 유닛을 발견할 " "수 없습니다. 이 유닛을 처음으로 발견한 적은 즉시 남은 이동력 모두를 상실합니" "다." #. [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 "둔한" #. [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 "" "이 유닛은 숲에서 적으로부터 숨을 수 있습니다.\n" "\n" "적 유닛은 이 유닛이 숲에 있는 동안은 바로 곁에 가지 않는한 그 유닛을 발견할 " "수 없습니다. 이 유닛을 처음으로 발견한 적은 즉시 남은 이동력 모두를 상실합니" "다." #. [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 "" "이 유닛은 밤에는 보이지 않습니다.\n" "\n" "적은 밤에는 이 유닛 곁에 가지 않는한 이 유닛을 볼 수 없습니다. 이 유닛을 가" "장 먼저 발견한 적은 즉시 모든 이동력을 상실합니다." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:349 msgid "female^concealment" msgstr "은폐" #. [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 "" "이 유닛은 마을에 숨어서 적이 바로 곁에 오지 않는한 눈에 띄지 않을 수 있습니" "다.(수중 마을 제외)\n" "\n" "적은 이 유닛이 마을에 있는 동안은 바로 옆에 가지 않는한 그를 찾을 수 없습니" "다. 가장 먼저 이 유닛을 발견한 적은 즉시 모든 이동력을 상실합니다." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:368 msgid "submerge" msgstr "잠수" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:369 msgid "female^submerge" msgstr "잠수" #. [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 "" "이 유닛은 깊은 물 속에 숨어 적의 눈길을 피할 수 있습니다.\n" "\n" "적은 이 유닛이 깊은 물 속에 있으면 바로 곁에 가지 않는한 찾아낼 수 없습니다. " "이 유닛을 처음 발견한 적은 즉시 모든 이동력을 상실합니다." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:390 msgid "female^feeding" msgstr "식귀" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:391 #, fuzzy #| msgid "" #| "This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "이 유닛은 생체 유닛을 하나 죽일때마다 최대 HP를 1 얻습니다." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "최대 HP 3 증가, 필요 XP 20% 증가" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "정오" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "자정" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "삼경 제 1시" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "삼경 제 2시" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "삼경 제 3시" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "삼경 제 4시" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "삼경 제 5시" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "삼경 제 6시" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "아침 제 1시" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "아침 제 2시" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "아침 제 3시" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "아침 제 4시" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "오후 제 1시" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "오후 제 2시" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "오후 제 3시" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "오후 제 4시" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "오후 제 5시" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "오후 제 6시" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "초경 제 1시" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "초경 제 2시" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "초경 제 3시" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "초경 제 4시" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "초경" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "삼경" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "아침" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "아침" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 #, fuzzy #| msgid "Midday" msgid "First Midday" msgstr "정오" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "삼경" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "오후" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "오후" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 #, fuzzy #| msgid "first strike" msgid "First Dusk" msgstr "선공" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "삼경" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg: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 "" " 영혼들은 타격에 대해 비범한 저항력을 가지고 있으며, 물 위에서는 상당히 느려" "진다." #: 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 "" " 이 유닛의 신령 공격은 마법적인 생물들에게 심대한 타격을 주며, 현실 생물들에" "게도 어느 정도의 타격을 줍니다." #: 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 " 이 유닛은 기본적인 치료를 할 수 있습니다." #: 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 " 이 유닛은 신속한 치료를 할 수 있습니다." #: 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 " 이 유닛은 주변의 유닛들을 치료하며, 독을 치유할 수 있습니다." #: 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 " 이 유닛은 주변의 유닛들이 독에 걸렸을 경우 그것을 중화할 수 있습니다." #: 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 "" " 이 유닛은 재생 능력을 가지고 있어 항상 마을에 있는 것과 같은 회복능력을 발휘" "합니다." #: 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 "" " 이 유닛은 꿋꿋한 방어자세로 어떤 종류의 공격으로 받는 피해를 줄일 수 있습니" "다. 이것은 방어시에만 적용됩니다." #: 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 "" " 이 유닛의 통솔력에 기대는 근처의 같은 편 유닛들은 전투에서 더 강력한 위력을 " "발휘합니다. 이것은 더 낮은 레벨의 유닛들에게만 적용됩니다." #: 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 "" " 이 유닛은 척후 능력으로 적의 통제 권역을 무시하여 적 주변에서 제약없이 이동" "할 수 있습니다." #: 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 " 광휘는 주변 지역의 광도를 높입니다." #: 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 "" " 이 유닛은 이동력 1을 써서 아군 세력의 빈 마을들 사이를 이동할 수 있습니다." #: 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 "" " 이 유닛은 기습 기술을 써서 숲 속에서는 적에게 보이지 않기 때문에 바로 곁에 " "가거나 공격받지 않는 한 찾을 수 없습니다." #: 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 " 이 유닛은 야간에는 자신의 흔적을 전혀 남기지 않습니다." #: 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 "" " 이 유닛은 마을(수중 마을 빼고)에 숨어서 적이 바로 곁에 오지 않는 한 들키지 " "않을 수 있습니다." #: 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 "" " 이 유닛은 물 밖에서 숨 쉴 필요가 없어서 깊은 물 속에서 보이지 않고 이동할 " "수 있습니다." #: 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 " 이 유닛은 생체 유닛을 하나 죽일때마다 최대 HP를 1 얻습니다." #: 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 "" " 일단 광전사의 공격이 시작되면 그 자신이나 적 둘 중 하나가 죽기 전까지는 멈추" "지 않습니다." #: 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 "" " 공격시에 목표물이 반대편에서 적을 상대하고 있으면, 이 유닛은 목표물의 뒤에" "서 몰래 움직여 뒷치기로 두 배의 피해를 줄 수 있습니다." #: 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 " 마을 밖에서 역병에 당해 목숨을 잃은 적은 언데드로 환생하게 됩니다." #: 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 " 마을 밖에서 역병에 당해 목숨을 잃은 적은 언데드로 환생하게 됩니다." #: 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 "" " 이 유닛은 적을 둔화시켜 적의 턴이 끝날 때까지 이동 속도와 공격력을 반감시킵" "니다." #: 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 " 이 유닛은 산 자를 돌로 만드는 능력이 있어 엄청나게 위험합니다." #: 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 "" " 이 유닛은 저격능력을 가지고 있어 목표한 적을 높은 명중률로 맞힐 수 있지만, " "방어시에는 이 능력을 쓸 수 없습니다." #: 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 " 이 유닛은 언제나 높은 명중률을 보장받는 마법 공격을 가지고 있습니다." #: 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 " 이 유닛의 난무공격은 이 유닛이 상처를 입을 수록 위험도가 덜해집니다." #: 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 "" " 돌격 공격은 주고 받는 피해량 전부를 배가시킵니다. 이 능력은 반격시에는 적용" "되지 않습니다." #: 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 "" " 이 유닛은 전투 중에 상대로부터 생명력을 빨아들여 자신의 체력을 보강할 수 있" "습니다." #: 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 "" " 이 유닛은 무기의 길이 덕에 방어할 때에도 근접공격의 우선권을 갖습니다." #: 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 "" " 이 유닛의 독에 당하면 마을에서 혹은 치유능력을 가진 유닛을 통해 치유받기 전" "까지 계속 피해를 입게 됩니다." #: 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 "심복" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "심복" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "유지비 없음" #. [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" "캠페인을 하는 동안 특정 유닛이 플레이어의 군단에 자유 의지로 합류해 오는 경우" "가 있습니다. 이런 유닛들에는 심복 특성이 붙습니다. 비록 재소집시에는 비용이 " "들지만, 이들은 유지비를 전혀 요구하지 않습니다. 이것 때문에 이들은 긴 캠페인" "에서 자금의 공급이 딸리는 시점에 매우 소중합니다. 이 특성은 소집된 유닛에게" "는 절대 주어지지 않기 때문에, 이런 유닛들을 버리거나 허무한 죽음으로 내모는 " "것은 현명하지 못한 행동입니다." #. [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 "" "text='심복' 유닛은 유지비를 요구하지 않습니다. 대부분의 유닛" "은 턴이 끝날때마다 그들의 레벨만큼의 유지비용이 들어갑니다. 심복 유닛은 이 비" "용이 들지 않습니다." #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "언데드" #. [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 "흡수, 독, 역병에 면역" #. [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" "언데드 유닛들은 일반적으로 언데드 속성만을 갖습니다. 이들은 죽은자의 시체로" "서 일으켜져 싸우는 존재이므로 독은 이들에게 먹히지 않습니다. 이들은 독을 쓰" "는 적을 상대할 때 아주 유용합니다." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "text='언데드' 유닛은 독, 흡수, 역병에 면역되어 있어 해당 효" "과가 먹히지 않습니다." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "기계" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "기계" #. [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" "기계 유닛들은 일반적으로 기계 속성만을 갖습니다. 이들은 생명을 가진 존재가 아" "니기 때문에 흡수, 독, 역병의 영향을 받지 않습니다." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "text='기계' 유닛은 독, 흡수, 역병에 면역되어 있어 해당 효과" "가 먹히지 않습니다." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "원소계" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "원소계" #. [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" "원소계 유닛들은 일반적으로 원소계 속성만을 갖습니다. 이들은 에너지를 바탕으" "로 존재하기 때문에 흡수, 독, 역병은 이들에게 영향을 주지 못합니다." #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "text='원소계' 유닛은 독, 흡수, 역병에 면역되어 있어 해당 효" "과가 먹히지 않습니다." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "힘센" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "힘센" #. [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" "힘은 모든 근접 공격 유닛에게 유용하지만, 엘프 전사와 같이 높은 횟수의 타격을 " "가진 유닛에게 가장 유용합니다. 힘센 유닛은 명중한 타격을 치명타로 만들기 위" "해 아주 작은 추가 데미지가 필요할 경우에 매우 유용합니다." #. [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 "" "text='힘센' 유닛은 근접 공격의 성공시에 주는 데미지가 1 더 " "많고, HP 1을 더 받습니다." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "능란함" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "능란함" #. [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" "능란함은 오직 엘프들에게만 있는 특성입니다. 엘프 종족은 묘한 품위와 함께 활" "을 다루는 엄청난 능력으로 잘 알려져 있습니다. 하지만 그 중에서도 일부는 동족" "들을 뛰어넘는 천부적인 재능을 갖고 있습니다. 이런 엘프들은 화살 한방마다 추가" "적인 데미지를 가할 수 있습니다." #. [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 "text='능란한' 유닛은 원격 데미지가 1 많습니다." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "신속한" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "신속한" #. [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" "신속함은 가장 눈에 띄는 특성으로, 이것은 특히 트롤이나 중보병같은 느린 유닛에" "서 두드러집니다. 신속한 특성을 가진 유닛은 종종 거친 지형에서 매우 증진된 기" "동력을 갖게되며, 이 점은 당신이 병력을 배치할때 중요하게 고려할 사항입니다. " "신속한 유닛은 이 특성을 갖지 않은 유닛에 비해 조금 허약하므로 접전 지역에 배" "치하기에는 별로 좋지 않습니다." #. [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 "" "text='신속한' 유닛은 1의 추가 이동력을 갖지만, 보통보다 5% " "적은 HP를 갖게 됩니다." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "영리한" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "영리한" #. [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" "text='영리한' 유닛은 더 빨리 높은 레벨로 승급할 수 있어서 캠" "페인의 초기에 매우 유용합니다. 하지만 캠페인의 후반으로 가면 영리함은 그렇게 " "좋은 특성은 아닌데, 그 이유는 text='최고레벨 이후 승급' " "(AMLA)이 주는 변화가 레벨을 올리는 것만큼 크지 않기 때문입니다. 당신이 다수" "의 '최고 레벨' 유닛을 가지고 있다면 좀더 좋은 특성을 가진 유닛들을 재소집하" "는 것을 더 선호하게 될 것입니다." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "영리한 유닛은 승급하는데 필요한 경험치가 원래의 경우보다 20% 적습니다." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "튼튼한" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "튼튼한" #. [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" "튼튼한 유닛은 캠페인의 모든 단계에서 유용합니다. 그리고 이것은 모든 유닛에게 " "유용한 특성입니다. 튼튼함은 낮은 체력과 좋은 방어도 또는 높은 저항의 조합을 " "가진 유닛에게 종종 가장 도움이 되는 특성입니다. 튼튼한 유닛은 적에 대한 전략" "적인 지점에 배치하기에 특히 좋습니다." #. [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 "" "text='튼튼한' 유닛은 다른 유닛보다 HP 4가 더 많고 레벨당 1" "의 HP를 추가로 더 받습니다." #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "건강한" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "건강한" #. [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 "" "강인한 생명력으로 유명한 드워프 중에서도 특히 기운이 넘치는 이들은 이동중에" "도 휴식을 취할수 있습니다." #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "용맹한" #. [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 "낮/밤 중 좋지 않은 시간대에도 평소처럼 싸울 수 있다" #. [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 "빛이나 어둠에 대한 혐오는 이 용감한 개개인들을 지배하지 못합니다." #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "야생종" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "야생종" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "땅에 있는 마을에서 방어도가 50%" #. [trait]: id=feral #: data/core/macros/traits.cfg:288 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "약한" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "약한" #. [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 "" "text='약한' 유닛은 체력과 근접 데미지가 각각 1 적습니다." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "둔한" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "둔한" #. [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" "고블린이나 다른 종족 중에서 두툼한 몸뚱이에 투박한 개체들은 이동 능력에 제한" "을 받지만 그 대신에 저항력이 약간 더 좋습니다." #. [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 "" "text='둔한' 유닛은 이동력이 1 적으나 5%의 체력 보너스를 갖습" "니다." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "돌머리" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "돌머리" #. [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" "돌머리는 고블린이나 기타 하등한 종족에서 매우 흔히 보이는 특성입니다. 이들 종" "족이 하등한 데는 다 이유가 있는데, 이것도 그 중 하나입니다." #. [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 "" "text='돌머리' 유닛은 승급에 필요한 경험치가 20% 더 듭니다." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "늙은" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "늙은" #. [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 "" "text='늙은' 유닛은 체력이 8 적으며 이동력과 근접 데미지가 각" "각 1 적습니다." #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:9 msgid "berserk" msgstr "광전사" #. [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 "" "공격이나 방어시 이 공격을 쓰면, 적아 중 하나가 죽거나 30번의 공방이 이루어질 " "때까지 강제로 전투를 계속합니다." #. [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 "" "공격에 이 무기를 사용할 때, 목표물의 반대편에 목표물의 적이 있으면 무기의 데" "미지가 두배가 됩니다. 단 반대편에 있는 유닛이 행동불가(석화되었거나 어떤 식으" "로든 마비되는 것)여서는 안됩니다." #. [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 "" "역병 공격에 의해 죽은 유닛은 걸어다니는 시체가 되어 공격한 유닛과 같은 편이 " "됩니다. 이 공격은 언데드나 마을에 있는 유닛에는 통하지 않습니다." #. [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 "" "이 공격은 해당 턴 동안 타겟을 둔화시킵니다. 둔화되면 공격 데미지가 절반이 되" "며 한 칸을 이동할 때 드는 이동력이 두 배가 됩니다. 둔화된 유닛이 선택되면 사" "이드바 정보에 달팽이 마크가 붙습니다." #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:75 msgid "petrifies" msgstr "석화" #. [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 "" "이 공격은 목표를 석화시킵니다. 석화된 유닛은 움직이거나 공격할 수 없습니다." #. [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 "" "방어가 아닌 공격에 이 무기를 사용하면 항상 60% 이상의 명중률을 갖습니다." #. [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 "" "방어가 아닌 공격에 이 무기를 사용하면 항상 60% 이상의 명중률을 갖습니다." #. [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 "마법" #. [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 "" "이 공격은 공격받는 유닛의 방어능력과는 무관하게 언제나 70%의 명중률을 갖습니" "다." #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:128 msgid "swarm" msgstr "난무" #. [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 "" "이 공격의 타격횟수는 유닛이 상처를 입어갈때마다 감소합니다. 타격횟수는 유닛" "의 HP가 몇 % 남았느냐에 비례합니다. 예를 들어 HP가 30% 남은 유닛은 타격횟수" "도 30%가 됩니다." #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:139 msgid "charge" msgstr "돌격" #. [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 "" "방어가 아닌 공격에 이 무기를 사용하면 이 공격은 목표물에 두 배의 데미지를 줍" "니다. 하지만 목표물이 반격할때 받는 데미지도 두 배가 됩니다." #. [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 "" "이 유닛은 생명체 유닛에게 준 데미지의 절반을 그로부터 흡수해서 자신을 치유합" "니다.(소수점 이하 내림)" #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:177 msgid "first strike" msgstr "선공" #. [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 "" "이 유닛은 항상 이 공격으로 선공할 수 있으며, 이것은 방어시에도 적용됩니다." #. [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 "" "이 공격은 생명체 목표물을 중독시킵니다. 중독된 유닛은 치유되거나 HP가 1이 될" "때까지 매 턴 HP 8을 잃게 됩니다. 독만으로는 유닛을 죽일 수 없습니다." #. [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 "" " 이 유닛은 적을 둔화시켜 적의 턴이 끝날 때까지 이동 속도와 공격력을 반감시킵" "니다." #. [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 "박쥐" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "박쥐" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "박쥐과" #. [race]: id=bats #: data/core/units.cfg:42 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "반룡" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "반룡" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "반룡족" #. [race]: id=drake #: data/core/units.cfg:54 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, 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 "" #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "드워프" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "드워프" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "드워프족" #. [race]: id=dwarf #: data/core/units.cfg:90 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However, some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "엘프" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "엘프" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "엘프족" #. [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 "인간" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "인간" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "인간족" #. [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 "고블린" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "고블린" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "고블린족" #. [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 "" "고블린들은 그 형태는 다르지만 오크의 형제자매로 태어나는 같은 종족의 구성원이" "다. 보통 다른 종족들이 한번에 하나 혹은 두 자녀를 갖는 반면, 오크들은 한번에 " "다수의 자식을 낳기 때문에 그들의 인구는 훨씬 빨리 늘어난다. 하지만 한 배에서 " "난 자식들 중에서 그들 종족의 완전한 체격과 신력을 갖는 진짜 오크는 한둘에 불" "과하고, 그 큼직한 형제들보다 훨씬 작아서 전투에서 궁사 같은 보조 역할만을 맡" "게 되는 하프 오크들은 약간 더 많을 뿐이다. 나머지 전부인 절반 이상의 자식들" "은 고블린이 된다. 고블린들은 형편없이 작은데다 약하며, 대부분 인간의 어린아" "이 체격 정도에서 더 자라지 못한다. 이들은 평생동안 큰 동족들의 반 노예상태로 " "살며, 전투에서는 칼받이의 용도로 쓰인다. 이런 비극적인 운명에도 불구하고 고블" "린들의 규모만큼은 번창하는데, 일부 이유는 그들이 엄청나게 많기 때문이고, 또 " "다른 이유는 형제 오크들이 자신들이 고블린들에게 얼마나 의존적인지 잘 알고 있" "기 때문이다.\n" "\n" "고블린들은 진짜 오크들의 강인한 힘이 필요한 예외적인 일들을 빼면 오크들에게 " "필요한 모든 노동을 담당한다. 오크들이 빈둥댈 수 있다는 사실은 한편으로 고블린" "들의 능력을 증명한다." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "그리폰" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "그리폰" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "그리폰족" #. [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 "나모" #. [race]: id=horse #: data/core/units.cfg:182 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "오우거" #. [race]: id=horse #: data/core/units.cfg:183 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "나모족" #. [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 "인간" #. [race]: id=human #: data/core/units.cfg:202 msgid "race+female^Human" msgstr "인간" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Humans" msgstr "인간족" #. [race]: id=human #: data/core/units.cfg:204 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" #. [race]: id=dunefolk #: data/core/units.cfg:219 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "인간" #. [race]: id=dunefolk #: data/core/units.cfg:220 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "인간" #. [race]: id=dunefolk #: data/core/units.cfg:221 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "언데드" #. [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 "사우리언" #. [race]: id=lizard #: data/core/units.cfg:245 msgid "race+female^Saurian" msgstr "사우리언" #. [race]: id=lizard #: data/core/units.cfg:246 msgid "race^Saurians" msgstr "사우리언족" #. [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 "기계" #. [race]: id=mechanical #: data/core/units.cfg:274 msgid "race+plural^Mechanical" msgstr "기계" #. [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 "" #. [race]: id=merman #: data/core/units.cfg:284 msgid "race^Merman" msgstr "인어 ♂" #. [race]: id=merman #: data/core/units.cfg:285 msgid "race^Mermaid" msgstr "인어" #. [race]: id=merman #: data/core/units.cfg:286 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "트롤" #. [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 "" #. [race]: id=monster #: data/core/units.cfg:296 msgid "race^Monster" msgstr "괴물" #. [race]: id=monster #: data/core/units.cfg:297 msgid "race+female^Monster" msgstr "몬스터들" #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monsters" msgstr "몬스터들" #. [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 "" #. [race]: id=naga #: data/core/units.cfg:306 msgid "race^Naga" msgstr "나가 ♂" #. [race]: id=naga #: data/core/units.cfg:307 msgid "race^Nagini" msgstr "나가 ♀" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Nagas" msgstr "나가족" #. [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 "" #. [race]: id=ogre #: data/core/units.cfg:317 msgid "race^Ogre" msgstr "오우거" #. [race]: id=ogre #: data/core/units.cfg:318 msgid "race+female^Ogre" msgstr "오우거" #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogres" msgstr "오우거족" #. [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 "" #. [race]: id=orc #: data/core/units.cfg:328 msgid "race^Orc" msgstr "오크" #. [race]: id=orc #: data/core/units.cfg:329 msgid "race+female^Orc" msgstr "오크" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orcs" msgstr "오크족" #. [race]: id=orc #: data/core/units.cfg:331 msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" #. [race]: id=orc #: data/core/units.cfg: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 "드워프족" #. [race]: id=raven #: data/core/units.cfg:352 #, fuzzy #| msgid "race+female^Drake" msgid "race+female^Raven" msgstr "반룡" #. [race]: id=raven #: data/core/units.cfg:353 #, fuzzy #| msgid "race^Dwarves" msgid "race^Ravens" msgstr "드워프족" #. [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 "트롤" #. [race]: id=troll #: data/core/units.cfg:366 msgid "race+female^Troll" msgstr "트롤" #. [race]: id=troll #: data/core/units.cfg:367 msgid "race^Trolls" msgstr "트롤족" #. [race]: id=troll #: data/core/units.cfg:368 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, and live extremely long " "lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" #. [race]: id=undead #: data/core/units.cfg:388 msgid "race^Undead" msgstr "언데드" #. [race]: id=undead #: data/core/units.cfg:389 msgid "race+female^Undead" msgstr "언데드" #. [race]: id=undead #: data/core/units.cfg:390 msgid "race+plural^Undead" msgstr "언데드" #. [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 "" "언데드는 마치 한 종족인 것처럼 취급되지만 실제로 한 종족인 생물들로 구성되어 " "있지는 않다. 충분히 숙달된 네크로맨서라면 거의 모든 죽은 생물들에게 반생명을 " "주어 그들을 일으킬 수 있다. 대부분의 언데드는 의문도 생각도 없이 창조주의 명" "을 따르는 비정상적이고 마음이 없는 구조물체이다. 소환술에서 가장 의문스러운 " "것은 어떻게 지속적인 노력이나 보살핌 없이 이 구조물들이 유지될 수 있는가 하" "는 점이다. 언데드 피조물들은 네크로맨서의 지속적인 집중이 없이도 자체적으로 " "주인의 명에 따라 행동하고 또한 유지된다. 네크로맨서가 창조물을 유지하기 위해 " "필요한 것은 아주 가끔 아마도 몇달에 한번 정도의 유지 작업 뿐이다.\n" "\n" "네크로맨시는 인간들 사이에서 제한된 거의 유일한 것이다. 엘프나 인어들 같이 마" "법에 적합한 종족들에서 조차도 어둠의 마법을 추구한 이들은 전설속에나 존재한" "다. 아마도 그 이유는 네크로맨시 마법이 인간들 사이에서 흔하게 발견되는 극도" "의 적응성과 유연한 정신을 필요로 하기 때문인 것으로 추정된다. 대부분의 네크로" "맨서들이 추구하는 궁극의 목표는 그 어떤 댓가를 치러서라도 생명을 보존하고 채" "우는 이 기술을 자신들에게 적용하여, 자기 자신을 변화시켜 정신과 영혼을 보존함" "으로써 영원히 죽음을 피하고자 하는 것이다.\n" "\n" "
text='지리'
\n" "언데드 군주들은 Haldric 1세를 쫓아 다수의 군세를 이끌고 처음 대륙에 도달했던 " "시점 이전에는 엘프나 드워프들에 대해 한번도 들어본 적이 없었다." #. [race]: id=wolf #: data/core/units.cfg:404 msgid "race^Wolf" msgstr "늑대" #. [race]: id=wolf #: data/core/units.cfg:405 msgid "race+female^Wolf" msgstr "늑대과" #. [race]: id=wolf #: data/core/units.cfg:406 msgid "race^Wolves" msgstr "늑대과" #. [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 "나모" #. [race]: id=wose #: data/core/units.cfg:417 msgid "race^Woses" msgstr "나모족" #. [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 "최대 HP +1" #. [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 "언데드" #. [lua]: on_hit #: data/lua/stun.lua:26 msgid "stunned" msgstr "" #: src/help/help.cpp:207 msgid "Close" msgstr "닫기" #: src/help/help.cpp:211 msgid "Help" msgstr "도움말" #: src/help/help.cpp:263 src/help/help.cpp:267 msgid "Parse error when parsing help text:" msgstr "" #: 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] "" #: 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" "특별히 참고할 것:" #: src/help/help_topic_generators.cpp:192 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "지형" #: src/help/help_topic_generators.cpp:212 #, fuzzy #| msgid "Movement Cost" msgid "Movement properties: " msgstr "소모 이동력" #: src/help/help_topic_generators.cpp:216 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:296 #, fuzzy #| msgid "level" msgid "Level" msgstr "레벨" #: src/help/help_topic_generators.cpp:360 msgid "Advances from: " msgstr "해당 유닛으로부터 승급:" #: src/help/help_topic_generators.cpp:362 #, fuzzy #| msgid "Advances from: " msgid "Advances to: " msgstr "해당 유닛으로부터 승급:" #: src/help/help_topic_generators.cpp:391 #, fuzzy #| msgid "Terrain" msgid "Base unit: " msgstr "지형" #: src/help/help_topic_generators.cpp:396 #, fuzzy #| msgid "Terrain" msgid "Base units: " msgstr "지형" #: src/help/help_topic_generators.cpp:414 #, fuzzy #| msgid "Factions:" msgid "Variations: " msgstr "당파:" #: src/help/help_topic_generators.cpp:438 msgid "race^Miscellaneous" msgstr "기타" #: src/help/help_topic_generators.cpp:440 msgid "Race: " msgstr "종족:" #: src/help/help_topic_generators.cpp:510 msgid "Abilities: " msgstr "능력:" #: src/help/help_topic_generators.cpp:536 msgid "Ability Upgrades: " msgstr "추가 능력:" #. 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 "체력: " #. 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 "이동력: " #. 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 msgid "Vision:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:581 msgid "Jamming:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:586 #, fuzzy #| msgid "Cost: " msgid "Cost:" msgstr "소집비용: " #. 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 "선호시간대: " #. 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 "필요 경험치: " #: src/help/help_topic_generators.cpp:615 msgid "unit help^Attacks" msgstr "공격" #: src/help/help_topic_generators.cpp:622 msgid "unit help^Name" msgstr "이름" #: src/help/help_topic_generators.cpp:623 msgid "Strikes" msgstr "공격력" #: src/help/help_topic_generators.cpp:624 msgid "Range" msgstr "공격범위" #: src/help/help_topic_generators.cpp:625 msgid "Type" msgstr "속성" #: src/help/help_topic_generators.cpp:626 msgid "Special" msgstr "특수능력" #: src/help/help_topic_generators.cpp:701 msgid "Resistances" msgstr "저항력" #: src/help/help_topic_generators.cpp:705 msgid "Attack Type" msgstr "공격 유형" #: src/help/help_topic_generators.cpp:706 msgid "Resistance" msgstr "저항도" #: src/help/help_topic_generators.cpp:736 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Modifiers" msgstr "지형 수정" #: src/help/help_topic_generators.cpp:740 msgid "Terrain" msgstr "지형" #: src/help/help_topic_generators.cpp:741 msgid "Defense" msgstr "방어도" #: src/help/help_topic_generators.cpp:742 msgid "Movement Cost" msgstr "소모 이동력" #: src/help/help_topic_generators.cpp:746 #, fuzzy #| msgid "Defense" msgid "Defense Cap" msgstr "방어도" #: src/help/help_topic_generators.cpp:751 msgid "Vision Cost" msgstr "" #: src/help/help_topic_generators.cpp:755 msgid "Jamming Cost" msgstr "" #, fuzzy #~| msgid "first strike" #~ msgid "first verse" #~ msgstr "선공" #, fuzzy #~| msgid "Second Watch" #~ msgid "second verse" #~ msgstr "삼경" #~ msgid "Flat" #~ msgstr "평지" #~ msgid "Village" #~ msgstr "마을" #, 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 "" #~ "이 유닛은 바로 곁의 아군 유닛을 통솔하여 더 잘 싸우게 합니다.\n" #~ "\n" #~ "저레벨의 근접한 아군 유닛이 전투에서 더 많은 데미지를 주게 됩니다. 전투에" #~ "서 통솔을 가진 유닛(통솔자) 곁에 더 낮은 레벨의 유닛(종자)이 있을 경우, 종" #~ "자의 공격력은 1 레벨 차이마다 25%씩 더해집니다." #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Battle for Wesnoth 도움말" #, fuzzy #~| msgid " green if it hasn’t moved this turn," #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr " 이번 턴에 움직이지 않았으면 초록색입니다." #, 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 " 움직였지만 더 갈 수 있거나 공격할 수 있으면 노란색이고," #~ msgid "Orbs" #~ msgstr "구슬" #~ 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 "" #~ "당신의 각 유닛 옆에 있는 체력 바의 위쪽엔 구슬이 있습니다. 당신이 조작하" #~ "는 유닛들에게 이 구슬이 의미하는 바는:" #, fuzzy #~| msgid "" #~| " red 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 "" #~ " 더 이상 움직이거나 공격할 수 없을 경우, 혹은 유저가 턴을 마친 경우는 붉은" #~ "색입니다." #~ msgid " blue if the unit is an ally you do not control." #~ msgstr " 만약 구슬이 파란색이면 당신이 조작할 수 없는 동맹 유닛입니다." #, fuzzy #~| msgid " Enemy units have no orb on top of their energy bar." #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr " 적 유닛에게는 체력 바 위에 구슬이 없습니다." #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "오크" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "오크" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "오크족" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Multiplayer Eras and Factions'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Multiplayer Modifications" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='멀티플레이 시대와 당파'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "Fundamentals of Gameplay" #~ msgid "" #~ "\n" #~ "\n" #~ "Fundamentals of Gameplay\n" #~ "\n" #~ msgstr "게임의 핵심요소" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Defense Caps" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Campaigns and Scenarios'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='캠페인과 시나리오'
" #~ msgid "race^Mermen" #~ msgstr "인어족" #~ msgid "This race does not have a description yet." #~ msgstr "이 종족에 대한 설명은 아직 존재하지 않습니다." #~ msgid "ingame_help_item^Contributors" #~ msgstr "기여해주신 여러분" #~ msgid "race^Khalifate Human" #~ msgstr "인간" #~ msgid "race+female^Khalifate Human" #~ msgstr "인간" #~ msgid "race+plural^Khalifate" #~ msgstr "기계" #~ msgid "female^nightstalk" #~ msgstr "암습" #~ 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 "" #~ "역병 공격에 의해 죽은 유닛은 공격한 유닛과 같은 존재가 되어 그의 편이 됩니" #~ "다. 이 공격은 언데드나 마을에 있는 유닛에는 통하지 않습니다." #~ msgid "Intelligent" #~ msgstr "영리한" #~ msgid "Quick" #~ msgstr "신속한" #~ msgid "Resilient" #~ msgstr "튼튼한" #~ msgid "Strong" #~ msgstr "힘센" #~ msgid "Fearless" #~ msgstr "용맹한" #~ msgid "Feral" #~ msgstr "야생종" #~ msgid "Loyal" #~ msgstr "심복" #~ msgid "trait^Undead" #~ msgstr "언데드" #~ msgid "trait^Mechanical" #~ msgstr "기계" #~ msgid "trait^Elemental" #~ msgstr "원소계" #~ msgid "Dextrous" #~ msgstr "능란한" #~ msgid "Healthy" #~ msgstr "건강한" #~ msgid "Dim" #~ msgstr "돌머리" #~ msgid "Slow" #~ msgstr "둔한" #~ msgid "Weak" #~ msgstr "약한" #~ msgid "trait^Aged" #~ msgstr "늙은" #, 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 "" #~ "전투에서 당신의 유닛은 불가피하게 피해를 입게 됩니다. 유닛이 " #~ "dst='experience_and_advancement' text='승급'하면, 그 유닛은 완" #~ "전히 회복됩니다. 그 때가 당신의 턴이든 아니든 관계없이, 이것은 당신의 유닛" #~ "이 적과의 싸움을 끝냈을 때 일어납니다. Wesnoth는 당신이 행동하기 전 턴의 " #~ "시작시에 당신의 유닛을 회복시킬 수 있는 몇가지 다른 수단을 제공합니다." #~ msgid "Factions" #~ msgstr "당파" #~ msgid "Overview" #~ msgstr "개요" #~ 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" #~ "본격적인 게임에 들어가기 전에 메인 메뉴의 text='연습 게임' 버" #~ "튼을 클릭하십시오. 연습 게임은 대화식으로 구성되어 당신에게 Wesnoth의 기본" #~ "지식을 알려줄 길라잡이가 되어줍니다. 연습 게임을 마치셨다면, " #~ "text='캠페인' 버튼을 누르고 text='왕좌의 후계자'를 선택해서 왕좌의 후계자 캠페인을 먼저 하시는 편을 추천합니다. " #~ "text='Battle for Wesnoth'는 꽤 어려울 수 있으므로 쉬운 것" #~ "부터 하는 편이 좋습니다." #~ 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 "" #~ "이 도움말은 당신이 text='Battle for Wesnoth'를 플레이하" #~ "기 위해 알아야 할 모든 것을 요약하고 있으며, 그 내용은 플레이 방법에서부" #~ "터 게임의 기본 동작구조까지 포괄하고 있습니다. 당신이 게임을 하면서 새로" #~ "운 것을 발견해낼 때마다 그것에 대한 새로운 정보가 이 페이지들 사이에 추가" #~ "됩니다. 특수한 상황과 예외들에 관해 더 자세한 정보를 얻고 싶다면, 포함된 " #~ "링크를 따라가세요." #~ msgid "" #~ "\n" #~ "\n" #~ "text='Campaigns' consist of multiple scenarios that " #~ "follow on from each other, telling a story. In a campaign, you often need " #~ "to play more carefully, preserving your best troops so that they can be " #~ "used again in later scenarios in the campaign." #~ msgstr "" #~ "\n" #~ "\n" #~ "text='캠페인'들은 하나의 스토리로 이어진 다수의 시나리오" #~ "를 갖고 있습니다. 캠페인에서는 당신이 지난 시나리오에서 썼던 최고의 병력들" #~ "을 이후 시나리오에서 다시 쓸 수 있으므로 그들을 보호하기 위해 좀 더 주의해" #~ "서 플레이해야 합니다." #~ 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 "" #~ "이 게임은 text='시나리오'라고 불리는 일련의 전투들을 그 " #~ "무대로 합니다. 각각의 시나리오는 여러분의 부대를 하나 혹은 더 많은 적수들" #~ "의 부대와 겨루게 합니다. 당신은 컴퓨터와 게임을 즐기거나 친구들과 같은 컴" #~ "퓨터 앞에 앉아서 턴을 주고받으며(핫시트 플레이) 게임을 즐길 수 있습니다. " #~ "당신의 컴퓨터가 네트워크에 연결되어 있다면, 그 네트워크에 연결된 다른 사람" #~ "들과도 게임을 할 수 있습니다. 당신의 컴퓨터가 인터넷과 이어져 있다면, 인터" #~ "넷 너머의 다른 사람들과도 게임을 할 수 있습니다." #~ msgid "Experience and Advancement" #~ msgstr "경험치와 승급" #~ msgid "" #~ "\n" #~ "\n" #~ "text='Healthy' units have 1 HP plus 1 HP per level more " #~ "than usual and rest heal the usual 2 HP after each turn they did not " #~ "fight. They also suffer a quarter less damage from poison." #~ msgstr "" #~ "\n" #~ "\n" #~ "text='건강한' 유닛은 기본 추가 HP 1에 레벨당 추가 HP 1을 " #~ "더 받으며 전투를 하지 않은 턴마다 HP 2를 회복합니다. 또한 이들은 독 피해" #~ "를 6만 받습니다." #~ msgid "
text='Units having this special attack'
" #~ msgstr "이 특수 공격을 가진 유닛들" #~ msgid "
text='Units having this ability'
" #~ msgstr "이 능력을 가진 유닛들" #~ msgid "Leaders:" #~ msgstr "대장:" #~ msgid "Recruits:" #~ msgstr "소집대원:" #~ msgid "Era:" #~ msgstr "시대:" #~ msgid "Factions:" #~ msgstr "당파:" #~ msgid "Factions are only used in multiplayer" #~ msgstr "당파는 멀티플레이에서만 지원함" #~ msgid " < Back" #~ msgstr "< 뒤로" #~ msgid "Forward >" #~ msgstr "앞으로 >" #~ msgid "Reference to unknown topic: " #~ msgstr "없는 항목으로 이어져 있습니다: " #~ msgid "Caste" #~ msgstr "계급" #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "text='초원'은 경작지나 목초지 혹은 황야 같은 모든 평야 지" #~ "대를 대표합니다. 탁 트인 지형인 초원은 이동하기는 쉽지만 스스로를 방어하기" #~ "는 어려운 지형입니다. 보통 초원에서 가장 뛰어난 능력을 발휘하는 유닛은 기" #~ "병과 같이 개활지에서 유리한 매우 빠른 유닛들입니다.\n" #~ "\n" #~ "대부분의 유닛들은 초원에서 30에서 40%의 방어도를 갖습니다." #~ msgid "Road" #~ msgstr "길" #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "text='길'은 그 위를 지났던 수많은 행인들에 의해 다져진 흙" #~ "밭입니다. 게임상에서 길은 dst='terrain_flat' text='평지'로 취급" #~ "됩니다.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "산" #~ msgid "Shallow Water" #~ msgstr "얕은 물" #~ msgid "Deep Water" #~ msgstr "깊은 물" #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "text='냉동' 지형은 눈이나 얼음으로 덮인 모든 평지를 말합" #~ "니다. 여기서 대부분의 유닛들은 느려지고, 방어하기도 더 힘들어지게 됩니다. " #~ "참고로 수중에서도 숨을 쉴 수 있는 수영 유닛들이라도 얼음 밑에서는 헤엄칠 " #~ "수 없습니다.\n" #~ "\n" #~ "대부분의 유닛들은 냉동 지형에서 20에서 40%의 방어도를 갖습니다." #~ msgid "Desert" #~ msgstr "사막" #~ msgid "Rockbound Cave" #~ msgstr "암석 동굴" #~ msgid "Illuminated Cave" #~ msgstr "빛이 비추는 동굴" #~ msgid "Submerged Village" #~ msgstr "수중 마을" #~ msgid "Unwalkable" #~ msgstr "도보불능" #~ msgid "Lava" #~ msgstr "용암지대" #~ msgid "River Ford" #~ msgstr "강의 여울" #~ 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 "" #~ "강이 매우 얕아지는 지점에서 그곳을 건너는건 지상 유닛에게 별로 어렵지 않" #~ "은 일입니다. 거기에 수영에 특화된 생물들은 강의 이런 지점에서도 완전한 기" #~ "동성을 보입니다. 게임 플레이에 관한 한 강의 여울은 유닛에게 초원과 얕은 " #~ "물 중 방어도와 이동 보너스 가 더 좋은 것으로 취급됩니다." #~ msgid "Coastal Reef" #~ msgstr "산호초 지대" #~ msgid "Bridge" #~ msgstr "다리" #~ msgid "Impassable" #~ msgstr "통과불능" #~ 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 "" #~ "단단한 돌벽이나, 너무도 높고 가팔라 항상 구름에 싸여있는 산악과 같이 아무" #~ "리 굳게 마음먹은 여행자라도 넘어설 수 없는 장애물입니다. 심지어 날아다니" #~ "는 생물들도 이런 엄청난 높이에 있는 뾰족한 꼭대기를 볼 수 없으며, 아무리 " #~ "사나운 트롤이라도 두꺼운 돌벽을 뚫고 지나갈 수는 없습니다." #~ 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 "" #~ "광전사:\n" #~ "공격이나 방어시 이 공격을 쓰면, 적아 중 하나가 죽거나 30번의 공방이 이루어" #~ "질 때까지 강제로 전투를 계속합니다." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "마법:\n" #~ "이 공격은 공격받는 유닛의 방어능력과는 무관하게 언제나 70%의 명중률을 갖습" #~ "니다." #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "선공:\n" #~ "이 유닛은 항상 이 공격으로 선공할 수 있으며, 이것은 방어시에도 적용됩니다." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "식귀:\n" #~ "이 유닛은 살아있는 유닛을 죽인 경우 최대 HP를 1 늘릴 수 있습니다." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "어떤 무기들은 공격의 효율을 올려주는 특별한 능력들을 가지고 있습니다.\n" #~ "\n" #, 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 "" #~ "공격이나 방어시 이 공격을 쓰면, 적아 중 하나가 죽거나 30번의 공방이 이루어" #~ "질 때까지 강제로 전투를 계속합니다." #, fuzzy #~| msgid "first strike" #~ msgid "true strike" #~ msgstr "선공" #, 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 "" #~ "이 공격은 공격받는 유닛의 방어능력과는 무관하게 언제나 70%의 명중률을 갖습" #~ "니다." #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='명중률'
"