1# #-#-#-#-#  wesnoth.cpp.pot (Battle for Wesnoth VERSION)  #-#-#-#-#
2# Shavian English translations for Battle for Wesnoth package.
3# Copyright (C) 2009 Wesnoth development team
4# This file is distributed under the same license as the Battle for Wesnoth package
5#
6# Contributors:
7#   Arc Riley <arcriley@ubuntu.com>
8#   Jon Neal <reportingsjr@gmail.com>
9#   Thomas Thurman <thomas@thurman.org.uk>
10#
11msgid ""
12msgstr ""
13"Project-Id-Version: en@shaw\n"
14"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
15"POT-Creation-Date: 2021-06-20 15:00+0300\n"
16"PO-Revision-Date: 2009-10-11 21:15-0400\n"
17"Last-Translator: Arc Riley <arcriley@ubuntu.com>\n"
18"Language-Team: Shavian English <ubuntu-l10n-en-shaw@lists.launchpad.net>\n"
19"Language: \n"
20"MIME-Version: 1.0\n"
21"Content-Type: text/plain; charset=UTF-8\n"
22"Content-Transfer-Encoding: 8bit\n"
23"Plural-Forms: nplurals=2; plural=(n != 1);\n"
24
25#. [time]: id=underground
26#. [editor_times]: id=underground
27#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
28#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109
29msgid "Underground"
30msgstr "������������������"
31
32#. [heals]: id=healing
33#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
34#: data/core/macros/abilities.cfg:10
35msgid "heals +4"
36msgstr "�������� +4"
37
38#. [heals]: id=healing
39#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
40#: data/core/macros/abilities.cfg:11
41msgid "female^heals +4"
42msgstr "�������� +4"
43
44#. [heals]: id=healing
45#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
46#, fuzzy
47#| msgid ""
48#| "Heals +4:\n"
49#| "Allows the unit to heal adjacent allied units at the beginning of our "
50#| "turn.\n"
51#| "\n"
52#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
53#| "poison from taking effect for that turn.\n"
54#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
55#| "the care of a village or a unit that can cure."
56msgid ""
57"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
58"\n"
59"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
60"from taking effect for that turn.\n"
61"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
62"care of a village or a unit that can cure."
63msgstr ""
64"�������� +4:\n"
65"�������� �� �������� �� ������ �������������� �������� ���������� ���� �� �������������� �� ���� ������.\n"
66"\n"
67"�� �������� ������ ���� ���� ������ �������� ���� ������ ���� �� 4 HP ���� ������, �� �������� ���������� �������� ���������� "
68"���������� ���� ������ ������.\n"
69"�� ������������ �������� ���������� ���� ���������� �� ������ ���������� ���� �� ��������, �� �������� ������ �� ���� �� �� "
70"���������� �� �� �������� ������ ������ ��������."
71
72#. [heals]: id=healing
73#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
74#: data/core/macros/abilities.cfg:28
75msgid "heals +8"
76msgstr "�������� +8"
77
78#. [heals]: id=healing
79#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
80#: data/core/macros/abilities.cfg:29
81msgid "female^heals +8"
82msgstr "�������� +8"
83
84#. [heals]: id=healing
85#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
86#, fuzzy
87#| msgid ""
88#| "Heals +8:\n"
89#| "This unit combines herbal remedies with magic to heal units more quickly "
90#| "than is normally possible on the battlefield.\n"
91#| "\n"
92#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
93#| "poison from taking effect for that turn.\n"
94#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
95#| "the care of a village or a unit that can cure."
96msgid ""
97"This unit combines herbal remedies with magic to heal units more quickly "
98"than is normally possible on the battlefield.\n"
99"\n"
100"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
101"from taking effect for that turn.\n"
102"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
103"care of a village or a unit that can cure."
104msgstr ""
105"�������� +8:\n"
106"������ �������� �������������� �������� �������������� ������ ���������� �� ������ ���������� ���� ������������ ������ ���� ������������ "
107"�������������� ���� �� ������������������.\n"
108"\n"
109"�� �������� ������ ���� ���� ������ �������� ���� ������ ���� �� 8 HP ���� ������, �� �������� ���������� �������� ���������� "
110"���������� ���� ������ ������.\n"
111"�� ������������ �������� ���������� ���� ���������� �� ������ ���������� ���� �� ��������, �� �������� ������ �� ���� �� �� "
112"���������� �� �� �������� ������ ������ ��������."
113
114#. [section]: id=editor
115#: data/core/editor/help.cfg:5
116msgid "Map and Scenario Editor"
117msgstr ""
118
119#. [section]: id=editor_mode_terrain
120#. [topic]: id=..editor_mode_terrain
121#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257
122#, fuzzy
123#| msgid "Terrain Modifiers"
124msgid "Terrain Editor"
125msgstr "�������� ����������������"
126
127#. [section]: id=editor_mode_scenario
128#. [topic]: id=..editor_mode_scenario
129#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269
130#, fuzzy
131#| msgid "Terrain Modifiers"
132msgid "Scenario Editor"
133msgstr "�������� ����������������"
134
135#. [topic]: id=editor_tool_paint
136#: data/core/editor/help.cfg:28
137msgid "Paint Tool"
138msgstr ""
139
140#. [topic]: id=editor_tool_paint
141#: data/core/editor/help.cfg:29
142msgid ""
143"Paint terrain tiles on the map.\n"
144"\n"
145"The paint tool utilizes the brush sizes and the terrain palette.\n"
146"\n"
147"<bold>text='Keyboard Modifiers'</bold>\n"
148"\n"
149"• Shift+mouse click: If a base terrain is selected, change the base without "
150"changing the overlay. If an overlay is selected, change the overlay without "
151"changing the base.\n"
152"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
153"had been selected on the terrain palette (picks up both base and overlay).\n"
154"\n"
155"<bold>text='Brush Sizes'</bold>\n"
156"\n"
157"The selected brush changes the size of the tool:"
158msgstr ""
159
160#. [topic]: id=editor_tool_paint
161#: data/core/editor/help.cfg:41
162msgid "Paint single hexes."
163msgstr ""
164
165#. [topic]: id=editor_tool_paint
166#: data/core/editor/help.cfg:42
167msgid "Paint seven hexes at a time."
168msgstr ""
169
170#. [topic]: id=editor_tool_paint
171#: data/core/editor/help.cfg:43
172msgid "Paint nineteen hexes at a time."
173msgstr ""
174
175#. [topic]: id=editor_tool_paint
176#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
177msgid "Paint three hexes in a line."
178msgstr ""
179
180#. [topic]: id=editor_tool_fill
181#: data/core/editor/help.cfg:52
182msgid "Fill Tool"
183msgstr ""
184
185#. [topic]: id=editor_tool_fill
186#: data/core/editor/help.cfg:53
187msgid ""
188"Fill continuous regions of terrain with a different one.\n"
189"\n"
190"The fill tool utilizes the terrain palette.\n"
191"\n"
192"<bold>text='Keyboard Modifiers'</bold>\n"
193"\n"
194"• Shift+mouse click: If a base terrain is selected, change the base without "
195"changing the overlay. If an overlay is selected, change the overlay without "
196"changing the base.\n"
197"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
198"had been selected on the terrain palette (picks up both base and overlay)."
199msgstr ""
200
201#. [topic]: id=editor_tool_select
202#: data/core/editor/help.cfg:67
203msgid "Select Tool"
204msgstr ""
205
206#. [topic]: id=editor_tool_select
207#: data/core/editor/help.cfg:68
208msgid ""
209"Selects a set of hex fields, for use with with the cut, copy and fill-"
210"selection buttons below the menu bar.\n"
211"\n"
212"<bold>text='Keyboard Modifiers'</bold>\n"
213"\n"
214"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
215"cursor, and adjoining hexes of the same terrain type.\n"
216"• Control+mouse click: Unselect hexes.\n"
217"\n"
218"<bold>text='Brush Sizes'</bold>\n"
219"\n"
220"The selected brush changes the size of the tool:"
221msgstr ""
222
223#. [topic]: id=editor_tool_select
224#: data/core/editor/help.cfg:78
225msgid "Select single hexes."
226msgstr ""
227
228#. [topic]: id=editor_tool_select
229#: data/core/editor/help.cfg:79
230msgid "Select seven hexes at a time."
231msgstr ""
232
233#. [topic]: id=editor_tool_select
234#: data/core/editor/help.cfg:80
235msgid "Select nineteen hexes at a time."
236msgstr ""
237
238#. [topic]: id=editor_tool_select
239#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
240msgid "Select three hexes in a line."
241msgstr ""
242
243#. [topic]: id=editor_tool_paste
244#: data/core/editor/help.cfg:89
245msgid "Clipboard and Paste Tool"
246msgstr ""
247
248#. [topic]: id=editor_tool_paste
249#: data/core/editor/help.cfg:90
250msgid ""
251"Rotate, flip and paste the terrain in the clipboard\n"
252"\n"
253"Hexes can be cut or copied to the clipboard using the "
254"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
255"\n"
256"The paste tool shows an outline of the clipboard, which can be pasted with a "
257"mouse-click. Only the outline is shown, but mistakes can be corrected with "
258"the undo function, which is bound to both Control+Z and to the same key as "
259"the in-game undo function.\n"
260"\n"
261"The paste tool also has some clipboard-manipulation functions:"
262msgstr ""
263
264#. [topic]: id=editor_tool_paste
265#: data/core/editor/help.cfg:97
266msgid "Rotate clockwise by 60°."
267msgstr ""
268
269#. [topic]: id=editor_tool_paste
270#: data/core/editor/help.cfg:98
271msgid "Rotate counter-clockwise by 60°."
272msgstr ""
273
274#. [topic]: id=editor_tool_paste
275#: data/core/editor/help.cfg:99
276msgid "Flip horizontally"
277msgstr ""
278
279#. [topic]: id=editor_tool_paste
280#: data/core/editor/help.cfg:100
281msgid "Flip vertically"
282msgstr ""
283
284#. [topic]: id=editor_tool_starting
285#: data/core/editor/help.cfg:107
286msgid "Starting Locations Tool"
287msgstr ""
288
289#. [topic]: id=editor_tool_starting
290#: data/core/editor/help.cfg:109
291msgid ""
292"Defines the side leader starting position.\n"
293"\n"
294"This tool sets the side leaders’ default starting locations, and named "
295"special locations. Both types of location are enabled in both <ref>dst='.."
296"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
297"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
298"are shown as a list in the editor palette, clicking on the map will place "
299"that name on a hex, each location can only be placed on a single hex, and "
300"the editor will only allow one location per hex.\n"
301"\n"
302"To add named special locations, click “Add” at the bottom of the editor "
303"palette, and enter the name. These names must start with a letter and may "
304"contain numbers and underscores.\n"
305"\n"
306"More than nine teams can be added to a map, by clicking “Add” and entering a "
307"number, for example “10”. The UI will automatically show this as “Player "
308"10”.\n"
309"\n"
310"Named locations can be accessed from WML using the Standard Location "
311"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
312"accessed from WML using <italic>text='location_id=1'</italic>, "
313"<italic>text='location_id=2'</italic>, etc — use only the number, without "
314"adding “Player ” in front of the number.\n"
315"\n"
316"<bold>text='Keyboard Modifiers'</bold>\n"
317"\n"
318"• Control+mouse click on a hex that already has a location: select that "
319"location for placing with a subsequent mouse click, as if it was selected in "
320"the editor palette."
321msgstr ""
322
323#. [topic]: id=editor_tool_label
324#: data/core/editor/help.cfg:129
325msgid "Label Tool"
326msgstr ""
327
328#. [topic]: id=editor_tool_label
329#: data/core/editor/help.cfg:130
330msgid ""
331"Put text labels on the map.\n"
332"\n"
333"• Left-click will open a dialog box to create a new label or edit an "
334"existing one.\n"
335"• Right-click deletes.\n"
336"• Drag-and-drop with the left mouse button moves labels.\n"
337"\n"
338"This tool is only available in Scenario Mode; the decorations are "
339"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
340msgstr ""
341
342#. [topic]: id=editor_tool_scenery
343#: data/core/editor/help.cfg:145
344msgid "Item Tool (Scenery Tool)"
345msgstr ""
346
347#. [topic]: id=editor_tool_scenery
348#: data/core/editor/help.cfg:146
349msgid ""
350"The Item Tool allows placing decorations such as windmills, bookcases and "
351"monoliths. Multiple items can be placed on the same hex.\n"
352"\n"
353"<bold>text='Note:'</bold> the tool doesn’t support deleting items once "
354"placed, nor does it support undo. Mistakes can currently only be fixed by "
355"editing the generated WML file.\n"
356"\n"
357"This tool is only available in Scenario Mode; the decorations are not part "
358"of the terrain and are implemented in the scenario using WML’s "
359"<italic>text='[item]'</italic> tag."
360msgstr ""
361
362#. [topic]: id=editor_tool_village
363#: data/core/editor/help.cfg:159
364msgid "Village Ownership Tool"
365msgstr ""
366
367#. [topic]: id=editor_tool_village
368#: data/core/editor/help.cfg:160
369msgid ""
370"This tool assigns ownership of villages at the start of a scenario. The "
371"villages must first be placed on the terrain with the "
372"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
373"\n"
374"• Left-click will assign the village to the currently-selected side.\n"
375"• Right-click will set the village back to unowned.\n"
376"\n"
377"This tool is only available in Scenario Mode; ownership information is "
378"stored by adding WML <italic>text='[village]'</italic> tags to the "
379"appropriate <italic>text='[side]'</italic>."
380msgstr ""
381
382#. [topic]: id=editor_tool_unit
383#: data/core/editor/help.cfg:174
384msgid "Unit Tool"
385msgstr ""
386
387#. [topic]: id=editor_tool_unit
388#: data/core/editor/help.cfg:175
389msgid ""
390"Place units belonging to the currently-selected side.\n"
391"\n"
392"• Left-click will place a unit.\n"
393"• Left drag-and-drop will move an already-placed unit.\n"
394"• Various operations are added to the right-click menu when the hex contains "
395"a unit.\n"
396"\n"
397"This tool is only available in Scenario Mode; it adds WML "
398"<italic>text='[unit]'</italic> tags to the appropriate "
399"<italic>text='[side]'</italic>."
400msgstr ""
401
402#. [topic]: id=editor_named_area
403#: data/core/editor/help.cfg:190
404msgid "Named Areas"
405msgstr ""
406
407#. [topic]: id=editor_named_area
408#: data/core/editor/help.cfg:191
409msgid ""
410"This tool create sets of tiles that can be used in WML scripts’ Standard "
411"Location Filters (a concept explained in detail on the Wiki), by using the "
412"area’s id in the filter’s <italic>text='area='</italic> attribute. For "
413"example:\n"
414"\n"
415"• assigning a local time zone to this set of hexes\n"
416"• filtering the set of hexes which trigger an event when a unit moves on to "
417"them\n"
418"\n"
419"To use the tool:\n"
420"\n"
421"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
422"ref>\n"
423"• in the Areas menu, select Add New Area\n"
424"• then in the Areas menu, select Save Selection to Area\n"
425"• then in the Areas menu, select Rename Selected Area and choose a name for "
426"the area\n"
427"\n"
428"This tool is only available in Scenario Mode; it adds WML "
429"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s "
430"name implies time, it is now more generic and can be used for other purposes "
431"without needing to change the time-of-day schedule in the area."
432msgstr ""
433
434#. [topic]: id=editor_playlist
435#: data/core/editor/help.cfg:212
436msgid "Playlist Manager"
437msgstr ""
438
439#. [topic]: id=editor_playlist
440#: data/core/editor/help.cfg:213
441msgid ""
442"Shows a list of music tracks known to the editor, with toggle-boxes to "
443"enable them.\n"
444"\n"
445"This tool is only available in Scenario Mode; it adds WML "
446"<italic>text='[music]'</italic> tags to the scenario."
447msgstr ""
448
449#. [topic]: id=..editor
450#: data/core/editor/help.cfg:223
451msgid "Map/Scenario Editor"
452msgstr ""
453
454#. [topic]: id=..editor
455#: data/core/editor/help.cfg:224
456msgid ""
457"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
458"on which every Wesnoth scenario takes place. It also provides a limited set "
459"of features for setting up a basic scenario.\n"
460"\n"
461"The editor can be launched from the <italic>text='Map Editor'</italic> "
462"option at the title screen.\n"
463"\n"
464"<header>text='Editing Modes'</header>\n"
465"\n"
466"The editor features two modes of operation: terrain mode and scenario mode.\n"
467"\n"
468"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
469"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
470"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
471"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
472"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
473"setting the leaders’ <ref>dst='editor_tool_starting' text='starting "
474"locations'</ref>.\n"
475"\n"
476"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
477"addition to the tools available in terrain mode, adds support for adding "
478"<ref>dst='editor_tool_label' text='labels'</ref>, "
479"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
480"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
481"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
482"at the start of the scenario. There’s also a <ref>dst='editor_playlist' "
483"text='playlist manager'</ref> for the music.\n"
484"\n"
485"<bold>text='Warning: the Scenario Mode is buggy in 1.14.'</bold> Improving "
486"it is one of the main blockers for the 1.16 release, however in 1.14 its "
487"quality is far below that of the game and the terrain mode."
488msgstr ""
489
490#. [topic]: id=..editor
491#: data/core/editor/help.cfg:238
492msgid ""
493"<header>text='What you do *not* get'</header>\n"
494"\n"
495"• Exactly the same map rendering as in-game\n"
496"\n"
497"The map won’t look exactly the same in the game as it does in the editor, "
498"because this depends on the terrain rules. For example, when many mountain "
499"hexes are clustered together the terrain rules will try to combine them into "
500"mountain ranges and large graphics spanning multiple hexes.\n"
501"\n"
502"• Event handlers and scripting\n"
503"\n"
504"The editor is not a tool to help you scripting the scenario’s event "
505"handlers.\n"
506"\n"
507"• Infinite Backwards Compatibility\n"
508"\n"
509"The editor can load most maps from older versions of Wesnoth, but not all. "
510"Maps from 1.3.2 and later will normally be supported, unless they use "
511"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
512"have their own terrains will need that add-on to tell the editor about their "
513"terrains."
514msgstr ""
515
516#. [topic]: id=..editor_mode_terrain
517#: data/core/editor/help.cfg:258
518msgid ""
519"The terrain editor’s functionality is similar to a simple paint "
520"application.\n"
521"\n"
522"The right-hand sidebar contains, from top to bottom, the mini-map, the "
523"toolkit (see the pages for each tool), tool options, and "
524"<ref>dst='editor_palette' text='Palette'</ref>.\n"
525"\n"
526"When saved using “Save Map As” and saving to the default directory, the "
527"resulting map can be found in the “Custom Maps” game type of the multiplayer "
528"“Create Game” dialog."
529msgstr ""
530
531#. [topic]: id=..editor_mode_scenario
532#: data/core/editor/help.cfg:270
533msgid ""
534"The scenario editor mode adds support for some map-related WML features, "
535"such as areas and scenery items. Most scenarios will still require "
536"additional WML to be written using a different tool; the scenario editor "
537"does not support scripting the scenario’s events."
538msgstr ""
539
540#. [topic]: id=..editor_mode_scenario
541#: data/core/editor/help.cfg:272
542msgid ""
543"<header>text='Checking whether the editor is in scenario mode'</header>\n"
544"\n"
545"You can check which mode the editor is in by looking at the menu bar.\n"
546"\n"
547"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
548"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
549msgstr ""
550
551#. [topic]: id=..editor_mode_scenario
552#: data/core/editor/help.cfg:279
553msgid ""
554"<header>text='Entering scenario mode'</header>\n"
555"\n"
556"To start a new map in scenario mode, choose “New Scenario” from the “File” "
557"menu.\n"
558"\n"
559"If you’re already editing a map in terrain mode, use “Save Scenario As” from "
560"the “File” menu; this will switch to scenario mode.\n"
561"\n"
562"To load a map that was created in the scenario editor, use “Load Map” from "
563"the “File” menu, and select the .cfg file (not a .map file)."
564msgstr ""
565
566#. [topic]: id=..editor_mode_scenario
567#: data/core/editor/help.cfg:287
568msgid ""
569"<header>text='The files: .map and .cfg'</header>\n"
570"\n"
571"The map editor saves exactly one file, either a .map (for terrain mode) or "
572"a .cfg (for scenario mode). In scenario mode the terrain map is saved inside "
573"the .cfg file; there is no separate .map file. If you start editing in "
574"terrain mode and then switch to scenaro mode then an old .map file might "
575"remain, but this is not updated by the scenario editor.\n"
576"\n"
577"Loading a .cfg file has different results depending on the contents of the ."
578"cfg file. For .cfg files that were created by the scenario editor, it will "
579"open the .cfg in the scenario editor. However, for .cfg files that use a "
580"separate .map file (which can't be created by the scenario editor), the "
581"editor may follow the link and open the corresponding .map in terrain-only "
582"mode, as if the .map file was chosen in the file selector."
583msgstr ""
584
585#. [topic]: id=editor_separate_events_file
586#: data/core/editor/help.cfg:299
587msgid "Using a separate file for WML events"
588msgstr ""
589
590#. [topic]: id=editor_separate_events_file
591#: data/core/editor/help.cfg:300
592msgid ""
593"When loading a .cfg file, the scenario editor understands files created by "
594"the scenario editor, but is likely to have difficulty with files that have "
595"been edited by hand.\n"
596"\n"
597"Files created by the scenario editor omit the opening [scenario] and closing "
598"[/scenario] tags. If you are creating a campaign (or other add-on), then "
599"those tags need to be added; there is more detail about this in the "
600"<ref>dst='editor_map_format' text='map file format'</ref> documentation.\n"
601"\n"
602"One workflow is to create a separate WML file, also with the .cfg extension, "
603"which uses the WML preprocessor to include the editor-created file. This "
604"separate file contains both the [scenario] tag and any hand-edited WML such "
605"as events. With this workflow, the add-on’s file structure could look like "
606"this:\n"
607"\n"
608"<header>text='For Wesnoth 1.14'</header>\n"
609"\n"
610"• _main.cfg:\n"
611"  ◦ use “{./scenarios}” to include the “scenarios” directory\n"
612"• maps/map_from_01.cfg\n"
613"  ◦ this is the file created by the scenario editor\n"
614"• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in "
615"these four lines:\n"
616"  ◦ [scenario]\n"
617"  ◦     {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
618"  ◦ [/scenario]\n"
619"  ◦ [+scenario]\n"
620"\n"
621"The first three of those lines insert the scenario-generated file inside a "
622"[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags "
623"will be combined, with attributes in the second one overriding attributes in "
624"the first one.\n"
625"\n"
626"<header>text='1.16 and later'</header>\n"
627"\n"
628"If your add-on will only be used on 1.16 and later, there are new features "
629"to load .cfg files via map_file, and to avoid repeating the add-on’s name "
630"within the .cfg files.\n"
631"\n"
632"• _main.cfg:\n"
633"  ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
634"which makes “map_file” search the “maps” directory.\n"
635"  ◦ use “{./scenarios}” to include the “scenarios” directory\n"
636"• maps/map_from_01.cfg\n"
637"  ◦ this is the file created by the scenario editor\n"
638"• scenarios/01_Forest.cfg\n"
639"  ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
640"load that file"
641msgstr ""
642
643#. [topic]: id=editor_masks
644#: data/core/editor/help.cfg:338
645msgid "Editor Mask Usage"
646msgstr ""
647
648#. [topic]: id=editor_masks
649#: data/core/editor/help.cfg:339
650msgid ""
651"Masks can be applied to a base map for reusal in several scenarios playing "
652"at the same locations."
653msgstr ""
654
655#. [topic]: id=editor_time_schedule
656#. 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
657#: data/core/editor/help.cfg:347
658#, fuzzy
659#| msgid "Time of Day"
660msgid "ToD and Schedule Editor"
661msgstr "������ �� ����"
662
663#. [topic]: id=editor_time_schedule
664#: data/core/editor/help.cfg:348
665msgid ""
666"This button at the top-right of the screen accesses the time-of-day preview "
667"and the schedule editor.\n"
668"\n"
669"In terrain mode, this displays the map as it will be recolored at different "
670"times of day.\n"
671"\n"
672"In scenario mode, the button accesses an editor for individual schedules for "
673"<ref>dst='editor_named_area' text='time areas'</ref>."
674msgstr ""
675
676#. [topic]: id=editor_palette
677#: data/core/editor/help.cfg:359
678msgid "Editor Palette"
679msgstr ""
680
681#. [topic]: id=editor_palette
682#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
683#: data/core/editor/help.cfg:361
684msgid ""
685"The editor palette contains the applicable items you may use with the "
686"currently selected tool. For example, the Paint tool will display a full "
687"list of all available terrains, and the unit tool will provide a list of "
688"available units. When using the Starting Locations Tool, the palette changes "
689"to a list of “Player 1”, “Player 2”, etc.\n"
690"\n"
691"<bold>text='Filter'</bold>\n"
692"\n"
693"There is a filter function to show only a subset of the available items — "
694"this is the leftmost of the four buttons at the top of the palette, and the "
695"graphic changes depending on what is selected. Examples:"
696msgstr ""
697
698#. [topic]: id=editor_palette
699#: data/core/editor/help.cfg:366
700msgid "Show all kinds of terrain"
701msgstr ""
702
703#. [topic]: id=editor_palette
704#: data/core/editor/help.cfg:367
705msgid "Show only water terrains"
706msgstr ""
707
708#. [topic]: id=editor_palette
709#: data/core/editor/help.cfg:368
710msgid "Show only villages"
711msgstr ""
712
713#. [topic]: id=editor_map_format
714#: data/core/editor/help.cfg:379
715msgid "Wesnoth Map Format"
716msgstr ""
717
718#. [topic]: id=editor_map_format
719#: data/core/editor/help.cfg:380
720msgid "Wesnoth stores its maps in human readable plain text files."
721msgstr ""
722
723#. [topic]: id=editor_map_format
724#: data/core/editor/help.cfg:382
725msgid ""
726"<header>text='Native'</header>\n"
727"\n"
728"A map file consists of rows with comma separated terrain code strings. The "
729"only non-terrain information provided by the map syntax is the set of "
730"locations created by the <ref>dst='editor_tool_starting' text='Starting "
731"Locations Tool'</ref>. The files can be edited with a general purpose text "
732"editor like notepad.\n"
733"\n"
734"These files can be used directly for multiplayer games, the number of "
735"players is automatically determined by the number of starting positions. "
736"When saved in the default directory, the map can be found in the “Custom "
737"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
738"refresh the cache (press F5 on the title screen) before a newly-created map "
739"appears.\n"
740"\n"
741"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
742"providing additional information such as teams, custom events, and complex "
743"side setups. The .cfg file loads the map file with either of:\n"
744"\n"
745"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
746"1.14'</italic>\n"
747"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
748"include'</italic>\n"
749"\n"
750"The <italic>text='map_file'</italic> method is preferred over using a "
751"preprocessor include."
752msgstr ""
753
754#. [topic]: id=editor_map_format
755#: data/core/editor/help.cfg:395
756msgid ""
757"<header>text='Embedded'</header>\n"
758"\n"
759"The map data can stored as part of a scenario’s .cfg file, directly in the "
760"<italic>text='map_data'</italic> attribute. In other words, in the place "
761"that the preprocessor would include it when using the preprocessor-include "
762"method.\n"
763"\n"
764"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
765"\n"
766"If you are editing the map and not using the Scenario Mode support, then "
767"it’s trivial to move the data to a native map file before opening it in the "
768"editor. This conversion is recommended — the editor supports editing the "
769"content of map_data while leaving everything else in the file untouched, but "
770"this is rarely-used code. Maps opened this way are marked (E) in the Window "
771"menu."
772msgstr ""
773
774#. [topic]: id=editor_map_format
775#: data/core/editor/help.cfg:403
776msgid ""
777"<header>text='Files created by the Scenario Editor'</header>\n"
778"\n"
779"In scenario mode, the editor saves the data as a .cfg file with embedded map "
780"data. When loading a .cfg file, the scenario editor understands files "
781"created by the scenario editor itself, but is likely to have difficulty with "
782"files that have been edited by hand; problems can be avoided by "
783"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
784"ref> for the hand-edited parts."
785msgstr ""
786
787#. [topic]: id=editor_map_format
788#: data/core/editor/help.cfg:407
789msgid ""
790"<header>text='Which scenario files use the [scenario] tag'</header>\n"
791"\n"
792"Files created by the scenario editor have the contents of a WML scenario "
793"element, but don’t include the opening [scenario] and closing [/scenario] "
794"tags. For each .cfg file in the userdata folder’s editor/scenarios "
795"subfolder, the game will automatically try to load a scenario from it to "
796"include in the “Custom Scenarios” list (files that fail to load are "
797"ignored). In this folder each file is a separate item - files that fail to "
798"parse as a scenario are ignored, and files must not contain the [scenario][/"
799"scenario] tags.\n"
800"\n"
801"The opposite applies when a scenario is part of a campaign or other add-on. "
802"Typically each scenario has its own .cfg file, however this is unnecessary - "
803"all of the WML in an add-on will be combined by the preprocessor, it doesn’t "
804"matter whether the add-on is written as separate files or not. The engine "
805"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags "
806"to know which WML is part of each scenario."
807msgstr ""
808
809#. [editor_times]: id=deep_underground
810#. [time]: id=deep_underground
811#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121
812msgid "Deep Underground"
813msgstr "������ ������������������"
814
815#. [editor_times]: id=indoors
816#. [time]: id=indoors
817#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101
818msgid "Indoors"
819msgstr ""
820
821#. [section]: id=encyclopedia
822#. [topic]: id=..encyclopedia
823#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
824msgid "Encyclopedia"
825msgstr ""
826
827#. [topic]: id=..encyclopedia
828#: data/core/encyclopedia/_main.cfg:14
829msgid "<ref>dst='..geography' text='Geography'</ref>"
830msgstr ""
831
832#. [section]: id=geography
833#. [topic]: id=..geography
834#: data/core/encyclopedia/geography.cfg:12
835#: data/core/encyclopedia/geography.cfg:19
836msgid "Geography"
837msgstr ""
838
839#. [topic]: id=arkan_thoria
840#: data/core/encyclopedia/geography.cfg:26
841msgid "Arkan-thoria"
842msgstr ""
843
844#. [topic]: id=arkan_thoria
845#: data/core/encyclopedia/geography.cfg:27
846msgid ""
847"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
848"ref> and running east to the Listra."
849msgstr ""
850
851#. [topic]: id=great_river
852#: data/core/encyclopedia/geography.cfg:32
853msgid "Great River"
854msgstr ""
855
856#. [topic]: id=great_river
857#: data/core/encyclopedia/geography.cfg:33
858msgid ""
859"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
860"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
861"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
862"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
863msgstr ""
864
865#. [topic]: id=great_ocean
866#: data/core/encyclopedia/geography.cfg:38
867msgid "Great Ocean"
868msgstr ""
869
870#. [topic]: id=great_ocean
871#: data/core/encyclopedia/geography.cfg:39
872msgid ""
873"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
874"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
875"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
876msgstr ""
877
878#. [topic]: id=morogor
879#: data/core/encyclopedia/geography.cfg:44
880msgid "Morogor"
881msgstr ""
882
883#. [topic]: id=morogor
884#: data/core/encyclopedia/geography.cfg:45
885msgid ""
886"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
887"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
888"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
889"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
890"The central island of the archipelago is also called ‘Morogor’."
891msgstr ""
892
893#. [topic]: id=green_isle
894#: data/core/encyclopedia/geography.cfg:52
895#, fuzzy
896msgid "Green Isle"
897msgstr "��������"
898
899#. [topic]: id=green_isle
900#: data/core/encyclopedia/geography.cfg:53
901msgid ""
902"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
903msgstr ""
904
905#. [topic]: id=old_continent
906#: data/core/encyclopedia/geography.cfg:58
907msgid "Old Continent"
908msgstr ""
909
910#. [topic]: id=old_continent
911#: data/core/encyclopedia/geography.cfg:59
912msgid ""
913"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
914"<ref>dst='great_ocean' text='Great Ocean'</ref>."
915msgstr ""
916
917#. [topic]: id=great_continent
918#: data/core/encyclopedia/geography.cfg:64
919msgid "Great Continent"
920msgstr ""
921
922#. [topic]: id=great_continent
923#: data/core/encyclopedia/geography.cfg:65
924msgid ""
925"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
926"Wesnoth'</ref> lies. Its west coast is surrounded by the "
927"<ref>dst='great_ocean' text='Great Ocean'</ref>."
928msgstr ""
929
930#. [topic]: id=irdya
931#: data/core/encyclopedia/geography.cfg:70
932msgid "Irdya"
933msgstr ""
934
935#. [topic]: id=irdya
936#: data/core/encyclopedia/geography.cfg:71
937msgid ""
938"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
939"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
940"rarely used in the era depicted by the main map. People normally just say "
941"“the world” or, poetically, “the wide green world”."
942msgstr ""
943
944#. [topic]: id=kingdom_wesnoth
945#: data/core/encyclopedia/geography.cfg:76
946msgid "Kingdom of Wesnoth"
947msgstr ""
948
949#. [topic]: id=kingdom_wesnoth
950#: data/core/encyclopedia/geography.cfg:77
951msgid ""
952"The Kingdom of Wesnoth is located in the north-central portion of the "
953"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
954"mainline campaigns revolve around it. It is bounded on the map by the "
955"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
956"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
957"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
958"Swamp to the southeast.\n"
959"\n"
960"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
961"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
962"may be considered a northernmost extension.\n"
963"\n"
964"<header>text='Notable cities:'</header>\n"
965"    • Weldyn: The capital of Wesnoth.\n"
966"    • Aldril: City lying on the Bay of Pearls.\n"
967"    • Blackwater Port: City lying south of the Bay of Pearls.\n"
968"    • Carcyn: Located between the Grey Woods and the Great River.\n"
969"    • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
970"country, just west and north of Weldyn.\n"
971"    • Soradoc: The northernmost border outpost of Wesnoth, controls the "
972"confluence of the Weldyn River and the Great River.\n"
973"    • Fort Tahn: The southernmost border outpost, controls the north/south "
974"road crossing the River Aethen.\n"
975"    • Tath: Important fort city north of Dan’Tonk, exerts control over the "
976"wilderness country around the east of the Brown Hills and north to the Ford "
977"of Abez.\n"
978"\n"
979"<header>text='Notable land features:'</header>\n"
980"    • Gryphon Mountain: Home of the fabled Gryphons.\n"
981"    • Ford of Abez: Shallow part of the Great River, it is usually "
982"controlled by Wesnothian forces.\n"
983"    • Weldyn River: It branches from the Great River and goes south.\n"
984"    • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
985"this plain is Wesnoth’s bread basket and home to most of its population.\n"
986"    • Dulatus Hills: These rolling hills bordering the Great Central Plain "
987"provide much of Wesnoth’s livestock and agriculture.\n"
988"    • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
989"populated and occasionally very dangerous.\n"
990"    • Horse Plains: Region of rolling plains just south of the Great River, "
991"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
992"southern reach merges into the Central Plain. Home of the powerful Clans; "
993"the best horses in Wesnoth are bred here.\n"
994"    • Estmark Hills: Largish range rising south of the Great River and east "
995"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
996"at various times been settled by Wesnothians, but the Kingdom’s control is "
997"tenuous at best and banditry is common.\n"
998"    • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
999"Haldric II’s sons.\n"
1000"    • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
1001"between Carcyn and Aldril and generally considered to be haunted."
1002msgstr ""
1003
1004#. [topic]: id=elensefar
1005#: data/core/encyclopedia/geography.cfg:106
1006msgid "Elensefar"
1007msgstr ""
1008
1009#. [topic]: id=elensefar
1010#: data/core/encyclopedia/geography.cfg:107
1011msgid ""
1012"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
1013"text='Wesnoth'</ref>, at times an independent country, and at times in a "
1014"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
1015"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
1016"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
1017"text='ocean'</ref> to the west. More information is found in the historical "
1018"narrative of Wesnoth.\n"
1019"\n"
1020"<header>text='Notable cities:'</header>\n"
1021"    • Elensefar: The capital, located on an island in the Great River "
1022"delta.\n"
1023"    • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
1024"\n"
1025"<header>text='Notable land features:'</header>\n"
1026"    • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
1027"this point, and only ships can cross it."
1028msgstr ""
1029
1030#. [topic]: id=northlands
1031#: data/core/encyclopedia/geography.cfg:119
1032msgid "Northlands"
1033msgstr ""
1034
1035#. [topic]: id=northlands
1036#: data/core/encyclopedia/geography.cfg:120
1037msgid ""
1038"There is no government of the Northlands. Various groups of orcs, dwarves, "
1039"barbarian men and even elves populate the region. The northern and eastern "
1040"borders are not defined, the southern border is the <ref>dst='great_river' "
1041"text='Great River'</ref>, and the western border is the "
1042"<ref>dst='great_ocean' text='ocean'</ref>.\n"
1043"\n"
1044"<header>text='Notable cities:'</header>\n"
1045"    • Glamdrol: An Orcish tribal capital.\n"
1046"    • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
1047"    • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
1048"the southern Heart Mountains. A major trade center.\n"
1049"    • Dallben and Delwyn: Human villages originally built by settlers who "
1050"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
1051"abandoned. The forested area northeast of <ref>dst='elensefar' "
1052"text='Elensefar'</ref>, where these villages were located, was named the "
1053"Annuvin province by men but was known by the elves as Wesmere.\n"
1054"\n"
1055"<header>text='Notable land features:'</header>\n"
1056"    • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
1057"impassable barrier between the river country and the Northern Plains.\n"
1058"    • Heartfangs: the particularly forbidding stretch of high peaks "
1059"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
1060"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
1061"madmen, and mages live there.\n"
1062"    • Swamp of Dread: a very large bog located between the Heart Mountains "
1063"and the Great River. A notoriously dangerous place.\n"
1064"    • Lake Vrug: A large mountain lake whose river carves the only pathway "
1065"through the Northern Mountains.\n"
1066"    • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
1067"comes out of Lake Vrug. This is the elvish name; among humans it is called "
1068"Longlier.\n"
1069"    • River Listra: The south-running tributary of the Great River into "
1070"which the Arkan-thoria empties.\n"
1071"    • Lintanir Forest: The southernmost portion of the Great Northern "
1072"Forest, a gigantic wood whose eastern and northern boundaries are known only "
1073"to the elves. Their capital, Elensiria, has only seldom been visited by "
1074"humans.\n"
1075"    • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
1076"river is somewhere in the east of the northern lands."
1077msgstr ""
1078
1079#. [topic]: id=southwest_elven_lands
1080#: data/core/encyclopedia/geography.cfg:141
1081msgid "Southwest Elven Lands"
1082msgstr ""
1083
1084#. [topic]: id=southwest_elven_lands
1085#: data/core/encyclopedia/geography.cfg:142
1086msgid ""
1087"The Wood Elves are separate from those of the north, and have only "
1088"intermittent relations with them and most other countries. Its borders are "
1089"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
1090"to the south and southeast, the lands of Wesnoth to the north and the "
1091"Kerlath province to the east.\n"
1092"\n"
1093"<header>text='Notable cities:'</header>\n"
1094"    • None known.\n"
1095"\n"
1096"<header>text='Notable land features:'</header>\n"
1097"    • Aethenwood: The largest southern forest, it extends far to the south "
1098"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
1099"make no such distinction, the southern part of the forest has been named "
1100"Southwood by denizens of Kerlath.\n"
1101"    • Black Forest: An ancient forest of which very little is known, "
1102"abandoned by the elves long ago."
1103msgstr ""
1104
1105#. [topic]: id=heart_mountains
1106#: data/core/encyclopedia/geography.cfg:154
1107#, fuzzy
1108msgid "Heart Mountains"
1109msgstr "��������������"
1110
1111#. [topic]: id=heart_mountains
1112#: data/core/encyclopedia/geography.cfg:155
1113msgid ""
1114"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
1115"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
1116"Plains'</ref>."
1117msgstr ""
1118
1119#. [topic]: id=far_north
1120#: data/core/encyclopedia/geography.cfg:160
1121msgid "Far North"
1122msgstr ""
1123
1124#. [topic]: id=far_north
1125#: data/core/encyclopedia/geography.cfg:161
1126msgid ""
1127"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
1128"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
1129"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
1130"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
1131"Steppe, who fell out of the control of the Clannate, instead roaming with "
1132"wild human barbarians and clashing with the High Elves of the North Plains "
1133"(known as North Elves in human lands). The High Elves themselves reside "
1134"further east, where it is rumored they rule a vast kingdom.\n"
1135"\n"
1136"<header>text='Notable cities:'</header>\n"
1137"    • Barag Gor, a city home to the Orcish Council\n"
1138"    • Bitok\n"
1139"    • Borstep\n"
1140"    • Farzi\n"
1141"    • Lmarig\n"
1142"    • Melmog\n"
1143"    • Prestim\n"
1144"    • Tirigaz\n"
1145"    • Dorest, the northernmost human city\n"
1146"\n"
1147"<header>text='Notable land features:'</header>\n"
1148"    • Black Marshes\n"
1149"    • Mountains of Dorth\n"
1150"    • Mountains of Haag\n"
1151"    • Greenwood\n"
1152"    • Silent Forest\n"
1153"    • Forest of Thelien\n"
1154"    • River Oumph\n"
1155"    • River Bork\n"
1156"    • Frosty Wastes\n"
1157"    • Barren Plains"
1158msgstr ""
1159
1160#. [section]: id=schedule
1161#: data/core/help.cfg:10
1162#, fuzzy
1163#| msgid "Time of Day"
1164msgid "Time of Day Schedule"
1165msgstr "������ �� ����"
1166
1167#. [section]: id=introduction
1168#. [topic]: id=..introduction
1169#: data/core/help.cfg:17 data/core/help.cfg:95
1170msgid "Introduction"
1171msgstr "����������������������"
1172
1173#. [section]: id=gameplay
1174#. [topic]: id=..gameplay
1175#: data/core/help.cfg:23 data/core/help.cfg:167
1176msgid "Gameplay"
1177msgstr "������������"
1178
1179#. [section]: id=traits_section
1180#. [topic]: id=..traits_section
1181#: data/core/help.cfg:29 data/core/help.cfg:457
1182msgid "Traits"
1183msgstr "����������"
1184
1185#. [section]: id=units
1186#. [topic]: id=..units
1187#: data/core/help.cfg:37 data/core/help.cfg:118
1188msgid "Units"
1189msgstr "����������"
1190
1191#. [section]: id=abilities_section
1192#. [topic]: id=..abilities_section
1193#: data/core/help.cfg:46 data/core/help.cfg:138
1194msgid "Abilities"
1195msgstr "����������������"
1196
1197#. [section]: id=weapon_specials
1198#. [topic]: id=..weapon_specials
1199#: data/core/help.cfg:54 data/core/help.cfg:147
1200msgid "Weapon Specials"
1201msgstr "���������� ��������������"
1202
1203#. [section]: id=eras_section
1204#. [topic]: id=..eras_section
1205#: data/core/help.cfg:62 data/core/help.cfg:127
1206msgid "Eras"
1207msgstr ""
1208
1209#. [section]: id=terrains_section
1210#. [topic]: id=..terrains_section
1211#: data/core/help.cfg:70 data/core/help.cfg:472
1212msgid "Terrains"
1213msgstr "����������"
1214
1215#. [section]: id=addons
1216#. [topic]: id=..addons
1217#: data/core/help.cfg:78 data/core/help.cfg:525
1218msgid "Add-ons"
1219msgstr ""
1220
1221#. [section]: id=commands
1222#. [topic]: id=..commands
1223#: data/core/help.cfg:84 data/core/help.cfg:598
1224msgid "Commands"
1225msgstr "��������������"
1226
1227#. [topic]: id=..introduction
1228#: data/core/help.cfg:96
1229#, fuzzy
1230msgid ""
1231"\n"
1232"\n"
1233"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
1234"game somewhat unusual among modern strategy games. While other games strive "
1235"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
1236"simplicity of both rules and gameplay. This does not make the game simple, "
1237"however — from these simple rules arises a wealth of strategy, making the "
1238"game easy to learn but a challenge to master.\n"
1239"\n"
1240"The following pages outline all you need to know to play Wesnoth. As you "
1241"play, new information is added to the various categories as you come across "
1242"new aspects of the game. For more detailed information on special situations "
1243"and exceptions, follow the included links."
1244msgstr ""
1245"\n"
1246"\n"
1247"���������� ���� ·������������ ���� �� ������-�������� �������������� ���������������� ������ ������������ �������������� �������� "
1248"���������� ���������������� ��������. ������ ������ �������� ���������� ���� ����������������������, ���������� ���� ·������������ "
1249"������������ ���� �������������������� �� ������ �������� �� ������������. ������ ������ ������ ������ �� ������ ������������, "
1250"���������� - �������� ������ ������������ �������� �������� �� �������� �� ����������������, ���������� �� ������ ������ �� ������ "
1251"������ �� ������������ �� ����������."
1252
1253#. [topic]: id=about_game
1254#: data/core/help.cfg:106
1255msgid "About the Game"
1256msgstr "�������� �� ������"
1257
1258#. [topic]: id=about_game
1259#: data/core/help.cfg:107
1260msgid ""
1261"The game takes place on a hex-based game field, where your units battle "
1262"against those controlled by the computer, friends who each take turns on the "
1263"same computer (hotseat play), other players on the same network, or players "
1264"worldwide in multiplayer mode.\n"
1265"\n"
1266"Each of these battles is called a <italic>text='scenario'</italic>, which "
1267"can be strung together to make <italic>text='campaigns'</italic>. Besides "
1268"the campaigns that ship with the game, Wesnoth supports user-made content, "
1269"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
1270"factions, and resources.\n"
1271"\n"
1272"The game also features a human-readable markup called Wesnoth Markup "
1273"Language (WML) to easily allow users to create their own content, as well as "
1274"a fully-featured Map and Scenario Editor for designing your own "
1275"battlefields.\n"
1276"\n"
1277"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
1278"and has been worked on by a multitude of volunteers ever since."
1279msgstr ""
1280
1281#. [topic]: id=..units
1282#: data/core/help.cfg:119
1283msgid ""
1284"This section will list all the units you discover as you explore the world "
1285"of Wesnoth. When you see a new unit during a campaign or multiplayer "
1286"scenario it will be added to its race’s subsection; you can then view its "
1287"page any time you wish. A unit’s page will provide a general description, "
1288"its statistics, attacks, resistances, and movement and defense values.\n"
1289"\n"
1290msgstr ""
1291
1292#. [topic]: id=..eras_section
1293#: data/core/help.cfg:128
1294msgid ""
1295"A faction is a collection of units and leaders. Factions are assigned to "
1296"sides in multiplayer games.\n"
1297"\n"
1298msgstr ""
1299
1300#. [topic]: id=..eras_section
1301#: data/core/help.cfg:130
1302msgid ""
1303"An era is a collection of factions, intended to be played against one "
1304"another. Besides the mainline eras that come with the game, many user-made "
1305"factions are available from add-ons.\n"
1306"\n"
1307msgstr ""
1308
1309#. [topic]: id=..abilities_section
1310#: data/core/help.cfg:139
1311#, fuzzy
1312#| msgid ""
1313#| "Certain units have abilities that either directly affect other units, or "
1314#| "have an impact on how the unit interacts with other units. These "
1315#| "abilities will be listed under this topic as you encounter them.\n"
1316#| "\n"
1317msgid ""
1318"Certain units have abilities that either directly affect other units or have "
1319"an impact on how the unit interacts with other units. These abilities will "
1320"be listed under this section as you encounter them. Each page will provide a "
1321"description of what the ability does and which (currently discovered) units "
1322"have it.\n"
1323"\n"
1324msgstr ""
1325"���������� ���������� ������ ���������������� ������ ������ ���������������� ���������� ������ ����������, �� ������ ���� ������������ "
1326"���� ���� �� �������� ���������������� ������ ������ ����������. ������ ���������������� ������ ���� ������������ �������� ������ "
1327"���������� ���� �� �������������� ������.\n"
1328"\n"
1329
1330#. [topic]: id=..weapon_specials
1331#: data/core/help.cfg:148
1332msgid ""
1333"Some weapons have special features that increase the effectiveness of "
1334"attacking with them. When you see a new weapon special during a campaign or "
1335"multiplayer scenario it will be added to this list; you can then view its "
1336"page any time you wish. Each page will provide a description of what the "
1337"weapon special does and which (currently discovered) units have it.\n"
1338"\n"
1339msgstr ""
1340
1341#. [topic]: id=.unknown_unit
1342#: data/core/help.cfg:157
1343msgid "Unknown Unit"
1344msgstr "���������� ��������"
1345
1346#. [topic]: id=.unknown_unit
1347#: data/core/help.cfg:158
1348msgid ""
1349"\n"
1350"\n"
1351"This unit is unknown for the moment. You must discover it in the game to be "
1352"allowed to see its description."
1353msgstr ""
1354"\n"
1355"\n"
1356"������ �������� ���� ���������� ���� �� ������������. �� �������� �������������� ���� ���� �� ������ �� ���� �������� �� ���� ������ "
1357"��������������������."
1358
1359#. [topic]: id=..gameplay
1360#: data/core/help.cfg:168
1361msgid ""
1362"Wesnoth is comprised of a series of battles, called "
1363"<italic>text='scenarios'</italic>, that pit your troops against the troops "
1364"of one or more adversaries. Multiple scenarios that follow on from each "
1365"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
1366"campaign, you often need to play more carefully, preserving your best troops "
1367"for use again in later scenarios.\n"
1368"\n"
1369"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
1370"Wesnoth gameplay in the context of a scenario. Most material covered in the "
1371"tutorial is explained more in-depth in these pages, so you can always refer "
1372"back here if you forget something.\n"
1373"\n"
1374"After you master the basics, try out a beginner campaign, such as "
1375"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
1376"Guard'</italic>. A full list of installed campaigns can be found via the "
1377"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
1378"quite challenging, you may wish to start on easy before progressing to "
1379"higher difficulties.\n"
1380"\n"
1381"Campaigns are grouped by <italic>text='level'</italic> and "
1382"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
1383"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
1384"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
1385"what degree of proficiency in the game mechanics (such as "
1386"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
1387"text='time of day'</ref>) is assumed. The difficulty indicates how "
1388"challenging the scenarios will be to a veteran player: at higher "
1389"difficulties, the obstacles to victory will be higher and overcoming them "
1390"will require more skillful play. For example, at higher difficulties the "
1391"enemy may have higher incomes, higher-level units, more castle hexes, and so "
1392"on."
1393msgstr ""
1394
1395#. [topic]: id=..gameplay
1396#: data/core/help.cfg:177
1397#, fuzzy
1398#| msgid "<header>text='Units of this race'</header>"
1399msgid ""
1400"\n"
1401"\n"
1402"<header>text='Fundamentals of Gameplay'</header>\n"
1403"\n"
1404msgstr "<header>text='���������� �� ������ ������'</header>"
1405
1406#. [topic]: id=..gameplay
1407#: data/core/help.cfg:177
1408#, fuzzy
1409#| msgid ""
1410#| "While playing, keep in mind that if you mouse-over many items in the "
1411#| "game, such as the information displayed in the status pane, a brief "
1412#| "description will be shown explaining each item. This is especially useful "
1413#| "when you encounter new <ref>dst='..abilities_section' text='abilities'</"
1414#| "ref> for the first time."
1415msgid ""
1416"While playing, keep in mind that you can mouse-over many items in the game, "
1417"such as the information displayed in the status pane, to see a brief "
1418"description explaining each item. This is especially useful when you "
1419"encounter new elements, such as <ref>dst='..abilities_section' "
1420"text='abilities'</ref>, for the first time."
1421msgstr ""
1422"������ ����������, ������ ���� �������� ������ ���� �� ������-������ �������� ���������� ���� �� ������, ������ ���� �� "
1423"������������������������ �������������� ���� �� ������������ ������, �� �������� �������������������� ������ ���� ������ ������������������ "
1424"���� ��������. ������ ���� ���������������� ���������� ������ �� �������������� ���� <ref>dst='.."
1425"abilities_section' text='����������������'</ref> ���� �� �������� ������."
1426
1427#. [topic]: id=victory_and_defeat
1428#: data/core/help.cfg:189
1429msgid "Victory and Defeat"
1430msgstr "������������ �� ����������"
1431
1432#. [topic]: id=victory_and_defeat
1433#: data/core/help.cfg:190
1434#, fuzzy
1435msgid ""
1436"\n"
1437"\n"
1438"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
1439"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
1440"things like changing your save options or (if you are in a multiplayer game) "
1441"chatting with other players before pressing that button to advance."
1442msgstr ""
1443"\n"
1444"\n"
1445"������ �� ������ �� ������������, �� ������ ������ ������ ������ �� �� '������ ������' ���������� ������ �������� �� '������ "
1446"������������'. �� ������ ���� ���� �������� ������ ������������ ���� ������ ������������ �� (���� �� �� ���� �� ������������������ "
1447"������) ���������� ������ ������ ���������� �������� ������������ ������ ���������� �� ������������."
1448
1449#. [topic]: id=victory_and_defeat
1450#: data/core/help.cfg:190
1451#, fuzzy
1452msgid ""
1453"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
1454"the beginning of each scenario. In most scenarios, you will achieve victory "
1455"by killing all enemy leaders ; likewise, the death of your own leader "
1456"generally results in defeat. However, some scenarios may have other victory "
1457"objectives, such as getting your leader to a designated point, rescuing an "
1458"ally, solving a puzzle, or holding out against a siege until a certain "
1459"number of turns have elapsed."
1460msgstr ""
1461"���� ���������� �������������� �� �� ������������������ ������-���� �������� ���� �� �������������� �� ���� ������������. ������������ "
1462"�� ������ �������� ������������ ���� ���������� ���� ���������� ����������, �� �������� ���� �������������� ���� ���������� ���� "
1463"�������� ��������. ������ �������������� ���� ������ ������ ������������ ������������������ - ���������� ���� �������� �� �� "
1464"������������������ ��������, ����, �� �������������� ������������, �� ������������ �� ����������, �� ������������ ���� ������������ �� "
1465"������ ���������� �� ���������� ���������� �� �������� ������ ������������."
1466
1467#. [topic]: id=recruit_and_recall
1468#: data/core/help.cfg:199
1469msgid "Recruiting and Recalling"
1470msgstr "���������������� �� ��������������"
1471
1472#. [topic]: id=recruit_and_recall
1473#: data/core/help.cfg:200
1474#, fuzzy
1475#| msgid ""
1476#| "\n"
1477#| "\n"
1478#| "If you right-clicked on a castle hex and selected recruit, the new unit "
1479#| "will appear in that square. Otherwise, it will appear in a free square "
1480#| "near the keep. You may only recruit as many units as you have free hexes "
1481#| "in your castle, and you cannot spend more gold than you actually have on "
1482#| "recruiting."
1483msgid ""
1484"\n"
1485"\n"
1486"If you right-clicked on a castle hex and selected recruit, the new unit will "
1487"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
1488"You may only recruit as many units as you have free hexes in your castle, "
1489"and you cannot spend more gold than you actually have on recruiting."
1490msgstr ""
1491"\n"
1492"\n"
1493"���� �� ������-���������� ���� �� ���������� �������� �� ���������������� ������������, �� ���� �������� ������ ������ ���� ������ "
1494"��������. ������������, ���� ������ ������ ���� �� ������ �������� ���� �� ������. �� ���� �������� ������������ ���� �������� "
1495"���������� ���� �� ������ ������ ������������ ���� ���� ����������, �� �� ���������� ���������� ���� �������� ������ �� �������������� "
1496"������ ���� ����������������."
1497
1498#. [topic]: id=recruit_and_recall
1499#: data/core/help.cfg:200
1500#, fuzzy
1501msgid ""
1502"Each side begins with one leader in their keep. At the start of any battle, "
1503"and at times during it, you will need to recruit <ref>dst='..units' "
1504"text='units'</ref> into your army. To recruit, you must have your leader "
1505"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
1506"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
1507"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
1508"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
1509"bold>. This brings up the recruit menu, which lists units available for "
1510"recruitment, along with their gold cost. Click on a unit to see its "
1511"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
1512msgstr ""
1513"���� ������ ������������ ������ ������ �������� ���� ���� ������. ���� �� �������� �� ������ ����������, �� ���� �������� "
1514"������������ ����, �� ������ ������ �� ������������ <ref>dst='..units' text='����������'</ref> �������� ���� "
1515"������. �� ������������, �� �������� ������ ���� �������� (���� ��������������, ������������ ���� �� �� �� �� �������� "
1516"������������) ���� �� ������ �������� �� �� <ref>dst='terrain_castle' text='����������'</ref>. ������ "
1517"�� ���� ������������ ���� ������ ���������� ������������ �������� �� �������� �� ������-������������ ���� �� �������� �� "
1518"���������������� <italic>text=������������</italic>. ������ ���������� ���� �� ������������ ��������, ������ ���������� "
1519"���������� ���������������� ���� ��������������������, �������� ������ ���� �������� ��������. �������� ���� �� �������� �� ���� ������ "
1520"��������������������, ������ �������� �� ������������ ���������� �� ������������ ����."
1521
1522#. [topic]: id=recruit_and_recall
1523#: data/core/help.cfg:202
1524#, fuzzy
1525msgid ""
1526"\n"
1527"\n"
1528"Recruited units come with two random <ref>dst='..traits_section' "
1529"text='traits'</ref> which modify their statistics."
1530msgstr ""
1531"\n"
1532"\n"
1533"���������������� ���������� ������ ������ ���� ������������ <ref>dst='..traits_section' text='����������'</"
1534"ref> ������ ������������ ���� ��������������������."
1535
1536#. [topic]: id=recruit_and_recall
1537#: data/core/help.cfg:204
1538msgid ""
1539"\n"
1540"\n"
1541"In later scenarios, you may also Recall survivors from earlier battles. "
1542"Recalling costs a standard 20 gold and presents you with a list of all "
1543"surviving units from previous scenarios."
1544msgstr ""
1545"\n"
1546"\n"
1547"���� �������� ��������������, �� ���� �������� ���������� �������������� �������� �������� ������������. �������������� ���������� �� "
1548"�������������� 20 �������� �� ���������������� �� ������ �� �������� �� ���� �������������� ���������� �������� �������������� "
1549"��������������."
1550
1551#. [topic]: id=recruit_and_recall
1552#: data/core/help.cfg:206
1553#, fuzzy
1554msgid ""
1555"\n"
1556"\n"
1557"Units not only cost gold to Recruit or Recall, they also require money to "
1558"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
1559"more information."
1560msgstr ""
1561"\n"
1562"\n"
1563"���������� ������ �������� �������� �������� �� ������������ �� ����������, ���� �������� ������������ �������� �� ����������. ���� "
1564"<ref>dst='income_and_upkeep' text='���������� �� ����������'</ref> ���� ���� ������������������������."
1565
1566#. [topic]: id=income_and_upkeep
1567#: data/core/help.cfg:215
1568msgid "Income and Upkeep"
1569msgstr "���������� �� ����������"
1570
1571#. [topic]: id=income_and_upkeep
1572#: data/core/help.cfg:216
1573#, fuzzy
1574msgid ""
1575"\n"
1576"\n"
1577"Income is simple. You have a base income of 2 gold per turn. For every "
1578"village you control, you gain one additional gold each turn. Thus, if you "
1579"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
1580"costs are subtracted from this income, as detailed below."
1581msgstr ""
1582"\n"
1583"\n"
1584"���������� ���� ������������. �� ������ �� ������ ���������� �� 2 �������� ���� ������. ���� �������� ���������� �� ��������������, "
1585"�� ������ ������ ���������������� �������� ���� ������. ������, ���� �� ������ ������ ��������������, �� ������ ������������ ������ "
1586"12 �������� ���� ������. ���� ���������� ���������� �� �������������������� �������� ������ ����������, ���� ������������ ��������."
1587
1588#. [topic]: id=income_and_upkeep
1589#: data/core/help.cfg:216
1590#, fuzzy
1591msgid ""
1592"In Wesnoth, it is not enough simply to recruit units and fight. You must "
1593"watch your gold as well, especially in campaigns, where you can carry extra "
1594"gold over from one scenario to the next. There are two aspects to this; "
1595"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
1596msgstr ""
1597"���� ·������������, ���� ���� ������ �������� ������������ �� ������������ ���������� �� ������. �� �������� ������ ���� �������� "
1598"���� ������, ���������������� ���� ��������������, ���� �� ������ �������� ������������ �������� ������ �������� ������ ������������ �� "
1599"�� ����������. ���� �� ���� �������������� �� ������; ���������� �� ����������."
1600
1601#. [topic]: id=income_and_upkeep
1602#: data/core/help.cfg:220
1603#, fuzzy
1604msgid ""
1605"\n"
1606"\n"
1607"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
1608"to its level. You can support as many levels worth of units as you have "
1609"villages, without paying any upkeep. However, for each level of unit beyond "
1610"the number of villages you have, you must pay one gold per turn. For "
1611"example, if you have twelve level one units and ten villages, you would have "
1612"to pay two gold each turn in upkeep."
1613msgstr ""
1614"\n"
1615"\n"
1616"���������� ���� �������� �������� ������������. ���� �������� �������������� ���� ���������� �� ���������� ���������� �� ������ "
1617"����������. �� ������ ���������� ���� �������� ������������ <italic>text=������</italic> �� ���������� ���� �� ������ "
1618"��������������, ���������� �������� ������ ����������. ����������, ���� ���� ���������� �� �������� ������������ �� ���������� �� "
1619"�������������� �� ������, �� �������� ���� ������ �������� ���� ������. ���� ����������������, ���� �� ������ ���������� ���������� "
1620"������ ���������� �� ������ ��������������, �� ������ ������ �� ���� ���� �������� ���� ������ ���� ����������."
1621
1622#. [topic]: id=income_and_upkeep
1623#: data/core/help.cfg:222
1624#, fuzzy
1625msgid ""
1626"\n"
1627"\n"
1628"Upkeep costs are subtracted from your income, so in the case of twelve "
1629"levels of units and ten villages, your resultant Income would be 10 gold per "
1630"turn."
1631msgstr ""
1632"\n"
1633"\n"
1634"���������� ���������� �� �������������������� �������� ���� ����������, ���� ���� �� ������ �� ���������� ������������ �� ���������� �� "
1635"������ ��������������, ���� ������������������ ���������� ������ ���� 10 �������� ���� ������."
1636
1637#. [topic]: id=income_and_upkeep
1638#: data/core/help.cfg:226
1639msgid ""
1640"\n"
1641"\n"
1642"In general, the base income, the amount of gold you get per village per "
1643"turn, and the number of unit levels each village can support are "
1644"configurable, but in campaigns they are almost always the values described "
1645"above. The <italic>text='Scenario Settings'</italic> tab of the "
1646"<italic>text='Status Table'</italic> dialog shows the values for the current "
1647"scenario."
1648msgstr ""
1649
1650#. [topic]: id=income_and_upkeep
1651#: data/core/help.cfg:228
1652#, fuzzy
1653msgid ""
1654"\n"
1655"\n"
1656"There are two important exceptions to upkeep: units with the loyal trait and "
1657"leaders never incur upkeep. Units you begin the scenario with (such as "
1658"Delfador), or units who join you during a scenario (such as the horseman in "
1659"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
1660"usually have the <italic>text='loyal'</italic> trait. The unit you are "
1661"playing (such as Konrad) will almost always be a leader."
1662msgstr ""
1663"\n"
1664"���� �� ���� ���������������� ������������������ �� ����������: ���������� ������ �� �������� �������� �� ���������� �������� �������� "
1665"����������. ���������� �� ���������� �� ������������ ������ (������ ���� ·��������������), �� ���������� ���� ������ �� ������������ "
1666"�� ������������ (������ ���� �� ������������ ���� �� ������������ ������������ �� �� �� �� ��������) ������ ������������ ������ �� "
1667"�������� ��������. �� �������� �� �� ���������� (������ ���� ������������) ������ ������������ ���������� ���� �� ��������."
1668
1669#. [topic]: id=hitpoints
1670#: data/core/help.cfg:237
1671msgid "Hitpoints and Experience"
1672msgstr "���������������� �� ������������������"
1673
1674#. [topic]: id=hitpoints
1675#: data/core/help.cfg:238
1676#, fuzzy
1677msgid ""
1678"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
1679"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
1680"certain number of <italic>text='experience points'</italic> (XP). A freshly "
1681"recruited unit starts with no experience points, and gains experience by "
1682"fighting enemies."
1683msgstr ""
1684"���� �������� ������ �� ���������� ���������� �� ���������������� (HP). ���� �� ���������������� �� �� �������� �������� �������� "
1685"1, �� �������� ������. ���� �������� �������� ������ �� ���������� ���������� �� ������������������ ���������� (XP). �� "
1686"������������ ���������������� �������� ���������� ������ ���� ������������������ ����������, �� �������� ������������������ ���� ���������� "
1687"������������."
1688
1689#. [topic]: id=hitpoints
1690#: data/core/help.cfg:242
1691msgid ""
1692"The hitpoints and experience points are both indicated in the status pane "
1693"using two numbers (the current value and the maximum value the unit can "
1694"have)."
1695msgstr ""
1696"�� ���������������� �� ������������������ ���������� �� ������ ������������������ ���� �� ������������ ������ �������� ���� ������������ "
1697"(�� ������������ �������� �� �� ���������������� �������� �� �������� ������ ������)."
1698
1699#. [topic]: id=hitpoints
1700#: data/core/help.cfg:244
1701#, fuzzy
1702#| msgid ""
1703#| "The hitpoints are also indicated by an energy bar next to each unit, "
1704#| "which is green, yellow or red. A unit with at least 1 experience point "
1705#| "has a blue experience bar, which turns white as the unit is about to "
1706#| "<ref>dst='experience_and_advancement' text='advance'</ref>."
1707msgid ""
1708"The hitpoints are also indicated by an energy bar next to each unit, which "
1709"is green, yellow or red. A unit with at least 1 experience point has a blue "
1710"experience bar, which turns white as the unit is about to "
1711"<ref>dst='advancement' text='advance'</ref>."
1712msgstr ""
1713"�� ���������������� �� �������� ������������������ ���� ���� ���������� ���� ���������� �� ���� ��������, ������ ���� ��������, "
1714"�������� �� ������. �� �������� ������ ���� �������� 1 ������������������ �������� ������ �� ������ ������������������ ����, ������ "
1715"�������� ������ ���� �� �������� ���� �������� �� <ref>dst='experience_and_advancement' "
1716"text='������������'</ref>."
1717
1718#. [topic]: id=advancement
1719#: data/core/help.cfg:251
1720#, fuzzy
1721#| msgid "Advances to: "
1722msgid "Advancement"
1723msgstr "���������������� ��: "
1724
1725#. [topic]: id=advancement
1726#: data/core/help.cfg:252
1727msgid ""
1728"\n"
1729"\n"
1730"Units have a certain amount of experience required to advance (this is 20% "
1731"less for units with the Intelligent trait). Once they achieve this amount, "
1732"they immediately advance to the next level, healing fully in the process. In "
1733"some cases, you will be given a choice of advancement options."
1734msgstr ""
1735"\n"
1736"\n"
1737"���������� ������ �� ���������� ���������� �� ������������������ �������������� �� ������������ (������ ���� 20% ������ ���� "
1738"���������� ������ �� �������������������� ��������). �������� ���� �������� ������ ����������, ���� ���������������� ������������ �� �� "
1739"���������� ����������, ���������� �������� ���� �� ������������. ���� ������ ����������, �� ������ ���� ���������� �� ������ �� "
1740"�������������������� ������������."
1741
1742#. [topic]: id=advancement
1743#: data/core/help.cfg:252
1744msgid ""
1745"If both units survive a combat, they gain a number of experience points "
1746"equal to the level of the unit they’re fighting. If a unit kills another in "
1747"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
1748"level 1, 16 for level 2, 24 for level 3, and so forth."
1749msgstr ""
1750"���� ������ ���������� ���������� �� ������������, ���� ������ �� ���������� �� ������������������ ���������� ���������� �� �� "
1751"���������� �� �� �������� ����'�� ����������. ���� �� �������� �������� ���������� ���� ������������, ����������, ���� �������� "
1752"������ ���� ������������������ - 4 ���� �� ���������� 0 ��������, 8 ���� ���������� 1, 16 ���� ���������� 2, 24 ���� "
1753"���������� 3, �� ���� ������."
1754
1755#. [topic]: id=advancement
1756#: data/core/help.cfg:254
1757#, fuzzy
1758msgid ""
1759"\n"
1760"\n"
1761"While most units have three levels, not all do. Occasional units (such as "
1762"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
1763"reached its maximum level, it may have an <italic>text='After Maximum Level "
1764"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
1765"each time the unit reaches the experience goal, but the unit will remain the "
1766"same level. The typical AMLA effect is for the unit to raise the maximum HP "
1767"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
1768"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
1769"progressively harder for each AMLA the unit receives, and so it is usually "
1770"more useful to try to advance your lower level units."
1771msgstr ""
1772"\n"
1773"\n"
1774"������ �������� ���������� ������ ������ ������������, ������ ���� ����. ���������������� ���������� (������ ���� "
1775"<ref>dst='unit_Mage' text='��������'</ref>) ���� ������ ����. �������� �� �������� ������ �������� ������ "
1776"���������������� ����������, ���� ���� ������ ���� �������� ���������������� ���������� �������������������� (AMLA) ���������������� "
1777"�� ����. �� AMLA ������ ������������ �� �������� ���� ������ �� �������� ���������� �� ������������������ ������, ������ �� "
1778"�������� ������ ���������� �� ������ ����������. �� �������������� AMLA ���������� ���� ���� �� �������� �� ������ �� "
1779"���������������� HP ���� 3 �� ������-������ ����. �� �������� AMLA ������ ������������ ���� �������� ������ 150 XP "
1780"�������� (120 XP ���� �������������������� ����������). ����������, ���������� ���� AMLA ������������ ���������������������� "
1781"�������� ���� ���� AMLA �� �������� ������������, �� ���� ���� ���� ������������ ���� ���������� �� ������ �� ������������ ���� "
1782"������ ���������� ����������."
1783
1784#. [topic]: id=movement
1785#: data/core/help.cfg:263
1786msgid "Movement"
1787msgstr "��������������"
1788
1789#. [topic]: id=movement
1790#: data/core/help.cfg:264
1791#, fuzzy
1792msgid ""
1793"\n"
1794"\n"
1795"Each unit has a certain number of movement points which are used up when "
1796"moving into a new hex, depending on the Terrain of that particular hex. For "
1797"instance, grassland nearly always costs 1 movement point to enter. Exactly "
1798"how many movement points are spent entering a hex depends on the unit type — "
1799"in forest, elvish units only spend 1 movement point, most human and orc "
1800"units spend 2, while horsemen spend 3. You can learn how many movement "
1801"points a unit requires to enter a certain terrain type by right-clicking on "
1802"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
1803"<bold>text='Terrain Modifiers'</bold>."
1804msgstr ""
1805"\n"
1806"\n"
1807"���� �������� ������ �� ���������� ���������� �� �������������� ���������� ������ �� ������������������ ���� ������ ���������� �������� "
1808"�� ���� ��������, ���������������� ���� �� �������� �� ������ ���������������� ��������. ���� ��������������, ���������������� �������� "
1809"���������� ���������� 1 �������������� �������� �� ��������. ���������������� ���� �������� �������������� ���������� �� ���������� "
1810"������������ �� �������� �������������� ���� �� �������� ������ - ���� ����������, ���������� ���������� �������� ���������� 1 "
1811"�������������� ��������, �������� ���������� �� ���� ���������� ���������� 2, ������ ������������ ���������� 3. �� ������ ������ "
1812"���� �������� �������������� ���������� �� �������� �������������� �� �������� �� ���������� �������� ������ ���� ������-������������ "
1813"���� ����, ���������������� �������� ��������������������, �� ������ ���������� ���� <italic>text='�������� "
1814"����������������'</italic>."
1815
1816#. [topic]: id=movement
1817#: data/core/help.cfg:264
1818#, fuzzy
1819msgid ""
1820"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
1821"the unit you wish to move to select it, then click on the hex you wish to "
1822"move it to. When a unit is selected, everywhere it can move this turn will "
1823"be highlighted, and all other hexes on the map are made dull. Mousing over a "
1824"highlighted hex shows the defense rating the unit would have if you moved it "
1825"to that hex. Mousing over a dull hex will also show the number of turns "
1826"required to reach it, and clicking will cause the unit to move towards it by "
1827"the fastest route over this and subsequent turns. If you don’t use up all of "
1828"a unit’s movement when you first move a unit, you may move it again. This is "
1829"useful when having two units switch places. Attacking with a unit will use "
1830"up its movement. Ending a move in a village you don’t already own will also "
1831"use up a unit’s movement, but will still allow it to attack."
1832msgstr ""
1833"�������������� ���� ���������� ���� ·������������ ���� ������������. �������� ���� �� �������� �� ������ �� ������ �� ������������ "
1834"����, ������ �������� ���� �� �������� �� ������ �� ������ ���� ��. ������ �� �������� ���� ����������������, ������������ ���� "
1835"������ ������ ������ ������ ������ ���� ��������������, �� ���� ������ ������������ ���� �� ������ �� ������ ������. ���������� "
1836"������ �� �������������� �������� ������ �� ������������ ���������� �� �������� ������ ������ ���� �� �������� ���� �� ������ "
1837"��������. ���������� ������ �� ������ �������� ������ �������� ���� �� ���������� �� �������� �������������� �� ������ ����, �� "
1838"������������ ������ ������ �� �������� �� ������ ������������ ���� ���� �� �������������� ������ ������ ������ �� �������������������� "
1839"��������. ���� �� �������� ���� ���� ���� �� �� ���������� �������������� ������ �� �������� ������ �� ��������, �� ���� ������ "
1840"���� ��������. ������ ���� ���������� ������ ���������� ���� ���������� �������� ������������. ������������ ������ �� �������� ������ "
1841"���� ���� ������ ��������������. ���������� �� ������ ���� �� ���������� �� �������� ������������ ���� ������ �������� ���� ���� �� "
1842"���������� ��������������, ������ ������ �������� ������ ���� �� ��������."
1843
1844#. [topic]: id=movement
1845#: data/core/help.cfg:266
1846#, fuzzy
1847msgid ""
1848"\n"
1849"\n"
1850"Another thing to keep in mind while moving is <italic>text='zones of "
1851"control'</italic>. Each unit — except for level 0 units — generates a zone "
1852"of control in the hexes immediately surrounding it, and any enemy unit "
1853"entering those hexes immediately ends its movement. Learning how to use "
1854"zones of control to your advantage is an important part of Wesnoth, as only "
1855"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
1856"zones of control."
1857msgstr ""
1858"\n"
1859"\n"
1860"���������� ������ �� ������ ���� �������� ������ ���������� ���� �������� �� ��������������. ���� �������� �������������� �� ������ �� "
1861"�������������� ���� �� ������������ ���������������� �������������� ����, �� ������ ���������� �������� ������������ ������ ������������ "
1862"���������������� �������� ������ ��������������. ���������� ���� �� ���� �������� �� �������������� �� ���� ���������������� ���� ���� "
1863"���������������� ������ �� ·������������, ���� �������� <ref>dst='ability_skirmisher' "
1864"text='����������������'</ref> ������ �������� �������� �� ��������������."
1865
1866#. [topic]: id=movement
1867#: data/core/help.cfg:268
1868msgid ""
1869"\n"
1870"\n"
1871"To see where the enemy can move to during their next turn, press Ctrl-v or "
1872"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
1873"not on the map to block their progress."
1874msgstr ""
1875"\n"
1876"\n"
1877"�� ���� ���� �� ���������� ������ ������ �� ������������ ���� ���������� ������, �������� CTRL-V �� Cmd-v. CTRL-b �� "
1878"Cmd-b ������ ���� �� ���������� ������ ������, ���� ���� ���������� ���� ������ ���� �� ������ �� �������� ���� ��������������."
1879
1880#. [topic]: id=shroud_and_fog
1881#: data/core/help.cfg:277
1882msgid "Shroud and Fog of War"
1883msgstr "�������� �� ������ �� ����"
1884
1885#. [topic]: id=shroud_and_fog
1886#: data/core/help.cfg:278
1887#, fuzzy
1888msgid ""
1889"In some scenarios, parts of the map will be hidden from you. There are two "
1890"mechanisms that can be used separately or together. The "
1891"<italic>text='shroud'</italic> hides both the terrain and any units at a "
1892"location. However, once it is cleared, you can always see that location. The "
1893"<italic>text='fog of war'</italic> only hides units and ownership of "
1894"villages (other than by you or your allies). The fog of war is cleared "
1895"temporarily when you have units nearby, but returns when they leave. Both "
1896"the shroud and the fog of war are cleared by units. Each unit clears "
1897"locations adjacent to those within one turn’s move (ignoring zones of "
1898"control and enemy units).\n"
1899"\n"
1900"Normally you can undo a unit’s movement, as long as an event with a "
1901"randomized result has not occurred, such as combat or recruitment (as most "
1902"units receive random traits when recruited). Exploring hidden terrain by "
1903"clearing shroud or fog will also prevent undos to a previous state. You may "
1904"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
1905"menu. This will prevent units from clearing shroud or fog until the next "
1906"randomized event or a manual update via <bold>text='Update Shroud Now'</"
1907"bold> (or the end of your turn) and thereby preserve your ability to undo "
1908"movement."
1909msgstr ""
1910"���� ������ ��������������, �������� �� �� ������ ������ ���� ���������� �������� ��. ���� �� ���� ������������������ ������ ������ "
1911"���� ������������������ ���������������� �� ������������. �� �������� �������� ������ �� �������� �� ������ ���������� ���� �� "
1912"��������������. ����������, �������� ���� ���� ��������, �� ������ ���������� ���� ������ ��������������. �� ������ �� ���� �������� "
1913"�������� ���������� �� ������������ �� �������������� (������ ������ ���� �� �� ���� ��������). �� ������ �� ���� ���� �������� "
1914"������������������ ������ �� ������ ���������� ��������, ������ ������������ ������ ���� ������. ������ �� �������� �� �� ������ �� "
1915"���� �� �������� ���� ����������. ���� �������� �������� ���������������� �������������� �� ������ ���������� ������ �������� ������ "
1916"(������������ �������� �� �������������� �� ���������� ����������).\n"
1917"\n"
1918"������������ �� ������ �������� �� ���������� ��������������, ���� ������ ���� ���� ���������� ������ �� ������������������ ������������ "
1919"������ ������ ��������, ������ ���� ������������ �� �������������������� (���� �������� ���������� ���������� ������������ ���������� "
1920"������ ����������������). ���������������� ���������� �������� ���� ���������� �������� �� ������ ������ �������� �������������� "
1921"���������� �� �� �������������� ��������. �� ���� ������ �� �������������� '�������� �������� ������������' ���� �� ������������ "
1922"��������. ������ ������ �������������� ���������� �������� ���������� �������� �� ������ ���������� �� ���������� ������������������ "
1923"���������� �� �� �������������� ���������� ������ '���������� �������� ����' (�� �� ������ �� ���� ������) �� �������� ������������ "
1924"���� �������������� �� �������� ��������������."
1925
1926#. [topic]: id=saveload
1927#: data/core/help.cfg:287
1928msgid "Save-loading"
1929msgstr ""
1930
1931#. [topic]: id=saveload
1932#: data/core/help.cfg:288
1933msgid ""
1934"\n"
1935"\n"
1936"One of the challenges of the game is to work out how to protect your heroes. "
1937"Small risks quickly build up: if you have five important units, and they "
1938"each have just a 1% chance of death each turn, you can "
1939"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
1940"you’ll rarely make it through a scenario without having it happen."
1941msgstr ""
1942
1943#. [topic]: id=saveload
1944#: data/core/help.cfg:288
1945msgid ""
1946"Random numbers are part of Wesnoth, attacks can fail and units can die due "
1947"to bad luck. This is an expected part of the game, and one of the aims of "
1948"the game is that a sufficiently skilled player should be able to complete "
1949"all of the mainline campaigns, on hard, without needing to save-load. Going "
1950"back to a previous turn to try a different strategy is a part of learning "
1951"the game, but we recommend against reloading merely to try the same strategy "
1952"again while hoping for better luck."
1953msgstr ""
1954
1955#. [topic]: id=saveload
1956#: data/core/help.cfg:290
1957msgid ""
1958"\n"
1959"\n"
1960"The following points are under discussion on the forums. At least for the "
1961"1.15.x series before 1.16.0 please assume that the forum threads are more "
1962"authoritative than the text on this page."
1963msgstr ""
1964
1965#. [topic]: id=saveload
1966#: data/core/help.cfg:292
1967msgid ""
1968"\n"
1969"\n"
1970"In the mainline campaigns, on hard:\n"
1971"• A sufficiently skilled player will have a good chance to win each scenario "
1972"on the first time that they see that scenario, without foreknowledge of what "
1973"will happen.\n"
1974"• This assumes that the player picks up all of the clues given in the "
1975"dialogue.\n"
1976"• There are more experience points available than on easy, and the player "
1977"will be able to train enough troops to cope with losing some L2 or L3 units."
1978msgstr ""
1979
1980#. [topic]: id=saveload
1981#: data/core/help.cfg:297
1982msgid ""
1983"\n"
1984"\n"
1985"That said, it’s a game; the best way to play it is whichever way gives you "
1986"the most enjoyment."
1987msgstr ""
1988
1989#. [topic]: id=whylost
1990#: data/core/help.cfg:306
1991msgid "Learning from Losses"
1992msgstr ""
1993
1994#. [topic]: id=whylost
1995#: data/core/help.cfg:307
1996msgid ""
1997"<italic>text='Why did I lose that scenario?'</italic>\n"
1998"\n"
1999"One of the most difficult parts of Wesnoth is understanding why a scenario "
2000"was lost."
2001msgstr ""
2002
2003#. [topic]: id=whylost
2004#: data/core/help.cfg:309
2005msgid ""
2006"\n"
2007"\n"
2008"When you first start playing, you will probably lose some scenarios. That is "
2009"normal, and is part of learning the game. When that happens, try to learn "
2010"from your mistakes: watch the replay, try to understand what you did wrong, "
2011"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
2012msgstr ""
2013
2014#. [topic]: id=whylost
2015#: data/core/help.cfg:311
2016msgid ""
2017"\n"
2018"\n"
2019"Some common reasons for losing a scenario are:"
2020msgstr ""
2021
2022#. [topic]: id=whylost
2023#: data/core/help.cfg:313
2024msgid ""
2025"\n"
2026"\n"
2027"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
2028"level'</ref>. Try restarting the scenario at an easier difficulty."
2029msgstr ""
2030
2031#. [topic]: id=whylost
2032#: data/core/help.cfg:315
2033msgid ""
2034"\n"
2035"\n"
2036"• Playing a poor strategy: for example, recruiting the wrong types of units, "
2037"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
2038"taking advantage of terrain features or units’ special abilities, and so on."
2039msgstr ""
2040
2041#. [topic]: id=whylost
2042#: data/core/help.cfg:317
2043msgid ""
2044"\n"
2045"\n"
2046"• Missing clues. Often there will be hints in the campaign’s story and "
2047"dialog about what to expect from a difficult scenario and how to prepare for "
2048"it. If you have a loyal mage on your side, take the time to listen to its "
2049"advice; it may save your life."
2050msgstr ""
2051
2052#. [topic]: id=whylost
2053#: data/core/help.cfg:319
2054msgid ""
2055"\n"
2056"\n"
2057"• Barely scraping a victory in a previous scenario. At all but the easiest "
2058"difficulties, campaigns assume that you will have some "
2059"<italic>text='carryover gold'</italic> and some advanced units on your "
2060"<italic>text='recall list.'</italic> (These concepts are explained in the "
2061"tutorial.) If you win a scenario but lose most of your advanced units and "
2062"much of your gold, the following scenario may be very difficult to beat, "
2063"even for a more experienced player. If you find yourself in this situation, "
2064"you may try to go back a scenario or two and win them more convincingly, or "
2065"change to an easier difficulty. (However, remember that <italic>text='some'</"
2066"italic> losses are expected, particularly at higher difficulties.)"
2067msgstr ""
2068
2069#. [topic]: id=whylost
2070#: data/core/help.cfg:321
2071msgid ""
2072"\n"
2073"\n"
2074"• Poor gold management. At higher difficulties, managing gold — capturing "
2075"villages to increase the income, and using low-level units and fresh "
2076"recruits to reduce the spending — becomes important. If you use many high-"
2077"level units, you might win a scenario easily but have not enough gold "
2078"carryover for the next scenario. (This would be an example of “barely "
2079"scraping a victory”.)"
2080msgstr ""
2081
2082#. [topic]: id=whylost
2083#: data/core/help.cfg:323
2084#, fuzzy
2085msgid ""
2086"\n"
2087"\n"
2088"<header>text='Unlikely reasons'</header>"
2089msgstr ""
2090"\n"
2091"\n"
2092"<header>text='�������� �� ������'</header>"
2093
2094#. [topic]: id=whylost
2095#: data/core/help.cfg:325
2096msgid ""
2097"\n"
2098"\n"
2099"In addition to the common reasons, listed above, there are a few other "
2100"reasons which are unlikely, though not impossible. They are:"
2101msgstr ""
2102
2103#. [topic]: id=whylost
2104#: data/core/help.cfg:327
2105msgid ""
2106"\n"
2107"\n"
2108"• You may have played a strategy that the campaign developer did not "
2109"anticipate, and ended up with a set of high-level units not suitable for the "
2110"next scenario."
2111msgstr ""
2112
2113#. [topic]: id=whylost
2114#: data/core/help.cfg:329
2115msgid ""
2116"\n"
2117"\n"
2118"• You may have found a scenario that can only be won on the second or third "
2119"time through, whether by requiring above-average luck or by expecting the "
2120"players to have foreknowledge — to know what surprises are coming up before "
2121"they happen. (It is under discussion whether foreknowledge is expected at "
2122"the highest difficulties. Requiring above-average luck, however, would "
2123"qualify as a bug.)"
2124msgstr ""
2125
2126#. [topic]: id=whylost
2127#: data/core/help.cfg:331
2128msgid ""
2129"\n"
2130"\n"
2131"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
2132"could happen that the enemy was very lucky and had many hits, while you were "
2133"very unlucky and had many misses. However, this is a very rare occurrence, "
2134"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
2135"losses are more commonly caused by playing a <italic>text='bad'</italic> "
2136"strategy despite having <italic>text='above-average'</italic> luck, than by "
2137"playing a <italic>text='good'</italic> strategy but having "
2138"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
2139"average” luck does not excuse a loss; having below-average luck is perfectly "
2140"normal, and scenarios are designed to be winnable even with below-average "
2141"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
2142"here."
2143msgstr ""
2144
2145#. [topic]: id=whylost
2146#: data/core/help.cfg:333
2147msgid ""
2148"\n"
2149"\n"
2150"Be wary of attributing a loss to any of these reasons. If you are not a "
2151"veteran player, it is far more likely that your loss was caused by one of "
2152"the <italic>text='common'</italic> errors, listed above, and is not "
2153"indicative of a bug in the campaign. However, if you still think you found a "
2154"bug, then by all means, report it!"
2155msgstr ""
2156
2157#. [topic]: id=whylost
2158#: data/core/help.cfg:335
2159msgid ""
2160"\n"
2161"\n"
2162"The “Damage Calculations” dialog shows some statistics that can help "
2163"determine whether a match was very lucky or very unlucky. However, reading "
2164"the statistics is no substitute to watching the replay and looking for "
2165"strategic mistakes, or small bits of luck at critical points in the "
2166"engagement."
2167msgstr ""
2168
2169#. [topic]: id=combat
2170#: data/core/help.cfg:344
2171msgid "Combat"
2172msgstr "������������"
2173
2174#. [topic]: id=combat
2175#: data/core/help.cfg:345
2176#, fuzzy
2177msgid ""
2178"\n"
2179"\n"
2180"<header>text='Order and Number of Strikes'</header>"
2181msgstr ""
2182"\n"
2183"\n"
2184"<header>text='������ �� ���������� �� ������������'</header>"
2185
2186#. [topic]: id=combat
2187#: data/core/help.cfg:345
2188#, fuzzy
2189msgid ""
2190"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
2191"between units in adjacent hexes. Click on your unit, and click on the enemy "
2192"you want to attack: your unit will move towards the enemy unit, and when "
2193"they are next to each other, combat will begin. The attacker and defender "
2194"alternate strikes until each has used their allotted number of strikes. The "
2195"attacker chooses one of its weapons to attack with, and the defender "
2196"retaliates with one of its attacks of the same type. There are two types of "
2197"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
2198"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
2199"involves weapons such as bows, spears and fireballs."
2200msgstr ""
2201"������������ ���� ���������� ���� ·������������ ���������� �������� �������� ������������ ���������� ���� �������������� ������������. "
2202"�������� ���� ���� ��������, �� �������� ���� �� ���������� �� �������� �� ��������: ���� �������� ������ ������ ������������ �� "
2203"���������� ��������, �� ������ ���� �� ���������� �� ���� ������, ������������ ������ ����������. �� ���������� �� �������������� "
2204"�������������� ������������ ���������� ���� ������ ������������������ ���� ������������ ���������� �� ������������. �� ���������� "
2205"���������� ������ �� ������ ������������ �� �������� ������, �� �� �������������� ������������������ ������ ������ �� ������ ���������� "
2206"�� �� ������ ������. ���� �� ���� �������� �� ����������: ��������, ������ ������������ �������������� ������������ ������ ���� "
2207"��������, �������������� �� ��������; �� ����������, ������ ������������ �������������� ������������ ������ ���� ������, �������� �� "
2208"��������������."
2209
2210#. [topic]: id=combat
2211#: data/core/help.cfg:347
2212#, fuzzy
2213msgid ""
2214"\n"
2215"\n"
2216"The attacker gets the first strike, then the defender retaliates. Each "
2217"strike either hits, doing a given amount of damage, or misses, doing no "
2218"damage at all. Strikes alternate until each unit has used up all of its "
2219"strikes. The number of strikes a unit has varies; for instance, an elvish "
2220"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
2221"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
2222"at 9 damage for each hit)."
2223msgstr ""
2224"\n"
2225"\n"
2226"�� ���������� �������� �� �������� ����������, ������ �� �������������� ������������������. ���� ���������� ������ ��������, �������� "
2227"�� ���������� ���������� �� ����������, �� ����������, �������� ���� ���������� ���� ����. ������������ �������������� ���������� ���� "
2228"�������� ������ ������������������ ���� ���� �� ������ ������������. �� ���������� �� ������������ �� �������� ������ ��������; ���� "
2229"��������������, ���� ���������� �������� ������ �� 5-4 �������� ���� ���������� 4 ��������, ���� ������������������ ���������� "
2230"���������� 5 ����������, ������ ���� �������� ���������� ������ �� 9-2 �������� ������ �������� ���������� �������� (������ ���� "
2231"9 ���������� ���� ���� ������)."
2232
2233#. [topic]: id=combat
2234#: data/core/help.cfg:349
2235#, fuzzy
2236msgid ""
2237"\n"
2238"\n"
2239"<header>text='Chance to Hit'</header>"
2240msgstr ""
2241"\n"
2242"\n"
2243"<header>text='�������� �� ������'</header>"
2244
2245#. [topic]: id=combat
2246#: data/core/help.cfg:351
2247#, fuzzy
2248msgid ""
2249"\n"
2250"\n"
2251"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
2252"italic> it is in. This is shown in the status pane, and may also be found by "
2253"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
2254"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
2255"elves have a defense rating of 70% in forest, so a unit attacking them has "
2256"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
2257"attacker in return depends on what terrain the attacker is in."
2258msgstr ""
2259"\n"
2260"\n"
2261"�������� �������� ������ �� �������� �� �������� ������, �������� ���� �� �������� ���� ���� ����. ������ ���� ������ ���� �� "
2262"������������ ������, �� ���� �������� ���� �������� ���� ������-������������ �� ��������, ���������������� �������� "
2263"��������������������, �� ������ ���������� ���� <italic>text='�������� ����������������'</italic>. ���� "
2264"��������������, �������� �������� ������ �� ������������ ���������� �� 70% ���� ����������, ���� �� �������� ������������ ������ "
2265"������ �������� �� 30% �������� �� ����������. ����������������, �� �������� �������� �� ���������� �� ���������� ���� ���������� "
2266"�������������� ���� ������ �������� �� ���������� ���� ����."
2267
2268#. [topic]: id=combat
2269#: data/core/help.cfg:353
2270#, fuzzy
2271msgid ""
2272"\n"
2273"\n"
2274"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
2275"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
2276"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
2277"regardless of terrain, and, when used offensively, marksmen always have at "
2278"least a 60% chance to hit, regardless of terrain."
2279msgstr ""
2280"\n"
2281"\n"
2282"���� �� ���� ������������������ �� ������ ������: <ref>dst='weaponspecial_magical' text='�������������� "
2283"����������'</ref> �� <ref>dst='weaponspecial_marksman' text='��������������'</ref>. "
2284"�������������� ���������� ���������� ������ �� 70% �������� �� ������, ���������������� �� ��������, ��, ������ ���������������� "
2285"������������������, �������������� ���������� ������ ���� �������� �� 60% �������� �� ������, ���������������� �� ��������."
2286
2287#. [topic]: id=combat
2288#: data/core/help.cfg:355
2289msgid ""
2290"\n"
2291"\n"
2292"<header>text=Damage</header>"
2293msgstr ""
2294"\n"
2295"\n"
2296"<header>text=����������</header>"
2297
2298#. [topic]: id=combat
2299#: data/core/help.cfg:357
2300#, fuzzy
2301msgid ""
2302"\n"
2303"\n"
2304"Each strike which hits causes a base amount of damage depending on the "
2305"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
2306"damage. This is usually modified by two things: "
2307"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
2308"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
2309"modified by the circumstances, select <bold>text='Damage Calculations'</"
2310"bold> in the attack selection menu."
2311msgstr ""
2312"\n"
2313"\n"
2314"���� ���������� ������ �������� ���������� �� ������ ���������� �� ���������� ���������������� ���� �� �������� ������. ���� "
2315"��������������, ���� ���������� �������� ������ �� 5-4 �������� ������ 5 ������ ����������. ������ ���� ������������ �������������� "
2316"���� ���� ��������: <ref>dst='damage_types_and_resistance' text='������������������'</ref> �� "
2317"<ref>dst='time_of_day' text='������ �� ����'</ref>. �� ���� ���� ������ ���������� ���� �������������� "
2318"���� �� ������������������������, ������������ <italic>text='���������� ����������������������'</italic> ���� �� "
2319"�������� ���������������� ��������."
2320
2321#. [topic]: id=combat
2322#: data/core/help.cfg:359
2323#, fuzzy
2324msgid ""
2325"\n"
2326"\n"
2327"A few units have special <ref>dst='..abilities_section' text='abilities'</"
2328"ref> which affect damage dealt in combat. The most common of these is "
2329"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
2330"damage dealt by both attacker and defender when the unit with charge attacks."
2331msgstr ""
2332"\n"
2333"\n"
2334"�� ���� ���������� ������ ������������ <ref>dst='..abilities_section' text='����������������'</ref> "
2335"������ ���������� ���������� �������� ���� ������������. �� �������� ���������� �� ������ ���� "
2336"<ref>dst='weaponspecial_charge' text='������'</ref>, ������ ������������ �� ���������� �������� ���� "
2337"������ ���������� �� �������������� ������ �� �������� ������ ������ ����������."
2338
2339#. [topic]: id=damage_types_and_resistance
2340#: data/core/help.cfg:367
2341msgid "Damage Types and Resistance"
2342msgstr "���������� �������� �� ������������������"
2343
2344#. [topic]: id=damage_types_and_resistance
2345#: data/core/help.cfg:368
2346#, fuzzy
2347msgid ""
2348"\n"
2349"\n"
2350"Resistances work very simply: if a unit has 40% resistance against a damage "
2351"type, then it will suffer 40% less damage when hit with that damage type. It "
2352"is also possible for a unit to be vulnerable against some damage types. If a "
2353"unit has −100% resistance against a damage type, it will suffer 100% more "
2354"damage when hit by that type."
2355msgstr ""
2356"\n"
2357"\n"
2358"���������������������� ������ �������� ������������: ���� �� �������� ������ 40% ������������������ ������������ �� ���������� ������, "
2359"������ ���� ������ �������� 40% ������ ���������� ������ ������ ������ ������ ���������� ������. ���� ���� �������� �������������� "
2360"���� �� �������� �� ���� ������������������ ������������ ������ ���������� ��������. ���� �� �������� ������ −100% "
2361"������������������ ������������ �� ���������� ������, ���� ������ �������� 100% ���� ���������� ������ ������ ���� ������ ������."
2362
2363#. [topic]: id=damage_types_and_resistance
2364#: data/core/help.cfg:368
2365#, fuzzy
2366msgid ""
2367"In Wesnoth, there are three types of damage usually associated with physical "
2368"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
2369"Additionally, there are three further types of damage usually associated "
2370"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
2371"italic>. Different units may have resistances which alter the damage which "
2372"they take from certain damage types."
2373msgstr ""
2374"���� ·������������, ���� �� ������ �������� �� ���������� ������������ ������������������ ������ �������������� ����������: ��������, "
2375"������ �� ������������ ����������. ������������������, ���� �� ������ �������� �������� �� ���������� ������������ ������������������ "
2376"������ �������������� ����������: ������, �������� �� �������� ����������. �������������� ���������� ���� ������ ���������������������� "
2377"������ �������� �� ���������� ������ ���� ������ �������� ���������� ���������� ��������."
2378
2379#. [topic]: id=damage_types_and_resistance
2380#: data/core/help.cfg:370
2381#, fuzzy
2382msgid ""
2383"\n"
2384"\n"
2385"For example, skeletons are highly resistant to blade and pierce damage, but "
2386"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
2387"damage."
2388msgstr ""
2389"\n"
2390"\n"
2391"���� ����������������, ������������������ �� �������� ������������������ �� �������� �� ������ ����������, ������ �� ������������������ "
2392"�� ������������ �� ������ ����������, �� ������������������ ������������������ �� �������� ����������."
2393
2394#. [topic]: id=damage_types_and_resistance
2395#: data/core/help.cfg:372
2396msgid ""
2397"\n"
2398"\n"
2399"If a strike is determined to hit, it will always do at least 1 point of "
2400"damage. This applies even if the defender has 100% resistance to the damage "
2401"type."
2402msgstr ""
2403"\n"
2404"\n"
2405"���� �� ���������� ���� ���������������� �� ������, ���� ������ ���������� ���� ���� �������� 1 �������� �� ����������. ������ "
2406"���������� �������� ���� �� �������������� ������ 100% ������������������ �� �� ���������� ������."
2407
2408#. [topic]: id=orbs
2409#: data/core/help.cfg:380
2410msgid "Orbs"
2411msgstr "��������"
2412
2413#. [topic]: id=orbs
2414#: data/core/help.cfg:381
2415msgid ""
2416"On top of the energy bar shown next to each unit of yours is an orb. For "
2417"units you control, this orb is:"
2418msgstr ""
2419"���� ������ �� �� ���������� ���� ������ ���������� �� ���� �������� �� ������ ���� ���� ����. ���� ���������� �� ��������������, "
2420"������ ���� ����:"
2421
2422#. [topic]: id=orbs
2423#: data/core/help.cfg:383
2424#, fuzzy
2425msgid " green if it hasn’t moved this turn,"
2426msgstr "�������� ���� ���� ���������� �������� ������ ������,"
2427
2428#. [topic]: id=orbs
2429#: data/core/help.cfg:384
2430#, fuzzy
2431msgid " yellow if it has moved, but could still move further or attack, or"
2432msgstr "�������� ���� ���� ������ ��������, ������ ������ �������� ������ �������� �� ��������, ��"
2433
2434#. [topic]: id=orbs
2435#: data/core/help.cfg:385
2436msgid ""
2437" red if it can no longer move or attack, or the user ended the unit’s turn."
2438msgstr ""
2439
2440#. [topic]: id=orbs
2441#: data/core/help.cfg:386
2442#, fuzzy
2443msgid " blue if the unit is an ally you do not control."
2444msgstr "�� ���� ���� ������ ���� �� �������� ���� ���� ������ �� ���� ������ ��������������."
2445
2446#. [topic]: id=orbs
2447#: data/core/help.cfg:387
2448#, fuzzy
2449msgid " Enemy units have no orb on top of their energy bar."
2450msgstr "���������� ���������� ������ ���� ���� ���� ������ �� ���� ���������� ����."
2451
2452#. [topic]: id=time_of_day
2453#: data/core/help.cfg:394
2454msgid "Time of Day"
2455msgstr "������ �� ����"
2456
2457#. [topic]: id=time_of_day
2458#: data/core/help.cfg:395
2459#, fuzzy
2460msgid ""
2461"The time of day affects the damage of certain units as follows:\n"
2462"\n"
2463"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
2464"damage at night.\n"
2465"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
2466"daytime.\n"
2467"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
2468"• <bold>text='Liminal'</bold> units get −25% damage during both night and "
2469"daytime."
2470msgstr ""
2471"�� ������ �� ���� ������������ �� ���������� �� ���������� ���������� ���� ����������:\n"
2472"���������� ���������� ������ +25% ���������� ���� ����������, �� −25% ���������� ���� ������.\n"
2473"������������ ���������� ������ +25% ���������� ���� ������, �� −25% ���� ����������.\n"
2474"������������ ���������� �� ������������������ ���� �� ������ �� ����."
2475
2476#. [topic]: id=time_of_day
2477#: data/core/help.cfg:400
2478#, fuzzy
2479msgid ""
2480"\n"
2481"\n"
2482"The current time of day can be observed under the minimap in the status "
2483"pane. For the usual day/night cycle, morning and afternoon count as day, "
2484"first and second watch count as night:\n"
2485"\n"
2486msgstr ""
2487"\n"
2488"\n"
2489"�� ������������ ������ �� ���� ������ ���� ������������ �������� �� �������������� ���� �� ������������ ������. ���� �� ���������� "
2490"����/������ ����������, ���������� �� �������������� �������� ���� ����, �������� �� ������������ ������ �������� ���� ������:\n"
2491
2492#. [time]: id=dawn
2493#. [time]: id=dawn_hour
2494#. [topic]: id=time_of_day
2495#: data/core/help.cfg:404 data/core/macros/schedules.cfg:14
2496#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
2497msgid "Dawn"
2498msgstr "������"
2499
2500#. [time]: id=morning
2501#. [topic]: id=time_of_day
2502#: data/core/help.cfg:405 data/core/macros/schedules.cfg:26
2503#: data/test/maps/pathfind_1.cfg:75
2504msgid "Morning"
2505msgstr "����������"
2506
2507#. [time]: id=afternoon
2508#. [topic]: id=time_of_day
2509#: data/core/help.cfg:406 data/core/macros/schedules.cfg:44
2510#: data/test/maps/pathfind_1.cfg:86
2511msgid "Afternoon"
2512msgstr "��������������"
2513
2514#. [time]: id=dusk
2515#. [time]: id=dusk_hour
2516#. [topic]: id=time_of_day
2517#: data/core/help.cfg:407 data/core/macros/schedules.cfg:53
2518#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
2519msgid "Dusk"
2520msgstr "��������"
2521
2522#. [time]: id=first_watch
2523#. [topic]: id=time_of_day
2524#: data/core/help.cfg:408 data/core/macros/schedules.cfg:65
2525#: data/test/maps/pathfind_1.cfg:108
2526msgid "First Watch"
2527msgstr "�������� ������"
2528
2529#. [time]: id=second_watch
2530#. [topic]: id=time_of_day
2531#: data/core/help.cfg:409 data/core/macros/schedules.cfg:89
2532#: data/test/maps/pathfind_1.cfg:119
2533msgid "Second Watch"
2534msgstr "������������ ������"
2535
2536#. [topic]: id=time_of_day
2537#: data/core/help.cfg:411
2538#, fuzzy
2539#| msgid ""
2540#| "Keep in mind that some scenarios take place underground, where it is "
2541#| "perpetually night!"
2542msgid ""
2543"Keep in mind that some scenarios take place underground, where it is "
2544"perpetually night!\n"
2545msgstr ""
2546"������ ���� �������� ������ ������ �������������� ������ �������� ������������������, ���� ���� ���� �������������������� ������!"
2547
2548#. [topic]: id=time_of_day
2549#: data/core/help.cfg:413
2550msgid ""
2551"Some underground locations are illuminated. They are perpetually "
2552"intermediate between day and night.\n"
2553msgstr ""
2554
2555#. [topic]: id=time_of_day
2556#: data/core/help.cfg:415
2557msgid ""
2558"Some role-playing scenarios take place indoors — these regions are similarly "
2559"intermediate.\n"
2560msgstr ""
2561
2562#. [topic]: id=time_of_day
2563#: data/core/help.cfg:417
2564msgid ""
2565"Finally, units with the <ref>dst='ability_illuminationilluminates' "
2566"text='illuminates'</ref> ability and terrain features such as "
2567"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
2568"around them."
2569msgstr ""
2570
2571#. [topic]: id=healing
2572#: data/core/help.cfg:424
2573msgid "Healing"
2574msgstr "����������"
2575
2576#. [topic]: id=healing
2577#: data/core/help.cfg:425
2578#, fuzzy
2579msgid ""
2580"\n"
2581"\n"
2582"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
2583"attacked will heal 2 HP in its next turn."
2584msgstr ""
2585"\n"
2586"\n"
2587"������������: �� �������� ������ �������� ��������, ����������, ���� ���� ���������� ������ ������ 2 HP ���� ������ ���������� "
2588"������."
2589
2590#. [topic]: id=healing
2591#: data/core/help.cfg:425
2592msgid ""
2593"In combat, your units will inevitably take damage. There are several ways to "
2594"heal your units. However, with the exception of resting, these do not stack; "
2595"only one can occur per turn."
2596msgstr ""
2597
2598#. [topic]: id=healing
2599#: data/core/help.cfg:427
2600#, fuzzy
2601msgid ""
2602"\n"
2603"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
2604"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
2605"poisoned, the poison will be cured instead."
2606msgstr ""
2607"\n"
2608"��������������: �� �������� ������ ���������� �� ������ ���� �� ���������� ������ ������ 8HP."
2609
2610#. [topic]: id=healing
2611#: data/core/help.cfg:428
2612#, fuzzy
2613#| msgid ""
2614#| "\n"
2615#| "<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
2616#| "(such as trolls) will automatically heal 8HP every turn."
2617msgid ""
2618"\n"
2619"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
2620"Certain units (such as trolls) will automatically heal 8HP every turn. If "
2621"the unit is poisoned, the poison will be cured instead."
2622msgstr ""
2623"\n"
2624"<ref>dst='ability_regenerates' text='��������������������'</ref>: ���������� ���������� (������ ���� "
2625"����������) ������ �������������������� ������ 8HP �������� ������."
2626
2627#. [topic]: id=healing
2628#: data/core/help.cfg:429
2629#, fuzzy
2630msgid ""
2631"\n"
2632"• <bold>text='Healing units'</bold>: Units with the "
2633"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
2634"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
2635"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
2636"prevent Poison from causing that unit damage."
2637msgstr ""
2638"\n"
2639"���������� ����������: ���������� ������ �� <ref>dst='ability_heals +4' text='��������'</ref> "
2640"�������������� ������ ������ ���� �������� �������������� ��������, ������������ <ref>dst='ability_heals +4' "
2641"text='4HP'</ref> �� <ref>dst='ability_heals +8' text='8HP'</ref> ���� ������, �� "
2642"�������������� ���������� �������� ���������� ������ �������� ����������."
2643
2644#. [topic]: id=healing
2645#: data/core/help.cfg:430
2646#, fuzzy
2647msgid ""
2648"\n"
2649"• <bold>text='Curing units'</bold>: Units with the "
2650"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
2651"in all allied adjacent units (in preference to healing, if it has that "
2652"ability as well)."
2653msgstr ""
2654"\n"
2655"������������ ����������: ���������� ������ �� <ref>dst='ability_cures' text='����������'</ref> "
2656"�������������� ������ �������� ���������� ���� ���� �������� �������������� ���������� (���� ���������������� �� ����������, ���� ���� "
2657"������ ������ �������������� ���� ������)."
2658
2659#. [topic]: id=healing
2660#: data/core/help.cfg:431
2661msgid ""
2662"\n"
2663"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
2664"text='advances'</ref>, it will heal fully. This can happen as soon as your "
2665"unit gains enough experience, whether it is your turn or not."
2666msgstr ""
2667
2668#. [topic]: id=healing
2669#: data/core/help.cfg:432
2670msgid ""
2671"\n"
2672"\n"
2673"Resting can be combined with other forms of healing, but villages, "
2674"regeneration, healing and curing cannot combine with each other: the best "
2675"option will be used. Finally, units heal fully between scenarios."
2676msgstr ""
2677"\n"
2678"\n"
2679"������������ ������ ���� �������������� ������ ������ �������� �� ����������, ������ ��������������, ��������������������, ���������� �� "
2680"������������ ���������� ������������ ������ ���� ������: �� �������� ���������� ������ ���� ������������������. ������������, ���������� "
2681"������ �������� ������������ ��������������."
2682
2683#. [topic]: id=healing
2684#: data/core/help.cfg:434
2685msgid ""
2686"\n"
2687"\n"
2688"<bold>text='Advanced'</bold>"
2689msgstr ""
2690
2691#. [topic]: id=healing
2692#: data/core/help.cfg:436
2693msgid ""
2694"\n"
2695"\n"
2696"Unlike other forms of healing, the heals ability will not take effect on the "
2697"healed unit’s turn, but on the healer’s turn. This means that while a unit "
2698"surrounded by several healers on the same side will only receive healing "
2699"from one healer per turn, a unit surrounded by healers from several allied "
2700"sides will be healed once on each of said allied sides’ turns."
2701msgstr ""
2702
2703#. [topic]: id=wrap_up
2704#: data/core/help.cfg:444
2705msgid "Wrap Up"
2706msgstr "������ ����"
2707
2708#. [topic]: id=wrap_up
2709#: data/core/help.cfg:445
2710#, fuzzy
2711msgid ""
2712"This concludes the fundamentals of Wesnoth. You might want to read up on "
2713"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
2714"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
2715"ref>, but you now know everything you need to know to play the "
2716"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
2717msgstr ""
2718"������ ���������������� �� ������������������������ �� ·������������. �� ������ �������� �� ������������������ ���� ���� ���������� "
2719"����������������, �� ������������������ ������������ ������ <ref>dst='..traits_section' text='����������'</"
2720"ref> �� <ref>dst='..abilities_section' text='����������������'</ref>, ������ �� ���� ���� "
2721"�������������� �� ������ �� ���� �� ������ �� �� �� �� �������� ������������. ������ ������, �� ������ ������!"
2722
2723#. [topic]: id=license
2724#: data/core/help.cfg:450
2725msgid "License"
2726msgstr "������������"
2727
2728#. [topic]: id=..traits_section
2729#: data/core/help.cfg:459
2730#, fuzzy
2731msgid ""
2732"\n"
2733"\n"
2734"Most units have two traits. However, goblins have only one trait, undead "
2735"units are always assigned the single trait <italic>text='undead'</italic> "
2736"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
2737"any traits. "
2738msgstr ""
2739"�������� ���������� ������ ���� ����������. ����������, ���������� ���������� �� ������������ �� ������������ �������� '����������', "
2740"�� ���������� ���� ������ ���������� ������ ����������. ���������� �� ������������������������ ������ �������� �� ���������� "
2741"���������������� ������������. ���� �� ������������ ���������������� ������������ �� �� �������� ������ ���� ���� ����������������."
2742
2743#. [topic]: id=..traits_section
2744#: data/core/help.cfg:459
2745msgid ""
2746"Traits are modifications that change a unit’s attributes slightly. They are "
2747"usually randomly assigned to a unit when it is recruited. The traits "
2748"available to a unit are largely determined by its <italic>text='race'</"
2749"italic>."
2750msgstr ""
2751
2752#. [topic]: id=..traits_section
2753#: data/core/help.cfg:461
2754#, fuzzy
2755msgid ""
2756"\n"
2757"\n"
2758"The traits that are available to most non‐undead units are "
2759"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
2760"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
2761"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
2762msgstr ""
2763"\n"
2764"\n"
2765"�� ���������� ������ �� ���������������� �� ���� ������-���������� ���������� �� <ref>dst='traits_intelligent' "
2766"text='��������������������'</ref>, <ref>dst='traits_quick' text='��������'</ref>, "
2767"<ref>dst='traits_resilient' text='������������������'</ref>, �� "
2768"<ref>dst='traits_strong' text='����������'</ref>."
2769
2770#. [topic]: id=..traits_section
2771#: data/core/help.cfg:463
2772#, fuzzy
2773msgid ""
2774"\n"
2775"\n"
2776"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
2777"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
2778"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
2779"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
2780"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
2781"<ref>dst='traits_undead' text='undead'</ref>.\n"
2782"\n"
2783msgstr ""
2784"\n"
2785"\n"
2786"������ ���������� ������ ���� ���� ������������ �� ���������� �� <ref>dst='traits_dextrous' "
2787"text='����������������'</ref>, <ref>dst='traits_loyal' text='��������'</ref>, �� "
2788"<ref>dst='traits_undead' text='����������'</ref>.\n"
2789"\n"
2790
2791#. [topic]: id=..terrains_section
2792#: data/core/help.cfg:473
2793msgid ""
2794"\n"
2795"\n"
2796"Terrains come in two types: <italic>text='basic'</italic> and "
2797"<italic>text='mixed'</italic>."
2798msgstr ""
2799
2800#. [topic]: id=..terrains_section
2801#: data/core/help.cfg:473
2802#, fuzzy
2803#| msgid ""
2804#| "Game maps feature a variety of terrains that affect both unit movement "
2805#| "and a unit’s defensive capability in combat.\n"
2806#| "\n"
2807msgid ""
2808"Game maps feature a variety of terrains that affect both unit movement and a "
2809"unit’s defensive capability in combat."
2810msgstr ""
2811"������ �������� �������� �� ������������ �� ���������� ������ ���������� ������ �������� �������������� �� �� ���������� ���������������� "
2812"�������������������� ���� ������������.\n"
2813"\n"
2814
2815#. [topic]: id=..terrains_section
2816#: data/core/help.cfg:475
2817#, fuzzy
2818msgid ""
2819"\n"
2820"\n"
2821"<header>text='Basic Terrain Types'</header>"
2822msgstr ""
2823"\n"
2824"\n"
2825"<header>text='�������� �� ������'</header>"
2826
2827#. [topic]: id=..terrains_section
2828#: data/core/help.cfg:477
2829msgid ""
2830"\n"
2831"\n"
2832"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
2833"There are many more besides these — a list of the terrain types you have "
2834"discovered can be found at the end of this page.\n"
2835"\n"
2836msgstr ""
2837
2838#. [topic]: id=..terrains_section
2839#: data/core/help.cfg:481
2840msgid ""
2841"\n"
2842"\n"
2843"Every unit has a defense rating and a movement cost for each of the basic "
2844"terrain types, and these values are listed in the unit’s help page. Basic "
2845"terrain types may have unique properties like illumination effects as well."
2846msgstr ""
2847
2848#. [topic]: id=..terrains_section
2849#: data/core/help.cfg:483
2850#, fuzzy
2851msgid ""
2852"\n"
2853"\n"
2854"<header>text='Mixed Terrain Types'</header>"
2855msgstr ""
2856"\n"
2857"\n"
2858"<header>text='�������� �� ������'</header>"
2859
2860#. [topic]: id=..terrains_section
2861#: data/core/help.cfg:485
2862msgid ""
2863"\n"
2864"\n"
2865"Mixed terrain types share the properties of multiple basic terrain types — "
2866"units generally receive the <italic>text='best defense'</italic> and "
2867"<italic>text='worst movement'</italic> of the underlying basic types when "
2868"they move onto a mixed type. For example, this is the case with "
2869"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
2870"and <italic>text='cave hills'</italic>.\n"
2871"\n"
2872msgstr ""
2873
2874#. [topic]: id=..terrains_section
2875#: data/core/help.cfg:489
2876msgid ""
2877"\n"
2878"\n"
2879"One notable exception is bridge terrains, such as <italic>text='bridges over "
2880"shallow water'</italic>, <italic>text='fords'</italic>, and "
2881"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
2882"both merfolk and humans — all units moving on a ford enjoy the best defense "
2883"and best movement out of flat and shallow water, rather than the worse "
2884"movement of the two. Similarly, bridges over chasms are passable to "
2885"nonfliers (unsurprisingly).\n"
2886"\n"
2887msgstr ""
2888
2889#. [topic]: id=..terrains_section
2890#: data/core/help.cfg:493
2891msgid ""
2892"\n"
2893"\n"
2894"Land-based villages generally give the best defense and movement as well. "
2895"These villages are mixed terrains, based on the village terrain type, "
2896"together with hill, swamp, and cave, respectively.\n"
2897"\n"
2898msgstr ""
2899
2900#. [topic]: id=..terrains_section
2901#: data/core/help.cfg:497
2902msgid ""
2903"\n"
2904"\n"
2905"Finally, water villages are generally inhospitable to land units, and do not "
2906"give defense or movement benefits associated with the village terrain type. "
2907"Instead, they count only as water tiles.\n"
2908"\n"
2909msgstr ""
2910
2911#. [topic]: id=..terrains_section
2912#: data/core/help.cfg:501
2913msgid ""
2914"\n"
2915"\n"
2916"You can see what basic types a mixed terrain is comprised of by mousing over "
2917"its hex and checking the terrain type icons displayed in the upper right "
2918"(under the default theme)."
2919msgstr ""
2920
2921#. [topic]: id=..terrains_section
2922#: data/core/help.cfg:503
2923msgid ""
2924"\n"
2925"\n"
2926"You can see what type of behavior the mixed terrain gives by mousing over "
2927"its hex and viewing the <italic>text='terrain description'</italic> by "
2928"either pressing the hotkey, or right clicking and selecting from the context "
2929"menu."
2930msgstr ""
2931
2932#. [topic]: id=..terrains_section
2933#: data/core/help.cfg:505
2934#, fuzzy
2935msgid ""
2936"\n"
2937"\n"
2938"<header>text='Defense Caps'</header>"
2939msgstr ""
2940"\n"
2941"\n"
2942"<header>text='�������� �� ������'</header>"
2943
2944#. [topic]: id=..terrains_section
2945#: data/core/help.cfg:507
2946msgid ""
2947"\n"
2948"\n"
2949"Some units have <italic>text='defense caps'</italic> for a particular basic "
2950"terrain type. These units suffer a penalty on mixed terrains with that type "
2951"— their defense cannot exceed the cap."
2952msgstr ""
2953
2954#. [topic]: id=..terrains_section
2955#: data/core/help.cfg:509
2956msgid ""
2957"\n"
2958"\n"
2959"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
2960"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
2961"on forested hills, he has a defense rating of 30% rather than 40%, because "
2962"the mixed rating cannot exceed the cap."
2963msgstr ""
2964
2965#. [topic]: id=..terrains_section
2966#: data/core/help.cfg:511
2967msgid ""
2968"\n"
2969"\n"
2970"If a unit has a defense cap for some terrain, it is always the same as its "
2971"defense rating on that terrain (it cannot be larger)."
2972msgstr ""
2973
2974#. [topic]: id=..terrains_section
2975#: data/core/help.cfg:513
2976#, fuzzy
2977msgid ""
2978"\n"
2979"\n"
2980"<header>text='Basic Terrain Types'</header>\n"
2981"\n"
2982msgstr ""
2983"\n"
2984"\n"
2985"<header>text='�������� �� ������'</header>"
2986
2987#. [topic]: id=..addons
2988#: data/core/help.cfg:526
2989msgid ""
2990"The degree of customization offered by the Wesnoth engine allows players to "
2991"create their own game content, including new scenarios, campaigns, and much "
2992"more beyond what is offered in the official content bundled with the game.\n"
2993"\n"
2994msgstr ""
2995
2996#. [topic]: id=using_addons
2997#: data/core/help.cfg:536
2998msgid "Using Add-ons"
2999msgstr ""
3000
3001#. [topic]: id=using_addons
3002#: data/core/help.cfg:537
3003#, fuzzy
3004#| msgid ""
3005#| "\n"
3006#| "\n"
3007#| "<header>text=Damage</header>"
3008msgid ""
3009"\n"
3010"\n"
3011"<header>text='Campaigns and Scenarios'</header>"
3012msgstr ""
3013"\n"
3014"\n"
3015"<header>text=����������</header>"
3016
3017#. [topic]: id=using_addons
3018#: data/core/help.cfg:537
3019msgid ""
3020"The game supports different types of add-on content, which are not all "
3021"available in every gameplay mode."
3022msgstr ""
3023
3024#. [topic]: id=using_addons
3025#: data/core/help.cfg:539
3026msgid ""
3027"\n"
3028"\n"
3029"Single-player campaigns are collections of scenarios that fit together to "
3030"tell a story. Both stand-alone scenarios—if intended to be played as such—"
3031"and regular campaigns are available from the <italic>text='Campaigns'</"
3032"italic> menu at the title screen."
3033msgstr ""
3034
3035#. [topic]: id=using_addons
3036#: data/core/help.cfg:541
3037#, fuzzy
3038#| msgid "<header>text='Units having this special attack'</header>"
3039msgid ""
3040"\n"
3041"\n"
3042"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
3043msgstr "<header>text='���������� ���������� ������ ������������ ��������'</header>"
3044
3045#. [topic]: id=using_addons
3046#: data/core/help.cfg:543
3047msgid ""
3048"\n"
3049"\n"
3050"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
3051"scripted scenarios or even specially designed campaigns. There are also "
3052"packs providing sets of individual multiplayer scenarios."
3053msgstr ""
3054
3055#. [topic]: id=using_addons
3056#: data/core/help.cfg:545
3057#, fuzzy
3058msgid ""
3059"\n"
3060"\n"
3061"<header>text='Multiplayer Eras and Factions'</header>"
3062msgstr ""
3063"\n"
3064"\n"
3065"<header>text='������ �� ���������� �� ������������'</header>"
3066
3067#. [topic]: id=using_addons
3068#: data/core/help.cfg:547
3069msgid ""
3070"\n"
3071"\n"
3072"For gameplay purposes, various races of creatures in the world cooperate "
3073"with each other in factions. Factions are grouped in balanced sets with a "
3074"common theme; for example, the main factions of Wesnoth can be found in the "
3075"included Default Era.\n"
3076"\n"
3077"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
3078"creating a new game, and players can pick from the available factions for "
3079"that era when setting up their sides and teams."
3080msgstr ""
3081
3082#. [topic]: id=using_addons
3083#: data/core/help.cfg:551
3084msgid ""
3085"\n"
3086"\n"
3087"You can see what eras you have loaded in the <ref>text='eras' dst='.."
3088"eras_section'</ref> of the help."
3089msgstr ""
3090
3091#. [topic]: id=using_addons
3092#: data/core/help.cfg:553
3093#, fuzzy
3094msgid ""
3095"\n"
3096"\n"
3097"<header>text='Modifications'</header>"
3098msgstr ""
3099"\n"
3100"\n"
3101"<header>text='������ �� ���������� �� ������������'</header>"
3102
3103#. [topic]: id=using_addons
3104#: data/core/help.cfg:555
3105msgid ""
3106"\n"
3107"\n"
3108"Modifications are optional scenario- and era-independent scripts that can "
3109"alter the default ruleset in various ways. You can choose and configure "
3110"modifications when creating a new game."
3111msgstr ""
3112
3113#. [topic]: id=using_addons
3114#: data/core/help.cfg:557
3115#, fuzzy
3116msgid ""
3117"\n"
3118"\n"
3119"<header>text='Cores'</header>"
3120msgstr ""
3121"\n"
3122"\n"
3123"<header>text='�������� �� ������'</header>"
3124
3125#. [topic]: id=using_addons
3126#: data/core/help.cfg:559
3127msgid ""
3128"\n"
3129"\n"
3130"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
3131"all the content in Wesnoth: when a different core is loaded, the regular "
3132"units, terrains and the like do not exist.\n"
3133"\n"
3134"Cores allow a significantly different game experience: for example, a World "
3135"War II campaign, or even a different game altogether, as long as it can be "
3136"represented as a hexagonal map with ’units’ in some way."
3137msgstr ""
3138
3139#. [topic]: id=using_addons
3140#: data/core/help.cfg:563
3141#, fuzzy
3142msgid ""
3143"\n"
3144"\n"
3145"<header>text='Creator Resources'</header>"
3146msgstr ""
3147"\n"
3148"\n"
3149"<header>text='�������� �� ������'</header>"
3150
3151#. [topic]: id=using_addons
3152#: data/core/help.cfg:565
3153msgid ""
3154"\n"
3155"\n"
3156"Content authors can use resource packs available on the add-ons server to "
3157"enrich their own content with existing assets such as images, music, and "
3158"code. These are not generally intended for direct use in-game; however, "
3159"other playable add-ons may depend on them and suggest or require their "
3160"installation during download."
3161msgstr ""
3162
3163#. [topic]: id=installing_addons
3164#: data/core/help.cfg:574
3165msgid "Installing Add-ons"
3166msgstr ""
3167
3168#. [topic]: id=installing_addons
3169#: data/core/help.cfg:575
3170msgid ""
3171"User-made add-ons can be obtained and updated through the <italic>text='Add-"
3172"ons'</italic> option in the main menu. After connecting to the add-ons "
3173"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
3174"presented with a list of add-ons available on the server for downloading.\n"
3175"\n"
3176"The installation status for each add-on is shown below each entry. For add-"
3177"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
3178"italic> on the server, their installed and published versions will be shown "
3179"in the <italic>text='Version'</italic> column.\n"
3180"\n"
3181"To search for add-ons by keywords, type any relevant terms in any order in "
3182"the search box, separated by spaces. You can also sort the add-on list by "
3183"clicking the column headers. It is also possible to choose to only display "
3184"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
3185"dropdown.\n"
3186"\n"
3187"To install an add-on, select it from the list and click the <bold>text='+'</"
3188"bold> icon, or simply double-click on the add-on’s title. If the window is "
3189"too small to show them inline, the <bold>text='Addon Details'</bold> button "
3190"provides you with additional details about the add-on, such as its full "
3191"description, installation status, and available translations."
3192msgstr ""
3193
3194#. [topic]: id=removing_addons
3195#: data/core/help.cfg:588
3196msgid "Removing Add-ons"
3197msgstr ""
3198
3199#. [topic]: id=removing_addons
3200#: data/core/help.cfg:589
3201msgid ""
3202"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
3203"server connection dialog. You will be presented with options to remove any "
3204"number of add-ons you currently have installed.\n"
3205"\n"
3206"It is not possible to remove add-ons for which there is publishing "
3207"information (<italic>text='.pbl'</italic> files) attached, in order to "
3208"prevent its accidental loss. If necessary, you must manually delete the "
3209"information files or the add-ons themselves using a file manager provided by "
3210"your platform."
3211msgstr ""
3212
3213#. [topic]: id=general_commands
3214#: data/core/help.cfg:604
3215#, fuzzy
3216#| msgid "General commands"
3217msgid "General Commands"
3218msgstr "������������ ��������������"
3219
3220#. [topic]: id=general_commands
3221#. [topic]: id=mp_commands
3222#. [topic]: id=debug_commands
3223#: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687
3224msgid ""
3225"These commands can either be issued via the command line by prefixing them "
3226"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
3227"'m' first to open the chat line).\n"
3228"\n"
3229msgstr ""
3230
3231#. [topic]: id=general_commands
3232#: data/core/help.cfg:608
3233msgid ""
3234"\n"
3235"Clear chat messages.\n"
3236"\n"
3237msgstr ""
3238"\n"
3239"������ ������ ��������������.\n"
3240"\n"
3241
3242#. [topic]: id=general_commands
3243#: data/core/help.cfg:611
3244#, fuzzy
3245msgid ""
3246"\n"
3247"Switch debug mode on (does not work in multiplayer). See "
3248"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
3249"Debug mode is turned off by quitting the game or :nodebug.\n"
3250"\n"
3251msgstr ""
3252"\n"
3253"�������� ���������� ������ ���� (������ ������ ������ ���� ������������������). ���� <ref>dst='debug_commands' "
3254"text='���������� ������ ��������������'</ref>.\n"
3255"���������� ������ ���� �������� ���� ���� ������������ �� ������ �� :nodebug.\n"
3256"\n"
3257
3258#. [topic]: id=general_commands
3259#: data/core/help.cfg:615
3260#, fuzzy
3261#| msgid ""
3262#| "\n"
3263#| "Set or toggle player on side between human and AI player. The player/"
3264#| "client who controls that side needs to issue this command. If no second "
3265#| "parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an "
3266#| "AI controller. If it is ‘off’ set a human controller. Defaults to the "
3267#| "currently active side if no parameter is supplied.\n"
3268#| "\n"
3269msgid ""
3270"\n"
3271"Set or toggle player on side between human and AI player. The player/client "
3272"who controls that side needs to issue this command. If no second parameter "
3273"is supplied, toggle between human and AI. If it is ‘on’, set an AI "
3274"controller. If it is ‘off’ set a human controller. Defaults to the currently "
3275"active side if no parameter is supplied.\n"
3276"\n"
3277msgstr ""
3278"\n"
3279"������ �� ���������� �������� ���� ������ ������������ ���������� �� AI ��������. �� ��������/������������ ���� ���������������� "
3280"������ ������ �������� �� ������ ������ ������������. ���� ���� ������������ �������������� ���� ������������, ���������� bewteen "
3281"���������� �� AI. ���� ���� ���� '����', ������ ���� AI ����������������. ���� ���� ���� '����' ������ �� ���������� "
3282"����������������. �������������� �� �� ���������������� ���������� ������ ���� ���� �������������� ���� ������������.\n"
3283"\n"
3284
3285#. [topic]: id=general_commands
3286#: data/core/help.cfg:618
3287msgid ""
3288"\n"
3289"Display the controller status of a side.\n"
3290"\n"
3291msgstr ""
3292
3293#. [topic]: id=general_commands
3294#: data/core/help.cfg:621
3295msgid ""
3296"\n"
3297"Toggle the display of the current frames per second.\n"
3298"\n"
3299msgstr ""
3300"\n"
3301"���������� �� ������������ �� �� ������������ ���������� ���� ������������.\n"
3302"\n"
3303
3304#. [topic]: id=general_commands
3305#: data/core/help.cfg:624
3306msgid ""
3307"\n"
3308"Switch a log domain to a different log level.\n"
3309"\n"
3310msgstr ""
3311"\n"
3312"�������� �� ������ ���������� �� �� �������������� ������ ����������.\n"
3313"\n"
3314
3315#. [topic]: id=general_commands
3316#: data/core/help.cfg:627
3317msgid ""
3318"\n"
3319"Redraws the screen and reloads any image files that have been changed.\n"
3320"\n"
3321msgstr ""
3322"\n"
3323"������������ �� ���������� �� ������������ ������ �������� �������� ������ ������ ������ ����������.\n"
3324"\n"
3325
3326#. [topic]: id=general_commands
3327#: data/core/help.cfg:630
3328msgid ""
3329"\n"
3330"Bring up theme selection menu.\n"
3331"\n"
3332msgstr ""
3333"\n"
3334"�������� ���� ������ ���������������� ��������.\n"
3335"\n"
3336
3337#. [topic]: id=general_commands
3338#: data/core/help.cfg:633
3339msgid ""
3340"\n"
3341"Quit the scenario (without prompting).\n"
3342"\n"
3343msgstr ""
3344"\n"
3345"�������� �� ������������ (���������� ����������������).\n"
3346"\n"
3347
3348#. [topic]: id=general_commands
3349#: data/core/help.cfg:636
3350msgid ""
3351"\n"
3352"Save the game (without prompting).\n"
3353"\n"
3354msgstr ""
3355"\n"
3356"������ �� ������ (���������� ����������������).\n"
3357"\n"
3358
3359#. [topic]: id=general_commands
3360#: data/core/help.cfg:639
3361msgid ""
3362"\n"
3363"Save the game and quit the scenario (without prompting)."
3364msgstr ""
3365"\n"
3366"������ �� ������ �� �������� �� ������������ (���������� ����������������)."
3367
3368#. [topic]: id=mp_commands
3369#: data/core/help.cfg:648
3370#, fuzzy
3371#| msgid "Multiplayer commands"
3372msgid "Multiplayer Commands"
3373msgstr "������������������ ��������������"
3374
3375#. [topic]: id=mp_commands
3376#: data/core/help.cfg:651
3377msgid ""
3378"\n"
3379"Ban a user in a multiplayer game by the IP address used by that username and "
3380"kick him. Can be used on users not in the game but on the server. (Of course "
3381"they won’t be kicked then.)\n"
3382"\n"
3383msgstr ""
3384"\n"
3385"������ �� ������ ���� �� ������������������ ������ ���� �� ·��·�� ���������� ���������������� ���� ������ ������������ �� ������ "
3386"������. ������ ���� ������������������ ���� �������� ������ ���� �� ������ ������ ���� �� ��������. (�� ������ ���� �������� ���� "
3387"�������� ������.)\n"
3388"\n"
3389
3390#. [topic]: id=mp_commands
3391#: data/core/help.cfg:654
3392#, fuzzy
3393msgid ""
3394"\n"
3395"Change the controller for side (write here the number of the side) to "
3396"username (write here the nickname of the player or observer). You can check "
3397"what side belongs to which player in the <bold>text='Scenario Settings'</"
3398"bold> dialog (Press the <bold>text='More'</bold> button in the "
3399"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
3400"can change control of any side.\n"
3401"\n"
3402msgstr ""
3403"\n"
3404"�������� �� ���������������� ���� ������ (������ ���� �� ���������� �� �� ������) �� ������������ (������ ���� �� ������ �� �� "
3405"�������� �� ������������). �� ������ ������ ������ ������ ������������ �� ������ �������� ���� �� '������������ ������������' "
3406"������������ (�������� �� '����' ���������� ���� �� '������������ ����������' (·������+�� ���� ������������) �� ������ ����.). "
3407"�� �������� ������ �������� �������������� �� ������ ������.\n"
3408"\n"
3409
3410#. [topic]: id=mp_commands
3411#: data/core/help.cfg:657
3412msgid ""
3413"\n"
3414"Launch a dialog to assist the host in changing the human controllers of "
3415"sides.\n"
3416"\n"
3417msgstr ""
3418
3419#. [topic]: id=mp_commands
3420#: data/core/help.cfg:660
3421msgid ""
3422"\n"
3423"Toggle the idle state for a side. The host may make a side idle after a "
3424"network disconnection.\n"
3425"\n"
3426msgstr ""
3427
3428#. [topic]: id=mp_commands
3429#: data/core/help.cfg:663
3430msgid ""
3431"\n"
3432"Kick a user in multiplayer. They will be able to rejoin the game. If you "
3433"just want to change control of their side(s) use the :control command "
3434"instead.\n"
3435"\n"
3436msgstr ""
3437"\n"
3438"������ �� ������ ���� ������������������. ���� ������ ���� �������� �� ���������� �� ������. ���� �� �������� �������� �� �������� "
3439"�������������� �� ���� ������(��) ���� �� :�������������� ������������ ������������.\n"
3440"\n"
3441
3442#. [topic]: id=mp_commands
3443#: data/core/help.cfg:666
3444#, fuzzy
3445msgid ""
3446"\n"
3447"Send a private message to a user. When in a game, it is not possible to send "
3448"private messages to players who are currently controlling a side in the same "
3449"game.\n"
3450"\n"
3451msgstr ""
3452"���������� �� ������������ ����������. �� �������� �������� �������������� �� ���������� ������ �������� �������������� �� ������ ���� "
3453"�� ���������� ������ �� �� ����."
3454
3455#. [topic]: id=mp_commands
3456#: data/core/help.cfg:669
3457msgid ""
3458"\n"
3459"Mute a specific observer. If no username is supplied the muted usernames are "
3460"displayed.\n"
3461"\n"
3462msgstr ""
3463"\n"
3464"������ �� ���������������� ������������. ���� ���� ������������ ���� ������������ �� ���������� �������������� �� ��������������.\n"
3465"\n"
3466
3467#. [topic]: id=mp_commands
3468#: data/core/help.cfg:672
3469msgid ""
3470"\n"
3471"Toggle muting/silencing of all observers on/off.\n"
3472"\n"
3473msgstr ""
3474"\n"
3475"���������� ����������/���������������� �� ���� �������������� ����/����.\n"
3476"\n"
3477
3478#. [topic]: id=mp_commands
3479#: data/core/help.cfg:675
3480msgid ""
3481"\n"
3482"Unban a user in a multiplayer game by the IP address used by that username. "
3483"Can be used on users not in the game but on the server.\n"
3484"\n"
3485msgstr ""
3486"\n"
3487"���������� �� ������ ���� �� ������������������ ������ ���� �� ·��·�� ���������� ���������������� ���� ������ ������������. ������ "
3488"���� ������������������ ���� �������� ������ ���� �� ������ ������ ���� �� ��������.\n"
3489"\n"
3490
3491#. [topic]: id=mp_commands
3492#: data/core/help.cfg:678
3493msgid ""
3494"\n"
3495"Unmute a specific observer. If no username is supplied the list of muted "
3496"observers is cleared."
3497msgstr ""
3498"\n"
3499"���������� �� ���������������� ������������. ���� ���� ������������ ���� ������������ �� �������� �� ���������� �������������� ���� "
3500"��������."
3501
3502#. [topic]: id=debug_commands
3503#: data/core/help.cfg:686
3504#, fuzzy
3505#| msgid "Debug mode commands"
3506msgid "Debug Mode Commands"
3507msgstr "���������� ������ ��������������"
3508
3509#. [topic]: id=debug_commands
3510#: data/core/help.cfg:689
3511msgid ""
3512"\n"
3513"Brings up a menu for choosing a scenario to immediately advance to in a "
3514"campaign.\n"
3515"\n"
3516msgstr ""
3517"\n"
3518"���������� ���� �� �������� ���� ���������� �� ������������ �� ���������������� ������������ �� ���� �� ������������.\n"
3519"\n"
3520
3521#. [topic]: id=debug_commands
3522#: data/core/help.cfg:692
3523msgid ""
3524"\n"
3525"Create a unit of the specified type on the selected hex.\n"
3526"\n"
3527msgstr ""
3528"\n"
3529"���������� �� �������� �� �� ���������������� ������ ���� �� ���������������� ��������.\n"
3530"\n"
3531
3532#. [topic]: id=debug_commands
3533#: data/core/help.cfg:695
3534msgid ""
3535"\n"
3536"Toggle fog/shroud for the current side.\n"
3537"\n"
3538msgstr ""
3539"\n"
3540"���������� ������/�������� ���� �� ������������ ������.\n"
3541"\n"
3542
3543#. [topic]: id=debug_commands
3544#: data/core/help.cfg:698
3545msgid ""
3546"\n"
3547"Adds the specified amount to the current side’s gold.\n"
3548"\n"
3549msgstr ""
3550"\n"
3551"������ �� ���������������� ���������� �� �� ������������ �������� ��������.\n"
3552"\n"
3553
3554#. [topic]: id=debug_commands
3555#: data/core/help.cfg:701
3556msgid ""
3557"\n"
3558"Immediately advances to the next scenario in a campaign.\n"
3559"\n"
3560msgstr ""
3561"\n"
3562"���������������� ���������������� �� �� ���������� ������������ ���� �� ������������.\n"
3563"\n"
3564
3565#. [topic]: id=debug_commands
3566#: data/core/help.cfg:704
3567msgid ""
3568"\n"
3569"Manually set a gamestate variable to value.\n"
3570"\n"
3571msgstr ""
3572"\n"
3573"���������������� ������ �� �������������� �������������� �� ��������.\n"
3574"\n"
3575
3576#. [topic]: id=debug_commands
3577#: data/core/help.cfg:707
3578msgid ""
3579"\n"
3580"Show a gamestate variable.\n"
3581"\n"
3582msgstr ""
3583"\n"
3584"���� �� �������������� ��������������.\n"
3585"\n"
3586
3587#. [topic]: id=debug_commands
3588#: data/core/help.cfg:710
3589msgid ""
3590"\n"
3591"Manually fire the specified event.\n"
3592"\n"
3593msgstr ""
3594"\n"
3595"���������������� ������ �� ���������������� ����������.\n"
3596"\n"
3597
3598#. [topic]: id=debug_commands
3599#: data/core/help.cfg:713
3600msgid ""
3601"\n"
3602"Modifies the specified property of the selected unit. Example: :unit "
3603"hitpoints=100\n"
3604"\n"
3605msgstr ""
3606"\n"
3607"�������������� �� ���������������� �������������� �� �� ���������������� ��������. ����������������: :�������� hitpoints=100\n"
3608"\n"
3609
3610#. [topic]: id=debug_commands
3611#: data/core/help.cfg:716
3612msgid ""
3613"\n"
3614"Makes the selected unit level up N times. Example: :unit advances=2"
3615msgstr ""
3616"\n"
3617"�������� �� ���������������� �������� ���������� ���� n ��������. ����������������: :�������� advances=2"
3618
3619#. [heals]: id=healing
3620#: data/core/macros/abilities.cfg:12
3621#, fuzzy
3622#| msgid ""
3623#| "Heals +4:\n"
3624#| "Allows the unit to heal adjacent allied units at the beginning of our "
3625#| "turn.\n"
3626#| "\n"
3627#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
3628#| "poison from taking effect for that turn.\n"
3629#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
3630#| "the care of a village or a unit that can cure."
3631msgid ""
3632"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
3633"\n"
3634"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
3635"from taking effect for that turn.\n"
3636"This ability will not cure an affected unit of poison, however, only delay "
3637"its effect."
3638msgstr ""
3639"�������� +4:\n"
3640"�������� �� �������� �� ������ �������������� �������� ���������� ���� �� �������������� �� ���� ������.\n"
3641"\n"
3642"�� �������� ������ ���� ���� ������ �������� ���� ������ ���� �� 4 HP ���� ������, �� �������� ���������� �������� ���������� "
3643"���������� ���� ������ ������.\n"
3644"�� ������������ �������� ���������� ���� ���������� �� ������ ���������� ���� �� ��������, �� �������� ������ �� ���� �� �� "
3645"���������� �� �� �������� ������ ������ ��������."
3646
3647#. [heals]: id=healing
3648#: data/core/macros/abilities.cfg:30
3649#, fuzzy
3650#| msgid ""
3651#| "Heals +8:\n"
3652#| "This unit combines herbal remedies with magic to heal units more quickly "
3653#| "than is normally possible on the battlefield.\n"
3654#| "\n"
3655#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
3656#| "poison from taking effect for that turn.\n"
3657#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
3658#| "the care of a village or a unit that can cure."
3659msgid ""
3660"This unit combines herbal remedies with magic to heal units more quickly "
3661"than is normally possible on the battlefield.\n"
3662"\n"
3663"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
3664"from taking effect for that turn.\n"
3665"This ability will not cure an affected unit of poison, however, only delay "
3666"its effect."
3667msgstr ""
3668"�������� +8:\n"
3669"������ �������� �������������� �������� �������������� ������ ���������� �� ������ ���������� ���� ������������ ������ ���� ������������ "
3670"�������������� ���� �� ������������������.\n"
3671"\n"
3672"�� �������� ������ ���� ���� ������ �������� ���� ������ ���� �� 8 HP ���� ������, �� �������� ���������� �������� ���������� "
3673"���������� ���� ������ ������.\n"
3674"�� ������������ �������� ���������� ���� ���������� �� ������ ���������� ���� �� ��������, �� �������� ������ �� ���� �� �� "
3675"���������� �� �� �������� ������ ������ ��������."
3676
3677#. [heals]: id=curing
3678#: data/core/macros/abilities.cfg:47
3679msgid "cures"
3680msgstr "����������"
3681
3682#. [heals]: id=curing
3683#: data/core/macros/abilities.cfg:48
3684msgid "female^cures"
3685msgstr "����������"
3686
3687#. [heals]: id=curing
3688#: data/core/macros/abilities.cfg:49
3689#, fuzzy
3690#| msgid ""
3691#| "Cures:\n"
3692#| "A curer can cure a unit of poison, although that unit will receive no "
3693#| "additional healing on the turn it is cured of the poison."
3694msgid ""
3695"A curer can cure a unit of poison, although that unit will receive no "
3696"additional healing on the turn it is cured of the poison."
3697msgstr ""
3698"����������:\n"
3699"�� ���������� ������ �������� �� �������� �� ����������, �������� ������ �������� ������ ���������� ���� ���������������� ���������� "
3700"���� �� ������ ���� ���� ���������� �� �� ����������."
3701
3702#. [regenerate]: id=regenerates
3703#: data/core/macros/abilities.cfg:70
3704msgid "regenerates"
3705msgstr "������������������"
3706
3707#. [regenerate]: id=regenerates
3708#: data/core/macros/abilities.cfg:71
3709msgid "female^regenerates"
3710msgstr "������������������"
3711
3712#. [regenerate]: id=regenerates
3713#: data/core/macros/abilities.cfg:72
3714#, fuzzy
3715#| msgid ""
3716#| "Regenerates:\n"
3717#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
3718#| "remove the poison instead of healing."
3719msgid ""
3720"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
3721"the poison instead of healing."
3722msgstr ""
3723"������������������:\n"
3724"�� �������� ������ ������ ������������ 8 HP ���� ������. ���� ���� ���� ������������, ���� ������ ���������� �� ���������� "
3725"������������ �� ����������."
3726
3727#. [resistance]: id=steadfast
3728#: data/core/macros/abilities.cfg:91
3729msgid "steadfast"
3730msgstr "����������������"
3731
3732#. [resistance]: id=steadfast
3733#: data/core/macros/abilities.cfg:92
3734msgid "female^steadfast"
3735msgstr "����������������"
3736
3737#. [resistance]: id=steadfast
3738#: data/core/macros/abilities.cfg:93
3739#, fuzzy
3740#| msgid ""
3741#| "Steadfast:\n"
3742#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
3743#| "defending. Vulnerabilities are not affected."
3744msgid ""
3745"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
3746"Vulnerabilities are not affected."
3747msgstr ""
3748"����������������:\n"
3749"������ ���������� ���������������������� �� ������������, ���� �� �� ���������������� �� 50%, ������ ����������������. "
3750"�������������������������� �� ������ ��������������."
3751
3752#. [leadership]: id=leadership
3753#: data/core/macros/abilities.cfg:106
3754msgid "leadership"
3755msgstr "��������������"
3756
3757#. [leadership]: id=leadership
3758#: data/core/macros/abilities.cfg:107
3759msgid "female^leadership"
3760msgstr "��������������"
3761
3762#. [leadership]: id=leadership
3763#: data/core/macros/abilities.cfg:108
3764#, fuzzy
3765#| msgid ""
3766#| "Leadership:\n"
3767#| "This unit can lead our own units that are next to it, making them fight "
3768#| "better.\n"
3769#| "\n"
3770#| "Adjacent own units of lower level will do more damage in battle. When a "
3771#| "unit adjacent to, of a lower level than, and on the same side as a unit "
3772#| "with Leadership engages in combat, its attacks do 25% more damage times "
3773#| "the difference in their levels."
3774msgid ""
3775"This unit can lead your own units that are next to it, making them fight "
3776"better.\n"
3777"\n"
3778"Adjacent own units of lower level will do more damage in battle. When a unit "
3779"adjacent to, of a lower level than, and on the same side as a unit with "
3780"Leadership engages in combat, its attacks do 25% more damage times the "
3781"difference in their levels."
3782msgstr ""
3783"��������������:\n"
3784"������ �������� ������ ������ ���� ���� ���������� ������ �� ���������� �� ����, ���������� ������ ������ ��������.\n"
3785"\n"
3786"�������������� ���� ���������� �� ������ ���������� ������ ���� ���� ���������� ���� ����������. ������ �� �������� �������������� ��, "
3787"�� �� ������ ���������� ������, �� ���� �� ������ ������ ���� �� �������� ������ �������������� �������������� ���� ������������, "
3788"������ ���������� ���� 25% ���� ���������� �������� �� �������������� ���� ���� ������������."
3789
3790#. [skirmisher]: id=skirmisher
3791#: data/core/macros/abilities.cfg:125
3792msgid "skirmisher"
3793msgstr "��������������"
3794
3795#. [skirmisher]: id=skirmisher
3796#: data/core/macros/abilities.cfg:126
3797msgid "female^skirmisher"
3798msgstr "��������������"
3799
3800#. [skirmisher]: id=skirmisher
3801#: data/core/macros/abilities.cfg:127
3802#, fuzzy
3803#| msgid ""
3804#| "Skirmisher:\n"
3805#| "This unit is skilled in moving past enemies quickly, and ignores all "
3806#| "enemy Zones of Control."
3807msgid ""
3808"This unit is skilled in moving past enemies quickly, and ignores all enemy "
3809"Zones of Control."
3810msgstr ""
3811"��������������:\n"
3812"������ �������� ���� ���������� ���� ���������� �������� ������������ ������������, �� ���������� ���� ���������� �������� �� "
3813"��������������."
3814
3815#. [illuminates]: id=illumination
3816#: data/core/macros/abilities.cfg:140
3817msgid "illuminates"
3818msgstr "������������������"
3819
3820#. [illuminates]: id=illumination
3821#: data/core/macros/abilities.cfg:141
3822msgid "female^illuminates"
3823msgstr "������������������"
3824
3825#. [illuminates]: id=illumination
3826#: data/core/macros/abilities.cfg:142
3827#, fuzzy
3828#| msgid ""
3829#| "Illuminates:\n"
3830#| "This unit illuminates the surrounding area, making lawful units fight "
3831#| "better, and chaotic units fight worse.\n"
3832#| "\n"
3833#| "Any units adjacent to this unit will fight as if it were dusk when it is "
3834#| "night, and as if it were day when it is dusk."
3835msgid ""
3836"This unit illuminates the surrounding area, making lawful units fight "
3837"better, and chaotic units fight worse.\n"
3838"\n"
3839"Any units adjacent to this unit will fight as if it were dusk when it is "
3840"night, and as if it were day when it is dusk."
3841msgstr ""
3842"������������������:\n"
3843"������ �������� ������������������ �� �������������� ������, ���������� ���������� ���������� ������ ��������, �� ������������ ���������� "
3844"������ ������.\n"
3845"\n"
3846"������ ���������� �������������� �� ������ �������� ������ ������ ���� ���� ���� ���� �������� ������ ���� ���� ������, �� ���� ���� "
3847"���� ���� ���� ������ ���� ���� ��������."
3848
3849#. [teleport]: id=teleport
3850#: data/core/macros/abilities.cfg:154
3851msgid "teleport"
3852msgstr "��������������"
3853
3854#. [teleport]: id=teleport
3855#: data/core/macros/abilities.cfg:155
3856msgid "female^teleport"
3857msgstr "��������������"
3858
3859#. [teleport]: id=teleport
3860#: data/core/macros/abilities.cfg:156
3861#, fuzzy
3862#| msgid ""
3863#| "Teleport:\n"
3864#| "This unit may teleport between any two empty villages owned by its side "
3865#| "using one of its moves."
3866msgid ""
3867"This unit may teleport between any two empty villages owned by its side "
3868"using one of its moves."
3869msgstr ""
3870"��������������:\n"
3871"������ �������� ���� �������������� ������������ ������ ���� ���������� �������������� ������ ���� ������ ������ �������� ������ �� "
3872"������ ��������."
3873
3874#. [hides]: id=ambush
3875#: data/core/macros/abilities.cfg:185
3876msgid "ambush"
3877msgstr "����������"
3878
3879#. [hides]: id=ambush
3880#: data/core/macros/abilities.cfg:186
3881msgid "female^ambush"
3882msgstr "����������"
3883
3884#. [hides]: id=ambush
3885#: data/core/macros/abilities.cfg:187
3886#, fuzzy
3887#| msgid ""
3888#| "Ambush:\n"
3889#| "This unit can hide in forest, and remain undetected by its enemies.\n"
3890#| "\n"
3891#| "Enemy units cannot see this unit while it is in forest, except if they "
3892#| "have units next to it. Any enemy unit that first discovers this unit "
3893#| "immediately loses all its remaining movement."
3894msgid ""
3895"This unit can hide in forest, and remain undetected by its enemies.\n"
3896"\n"
3897"Enemy units cannot see this unit while it is in forest, except if they have "
3898"units next to it. Any enemy unit that first discovers this unit immediately "
3899"loses all its remaining movement."
3900msgstr ""
3901"����������:\n"
3902"������ �������� ������ ������ ���� ����������, �� ���������� �������������������� ���� ������ ������������.\n"
3903"\n"
3904"���������� ���������� ���������� ���� ������ �������� ������ ���� ���� ���� ����������, ������������ ���� ���� ������ ���������� "
3905"���������� �� ����. ������ ���������� �������� ������ �������� ���������������� ������ �������� ���������������� ���������� ���� ������ "
3906"�������������� ��������������."
3907
3908#. [hides]: id=nightstalk
3909#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
3910msgid "nightstalk"
3911msgstr "��������������"
3912
3913#. [hides]: id=nightstalk
3914#: data/core/macros/abilities.cfg:206
3915#, fuzzy
3916#| msgid ""
3917#| "Nightstalk:\n"
3918#| "The unit becomes invisible during night.\n"
3919#| "\n"
3920#| "Enemy units cannot see this unit at night, except if they have units next "
3921#| "to it. Any enemy unit that first discovers this unit immediately loses "
3922#| "all its remaining movement."
3923msgid ""
3924"The unit becomes invisible during night.\n"
3925"\n"
3926"Enemy units cannot see this unit at night, except if they have units next to "
3927"it. Any enemy unit that first discovers this unit immediately loses all its "
3928"remaining movement."
3929msgstr ""
3930"��������������:\n"
3931"�� �������� ������������ ������������������ ������������ ������.\n"
3932"\n"
3933"���������� ���������� ���������� ���� ������ �������� ���� ������, ������������ ���� ���� ������ ���������� ���������� �� ����. ������ "
3934"���������� �������� ������ �������� ���������������� ������ �������� ���������������� ���������� ���� ������ �������������� ��������������."
3935
3936#. [hides]: id=concealment
3937#: data/core/macros/abilities.cfg:223
3938msgid "concealment"
3939msgstr "��������������������"
3940
3941#. [hides]: id=concealment
3942#: data/core/macros/abilities.cfg:224
3943msgid "female^concealment"
3944msgstr "��������������������"
3945
3946#. [hides]: id=concealment
3947#: data/core/macros/abilities.cfg:225
3948#, fuzzy
3949#| msgid ""
3950#| "Concealment:\n"
3951#| "This unit can hide in villages (with the exception of water villages), "
3952#| "and remain undetected by its enemies, except by those standing next to "
3953#| "it.\n"
3954#| "\n"
3955#| "Enemy units can not see this unit while it is in a village, except if "
3956#| "they have units next to it. Any enemy unit that first discovers this unit "
3957#| "immediately loses all its remaining movement."
3958msgid ""
3959"This unit can hide in villages (with the exception of water villages), and "
3960"remain undetected by its enemies, except by those standing next to it.\n"
3961"\n"
3962"Enemy units cannot see this unit while it is in a village, except if they "
3963"have units next to it. Any enemy unit that first discovers this unit "
3964"immediately loses all its remaining movement."
3965msgstr ""
3966"��������������������:\n"
3967"������ �������� ������ ������ ���� �������������� (������ �� ���������������� �� �������� ��������������), �� ���������� "
3968"�������������������� ���� ������ ������������, ������������ ���� ������ �������������� ���������� �� ����.\n"
3969"\n"
3970"���������� ���������� ������ ������ ���� ������ �������� ������ ���� ���� ���� �� ����������, ������������ ���� ���� ������ ���������� "
3971"���������� �� ����. ������ ���������� �������� ������ �������� ���������������� ������ �������� ���������������� ���������� ���� ������ "
3972"�������������� ��������������."
3973
3974#. [hides]: id=submerge
3975#: data/core/macros/abilities.cfg:242
3976msgid "submerge"
3977msgstr "������������"
3978
3979#. [hides]: id=submerge
3980#: data/core/macros/abilities.cfg:243
3981msgid "female^submerge"
3982msgstr "������������"
3983
3984#. [hides]: id=submerge
3985#: data/core/macros/abilities.cfg:244
3986#, fuzzy
3987#| msgid ""
3988#| "Submerge:\n"
3989#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
3990#| "\n"
3991#| "Enemy units cannot see this unit while it is in deep water, except if "
3992#| "they have units next to it. Any enemy unit that first discovers this unit "
3993#| "immediately loses all its remaining movement."
3994msgid ""
3995"This unit can hide in deep water, and remain undetected by its enemies.\n"
3996"\n"
3997"Enemy units cannot see this unit while it is in deep water, except if they "
3998"have units next to it. Any enemy unit that first discovers this unit "
3999"immediately loses all its remaining movement."
4000msgstr ""
4001"������������:\n"
4002"������ �������� ������ ������ ���� ������ ��������, �� ���������� �������������������� ���� ������ ������������.\n"
4003"\n"
4004"���������� ���������� ���������� ���� ������ �������� ������ ���� ���� ���� ������ ��������, ������������ ���� ���� ������ ���������� "
4005"���������� �� ����. ������ ���������� �������� ������ �������� ���������������� ������ �������� ���������������� ���������� ���� ������ "
4006"�������������� ��������������."
4007
4008#. [dummy]: id=feeding
4009#: data/core/macros/abilities.cfg:261
4010msgid "feeding"
4011msgstr "����������"
4012
4013#. [dummy]: id=feeding
4014#: data/core/macros/abilities.cfg:262
4015msgid "female^feeding"
4016msgstr "����������"
4017
4018#. [dummy]: id=feeding
4019#: data/core/macros/abilities.cfg:263
4020#, fuzzy
4021#| msgid ""
4022#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
4023#| "living unit."
4024msgid ""
4025"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
4026"except units that are immune to plague."
4027msgstr ""
4028"������ �������� �������� 1 �������������� �������� �� ������ ���������������� ������������ ���� �������� �� ���������� ��������."
4029
4030#. [berserk]: id=berserk
4031#: data/core/macros/abilities.cfg:274
4032msgid "berserk"
4033msgstr "����������"
4034
4035#. [berserk]: id=berserk
4036#: data/core/macros/abilities.cfg:275
4037#, fuzzy
4038#| msgid ""
4039#| "Berserk:\n"
4040#| "Whether used offensively or defensively, this attack presses the "
4041#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
4042#| "have occurred."
4043msgid ""
4044"Whether used offensively or defensively, this attack presses the engagement "
4045"until one of the combatants is slain, or 30 rounds of attacks have occurred."
4046msgstr ""
4047"����������:\n"
4048"�������� ���������������� ������������������ �� ��������������������, ������ �������� ������������ �� ������������������ ���������� ������ "
4049"�� �� �������������������� ���� ��������, �� 30 ���������� �� ���������� ������ ��������."
4050
4051#. [damage]: id=backstab
4052#: data/core/macros/abilities.cfg:285
4053msgid "backstab"
4054msgstr "��������������"
4055
4056#. [damage]: id=backstab
4057#: data/core/macros/abilities.cfg:286
4058#, fuzzy
4059#| msgid ""
4060#| "Backstab:\n"
4061#| "When used offensively, this attack deals double damage if there is an "
4062#| "enemy of the target on the opposite side of the target, and that unit is "
4063#| "not incapacitated (turned to stone or otherwise paralyzed)."
4064msgid ""
4065"When used offensively, this attack deals double damage if there is an enemy "
4066"of the target on the opposite side of the target, and that unit is not "
4067"incapacitated (turned to stone or otherwise paralyzed)."
4068msgstr ""
4069"��������������:\n"
4070"������ ���������������� ������������������, ������ �������� �������� ���������� ���������� ���� ���� ���� ���� ���������� �� �� "
4071"���������� ���� �� ������������ ������ �� �� ����������, �� ������ �������� ���� ������ �������������������������� (�������� �� "
4072"�������� �� ������������ ��������������)."
4073
4074#. [plague]: id=plague({TYPE}), type={TYPE}
4075#. [plague]: id=plague, type=Walking Corpse
4076#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
4077msgid "plague"
4078msgstr "��������"
4079
4080#. [plague]: id=plague({TYPE}), type={TYPE}
4081#: data/core/macros/abilities.cfg:305
4082#, fuzzy
4083#| msgid ""
4084#| "Plague:\n"
4085#| "When a unit is killed by a Plague attack, that unit is replaced with a "
4086#| "Walking Corpse on the same side as the unit with the Plague attack. This "
4087#| "doesn’t work on Undead or units in villages."
4088msgid ""
4089"When a unit is killed by a Plague attack, that unit is replaced with a unit "
4090"on the same side as the unit with the Plague attack. This doesn’t work on "
4091"Undead or units in villages."
4092msgstr ""
4093"��������:\n"
4094"������ �� �������� ���� �������� ���� �� �������� ��������, ������ �������� ���� �������������� ������ �� ���������� �������� ���� �� "
4095"������ ������ ���� �� �������� ������ �� �������� ��������. ������ ���������� ������ ���� ���������� �� ���������� ���� ��������������."
4096
4097#. [plague]: id=plague, type=Walking Corpse
4098#: data/core/macros/abilities.cfg:316
4099#, fuzzy
4100#| msgid ""
4101#| "Plague:\n"
4102#| "When a unit is killed by a Plague attack, that unit is replaced with a "
4103#| "Walking Corpse on the same side as the unit with the Plague attack. This "
4104#| "doesn’t work on Undead or units in villages."
4105msgid ""
4106"When a unit is killed by a Plague attack, that unit is replaced with a "
4107"Walking Corpse on the same side as the unit with the Plague attack. This "
4108"doesn’t work on Undead or units in villages."
4109msgstr ""
4110"��������:\n"
4111"������ �� �������� ���� �������� ���� �� �������� ��������, ������ �������� ���� �������������� ������ �� ���������� �������� ���� �� "
4112"������ ������ ���� �� �������� ������ �� �������� ��������. ������ ���������� ������ ���� ���������� �� ���������� ���� ��������������."
4113
4114#. [slow]: id=slow
4115#: data/core/macros/abilities.cfg:326
4116msgid "slows"
4117msgstr "��������"
4118
4119#. [slow]: id=slow
4120#: data/core/macros/abilities.cfg:327
4121#, fuzzy
4122#| msgid ""
4123#| "Slow:\n"
4124#| "This attack slows the target until it ends a turn. Slow halves the damage "
4125#| "caused by attacks and the movement cost for a slowed unit is doubled. A "
4126#| "unit that is slowed will feature a snail icon in its sidebar information "
4127#| "when it is selected."
4128msgid ""
4129"This attack slows the target until it ends a turn. Slow halves the damage "
4130"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
4131"that is slowed will feature a snail icon in its sidebar information when it "
4132"is selected."
4133msgstr ""
4134"������:\n"
4135"������ �������� �������� �� ���������� ���������� ���� �������� �� ������. ������ �������� �� ���������� �������� ���� ���������� �� "
4136"�� �������������� �������� ���� �� �������� �������� ���� ������������. �� �������� ������ ���� �������� ������ �������� �� �������� "
4137"�������� ���� ������ ���������� ������������������������ ������ ���� ���� ����������������."
4138
4139#. [petrifies]: id=petrifies
4140#: data/core/macros/abilities.cfg:336
4141msgid "petrifies"
4142msgstr "����������������"
4143
4144#. [petrifies]: id=petrifies
4145#: data/core/macros/abilities.cfg:337
4146#, fuzzy
4147#| msgid ""
4148#| "Petrify:\n"
4149#| "This attack petrifies the target, turning it to stone. Units that have "
4150#| "been petrified may not move or attack."
4151msgid ""
4152"This attack petrifies the target, turning it to stone. Units that have been "
4153"petrified may not move or attack."
4154msgstr ""
4155"��������������:\n"
4156"������ �������� ���������������� �� ����������, ���������� ���� �� ��������. ���������� ������ ������ ������ ���������������� ���� "
4157"������ ������ �� ��������."
4158
4159#. [chance_to_hit]: id=marksman
4160#: data/core/macros/abilities.cfg:346
4161msgid "marksman"
4162msgstr "��������������"
4163
4164#. [chance_to_hit]: id=marksman
4165#: data/core/macros/abilities.cfg:347
4166#, fuzzy
4167#| msgid ""
4168#| "Marksman:\n"
4169#| "When used offensively, this attack always has at least a 60% chance to "
4170#| "hit."
4171msgid ""
4172"When used offensively, this attack always has at least a 60% chance to hit."
4173msgstr ""
4174"��������������:\n"
4175"������ ���������������� ������������������, ������ �������� ���������� ������ ���� �������� �� 60% �������� �� ������."
4176
4177#. [chance_to_hit]: id=magical
4178#: data/core/macros/abilities.cfg:359
4179msgid "magical"
4180msgstr "��������������"
4181
4182#. [chance_to_hit]: id=magical
4183#: data/core/macros/abilities.cfg:360
4184#, fuzzy
4185#| msgid ""
4186#| "Magical:\n"
4187#| "This attack always has a 70% chance to hit regardless of the defensive "
4188#| "ability of the unit being attacked."
4189msgid ""
4190"This attack always has a 70% chance to hit regardless of the defensive "
4191"ability of the unit being attacked."
4192msgstr ""
4193"��������������:\n"
4194"������ �������� ���������� ������ �� 70% �������� �� ������ ���������������� �� �� ���������������� �������������� �� �� �������� "
4195"�������� ����������."
4196
4197#. [swarm]: id=swarm
4198#: data/core/macros/abilities.cfg:371
4199msgid "swarm"
4200msgstr "��������"
4201
4202#. [swarm]: id=swarm
4203#: data/core/macros/abilities.cfg:372
4204#, fuzzy
4205#| msgid ""
4206#| "Swarm:\n"
4207#| "The number of strikes of this attack decreases when the unit is wounded. "
4208#| "The number of strikes is proportional to the percentage of its of maximum "
4209#| "HP the unit has. For example a unit with 3/4 of its maximum HP will get "
4210#| "3/4 of the number of strikes."
4211msgid ""
4212"The number of strikes of this attack decreases when the unit is wounded. The "
4213"number of strikes is proportional to the percentage of its of maximum HP the "
4214"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
4215"number of strikes."
4216msgstr ""
4217"��������:\n"
4218"�� ���������� �� ������������ �� ������ �������� ���������������� ������ �� �������� ���� ������������. �� ���������� �� ������������ "
4219"���� �������������������� �� �� ���������������� �� ������ �� ���������������� HP �� �������� ������. ���� ���������������� �� "
4220"�������� ������ 3/4 �� ������ ���������������� HP ������ ������ 3/4 �� �� ���������� �� ������������."
4221
4222#. [damage]: id=charge
4223#: data/core/macros/abilities.cfg:381
4224msgid "charge"
4225msgstr "������"
4226
4227#. [damage]: id=charge
4228#: data/core/macros/abilities.cfg:382
4229#, fuzzy
4230#| msgid ""
4231#| "Charge:\n"
4232#| "When used offensively, this attack deals double damage to the target. It "
4233#| "also causes this unit to take double damage from the target’s "
4234#| "counterattack."
4235msgid ""
4236"When used offensively, this attack deals double damage to the target. It "
4237"also causes this unit to take double damage from the target’s counterattack."
4238msgstr ""
4239"������:\n"
4240"������ ���������������� ������������������, ������ �������� �������� ���������� ���������� �� �� ����������. ���� �������� ���������� "
4241"������ �������� �� ������ ���������� ���������� �������� �� ������������ ������������������."
4242
4243#. [drains]: id=drains
4244#: data/core/macros/abilities.cfg:394
4245msgid "drains"
4246msgstr "����������"
4247
4248#. [drains]: id=drains
4249#: data/core/macros/abilities.cfg:395
4250#, fuzzy
4251#| msgid ""
4252#| "Drain:\n"
4253#| "This unit drains health from living units, healing itself for half the "
4254#| "amount of damage it deals (rounded down)."
4255msgid ""
4256"This unit drains health from living units, healing itself for half the "
4257"amount of damage it deals (rounded down)."
4258msgstr ""
4259"��������:\n"
4260"������ �������� ���������� �������� �������� ���������� ����������, ���������� ������������ ���� ������ �� ���������� �� ���������� ���� "
4261"�������� (������������ ������)."
4262
4263#. [firststrike]: id=firststrike
4264#: data/core/macros/abilities.cfg:404
4265#, fuzzy
4266#| msgid "firststrike"
4267msgid "first strike"
4268msgstr "J������������������"
4269
4270#. [firststrike]: id=firststrike
4271#: data/core/macros/abilities.cfg:405
4272#, fuzzy
4273#| msgid ""
4274#| "First Strike:\n"
4275#| "This unit always strikes first with this attack, even if they are "
4276#| "defending."
4277msgid ""
4278"This unit always strikes first with this attack, even if they are defending."
4279msgstr ""
4280"�������� ����������:\n"
4281"������ �������� ���������� ������������ �������� ������ ������ ��������, �������� ���� ���� �� ����������������."
4282
4283#. [poison]: id=poison
4284#: data/core/macros/abilities.cfg:414
4285msgid "poison"
4286msgstr "����������"
4287
4288#. [poison]: id=poison
4289#: data/core/macros/abilities.cfg:415
4290#, fuzzy
4291#| msgid ""
4292#| "Poison:\n"
4293#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
4294#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
4295#| "kill a unit."
4296msgid ""
4297"This attack poisons living targets. Poisoned units lose 8 HP every turn "
4298"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
4299"a unit."
4300msgstr ""
4301"����������:\n"
4302"������ �������� ������������ ���������� ������������. ������������ ���������� ������ 8 HP �������� ������ ���������� ���� �� "
4303"���������� �� �� ������������ �� 1 HP. ���������� ������ ������, �� ������������, ������ �� ��������."
4304
4305#. [advancement]: id=amla_default
4306#: data/core/macros/amla.cfg:10
4307msgid "Max HP bonus +3, Max XP +20%"
4308msgstr "�������� HP ���������� +3, �������� XP +20%"
4309
4310#. [time]: id=midday
4311#. [time]: id=midday_hour
4312#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
4313msgid "Midday"
4314msgstr ""
4315
4316#. [time]: id=midnight
4317#. [time]: id=midnight_hour
4318#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
4319msgid "Midnight"
4320msgstr ""
4321
4322#. [time]: id=second_watch_hour1
4323#: data/core/macros/schedules.cfg:203
4324#, fuzzy
4325#| msgid "Second Watch"
4326msgid "Second Watch — First Hour"
4327msgstr "������������ ������"
4328
4329#. [time]: id=second_watch_hour2
4330#: data/core/macros/schedules.cfg:215
4331#, fuzzy
4332#| msgid "Second Watch"
4333msgid "Second Watch — Second Hour"
4334msgstr "������������ ������"
4335
4336#. [time]: id=second_watch_hour3
4337#: data/core/macros/schedules.cfg:227
4338#, fuzzy
4339#| msgid "Second Watch"
4340msgid "Second Watch — Third Hour"
4341msgstr "������������ ������"
4342
4343#. [time]: id=second_watch_hour4
4344#: data/core/macros/schedules.cfg:239
4345#, fuzzy
4346#| msgid "Second Watch"
4347msgid "Second Watch — Fourth Hour"
4348msgstr "������������ ������"
4349
4350#. [time]: id=second_watch_hour5
4351#: data/core/macros/schedules.cfg:251
4352#, fuzzy
4353#| msgid "Second Watch"
4354msgid "Second Watch — Fifth Hour"
4355msgstr "������������ ������"
4356
4357#. [time]: id=second_watch_hour6
4358#: data/core/macros/schedules.cfg:263
4359#, fuzzy
4360#| msgid "Second Watch"
4361msgid "Second Watch — Sixth Hour"
4362msgstr "������������ ������"
4363
4364#. [time]: id=morning_hour1
4365#: data/core/macros/schedules.cfg:287
4366msgid "Morning — First Hour"
4367msgstr ""
4368
4369#. [time]: id=morning_hour2
4370#: data/core/macros/schedules.cfg:299
4371msgid "Morning — Second Hour"
4372msgstr ""
4373
4374#. [time]: id=morning_hour3
4375#: data/core/macros/schedules.cfg:311
4376msgid "Morning — Third Hour"
4377msgstr ""
4378
4379#. [time]: id=morning_hour4
4380#: data/core/macros/schedules.cfg:320
4381msgid "Morning — Fourth Hour"
4382msgstr ""
4383
4384#. [time]: id=afternoon_hour1
4385#: data/core/macros/schedules.cfg:338
4386msgid "Afternoon — First Hour"
4387msgstr ""
4388
4389#. [time]: id=afternoon_hour2
4390#: data/core/macros/schedules.cfg:347
4391msgid "Afternoon — Second Hour"
4392msgstr ""
4393
4394#. [time]: id=afternoon_hour3
4395#: data/core/macros/schedules.cfg:356
4396msgid "Afternoon — Third Hour"
4397msgstr ""
4398
4399#. [time]: id=afternoon_hour4
4400#: data/core/macros/schedules.cfg:365
4401msgid "Afternoon — Fourth Hour"
4402msgstr ""
4403
4404#. [time]: id=afternoon_hour5
4405#: data/core/macros/schedules.cfg:374
4406msgid "Afternoon — Fifth Hour"
4407msgstr ""
4408
4409#. [time]: id=afternoon_hour6
4410#: data/core/macros/schedules.cfg:385
4411msgid "Afternoon — Sixth Hour"
4412msgstr ""
4413
4414#. [time]: id=first_watch_hour1
4415#: data/core/macros/schedules.cfg:408
4416msgid "First Watch — First Hour"
4417msgstr ""
4418
4419#. [time]: id=first_watch_hour2
4420#: data/core/macros/schedules.cfg:420
4421msgid "First Watch — Second Hour"
4422msgstr ""
4423
4424#. [time]: id=first_watch_hour3
4425#: data/core/macros/schedules.cfg:432
4426msgid "First Watch — Third Hour"
4427msgstr ""
4428
4429#. [time]: id=first_watch_hour4
4430#: data/core/macros/schedules.cfg:444
4431msgid "First Watch — Fourth Hour"
4432msgstr ""
4433
4434#. [time]: id=dawn1
4435#: data/core/macros/schedules.cfg:498
4436#, fuzzy
4437#| msgid "First Watch"
4438msgid "First Dawn"
4439msgstr "�������� ������"
4440
4441#. [time]: id=dawn2
4442#: data/core/macros/schedules.cfg:509
4443#, fuzzy
4444#| msgid "Second Watch"
4445msgid "Second Dawn"
4446msgstr "������������ ������"
4447
4448#. [time]: id=morning1
4449#: data/core/macros/schedules.cfg:520
4450#, fuzzy
4451#| msgid "Morning"
4452msgid "First Morning"
4453msgstr "����������"
4454
4455#. [time]: id=morning2
4456#: data/core/macros/schedules.cfg:532
4457#, fuzzy
4458#| msgid "Morning"
4459msgid "Second Morning"
4460msgstr "����������"
4461
4462#. [time]: id=midday1
4463#: data/core/macros/schedules.cfg:544
4464#, fuzzy
4465#| msgid "First Watch"
4466msgid "First Midday"
4467msgstr "�������� ������"
4468
4469#. [time]: id=midday2
4470#: data/core/macros/schedules.cfg:556
4471#, fuzzy
4472#| msgid "Second Watch"
4473msgid "Second Midday"
4474msgstr "������������ ������"
4475
4476#. [time]: id=afternoon1
4477#: data/core/macros/schedules.cfg:568
4478#, fuzzy
4479#| msgid "Afternoon"
4480msgid "First Afternoon"
4481msgstr "��������������"
4482
4483#. [time]: id=afternoon2
4484#: data/core/macros/schedules.cfg:580
4485#, fuzzy
4486#| msgid "Afternoon"
4487msgid "Second Afternoon"
4488msgstr "��������������"
4489
4490#. [time]: id=dusk1
4491#: data/core/macros/schedules.cfg:592
4492#, fuzzy
4493#| msgid "firststrike"
4494msgid "First Dusk"
4495msgstr "J������������������"
4496
4497#. [time]: id=dusk2
4498#: data/core/macros/schedules.cfg:603
4499#, fuzzy
4500#| msgid "Second Watch"
4501msgid "Second Dusk"
4502msgstr "������������ ������"
4503
4504#. [time]: id=short_dark
4505#: data/core/macros/schedules.cfg:614
4506msgid "The Short Dark"
4507msgstr ""
4508
4509#. [time]: id=long_dark1
4510#: data/core/macros/schedules.cfg:626
4511msgid "The Long Dark (1)"
4512msgstr ""
4513
4514#. [time]: id=long_dark2
4515#: data/core/macros/schedules.cfg:638
4516msgid "The Long Dark (2)"
4517msgstr ""
4518
4519#. [time]: id=long_dark3
4520#: data/core/macros/schedules.cfg:650
4521msgid "The Long Dark (3)"
4522msgstr ""
4523
4524#. [time]: id=long_dark4
4525#: data/core/macros/schedules.cfg:664
4526msgid "The Long Dark (4)"
4527msgstr ""
4528
4529#: data/core/macros/special-notes.cfg:3
4530msgid ""
4531"\n"
4532"\n"
4533"Special Notes:"
4534msgstr ""
4535"\n"
4536"\n"
4537"������������ ��������:"
4538
4539#: data/core/macros/special-notes.cfg:8
4540msgid ""
4541" Spirits have very unusual resistances to damage, and move quite slowly over "
4542"open water."
4543msgstr ""
4544"�������������� ������ �������� �������������� ���������������������� �� ����������, �� ������ �������� ���������� ������ �������� ��������."
4545
4546#: data/core/macros/special-notes.cfg:11
4547msgid ""
4548" This unit’s arcane attack deals tremendous damage to magical creatures, and "
4549"even some to mundane creatures."
4550msgstr ""
4551"������ ���������� �������� �������� �������� ������������������ ���������� �� �������������� ������������, �� �������� ������ �� "
4552"������������ ������������."
4553
4554#: data/core/macros/special-notes.cfg:14
4555msgid " This unit is capable of basic healing."
4556msgstr "������ �������� ���� �������������� �� ���������� ����������."
4557
4558#: data/core/macros/special-notes.cfg:17
4559#, fuzzy
4560#| msgid " This unit is capable of basic healing."
4561msgid " This unit is capable of rapid healing."
4562msgstr "������ �������� ���� �������������� �� ���������� ����������."
4563
4564#: data/core/macros/special-notes.cfg:20
4565msgid ""
4566" This unit is capable of healing those around it, and curing them of poison."
4567msgstr "������ �������� ���� �������������� �� ���������� ������ ���������� ����, �� ������������ ������ �� ����������."
4568
4569#: data/core/macros/special-notes.cfg:23
4570msgid ""
4571" This unit is capable of neutralizing the effects of poison in units around "
4572"it."
4573msgstr "������ �������� ���� �������������� �� �������������������� �� ������������ �� ���������� ���� ���������� ���������� ����."
4574
4575#: data/core/macros/special-notes.cfg:26
4576msgid ""
4577" This unit regenerates, which allows it to heal as though always stationed "
4578"in a village."
4579msgstr "������ �������� ������������������, ������ �������� ���� �� ������ ���� ���� ���������� �������������� ���� �� ����������."
4580
4581#: data/core/macros/special-notes.cfg:29
4582msgid ""
4583" The steadiness of this unit reduces damage from some attacks, but only "
4584"while defending."
4585msgstr ""
4586"�� ���������������� �� ������ �������� �������������� ���������� �������� ������ ����������, ������ �������� ������ ����������������."
4587
4588#: data/core/macros/special-notes.cfg:32
4589msgid ""
4590" The leadership of this unit enables adjacent units of the same side to deal "
4591"more damage in combat, though this only applies to units of lower level."
4592msgstr ""
4593"�� �������������� �� ������ �������� �������������� �������������� ���������� �� �� ������ ������ �� ������ ���� ���������� ���� "
4594"������������, ���� ������ �������� ���������� �� ���������� �� ������ ����������."
4595
4596#: data/core/macros/special-notes.cfg:35
4597msgid ""
4598" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
4599"control and thus move unhindered around them."
4600msgstr ""
4601"������ ���������� �������� ���� ���������������� �������� ���� �� �������� ������������' �������� �� �������������� �� ������ ������ "
4602"���������������� ���������� ������."
4603
4604#: data/core/macros/special-notes.cfg:38
4605msgid " Illumination increases the lighting level in adjacent areas."
4606msgstr "�������������������� ���������������� �� ���������� ���������� ���� �������������� ��������."
4607
4608#: data/core/macros/special-notes.cfg:41
4609msgid ""
4610" This unit can use one move to teleport between any two empty villages "
4611"controlled by its side."
4612msgstr ""
4613"������ �������� ������ ���� ������ ������ �� �������������� ������������ ������ ���� ���������� �������������� ���������������� ���� "
4614"������ ������."
4615
4616#: data/core/macros/special-notes.cfg:44
4617msgid ""
4618" In woodlands, this unit’s ambush skill renders it invisible to enemies "
4619"unless it is immediately adjacent or has revealed itself by attacking."
4620msgstr ""
4621"���� ����������������, ������ ���������� ���������� �������� ������������ ���� ������������������ �� ������������ ���������� ���� ���� "
4622"���������������� �������������� �� ������ ������������ ������������ ���� ������������."
4623
4624#: data/core/macros/special-notes.cfg:47
4625msgid " This unit is able to hide at night, leaving no trace of its presence."
4626msgstr "������ �������� ���� �������� �� ������ ���� ������, ���������� ���� �������� �� ������ ��������������."
4627
4628#: data/core/macros/special-notes.cfg:50
4629msgid ""
4630" This unit can hide in villages (with the exception of water villages), and "
4631"remain undetected by its enemies, except by those standing next to it."
4632msgstr ""
4633"������ �������� ������ ������ ���� �������������� (������ �� ���������������� �� �������� ��������������), �� ���������� "
4634"�������������������� ���� ������ ������������, ������������ ���� ������ �������������� ���������� �� ����."
4635
4636#: data/core/macros/special-notes.cfg:53
4637msgid ""
4638" This unit can move unseen in deep water, requiring no air from the surface."
4639msgstr "������ �������� ������ ������ ���������� ���� ������ ��������, ���������������� ���� �� �������� �� ����������."
4640
4641#: data/core/macros/special-notes.cfg:56
4642msgid ""
4643" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
4644"unit."
4645msgstr ""
4646"������ �������� �������� 1 �������������� �������� �� ������ ���������������� ������������ ���� �������� �� ���������� ��������."
4647
4648#: data/core/macros/special-notes.cfg:59
4649msgid ""
4650" Whenever its berserk attack is used, this unit continues to push the attack "
4651"until either it or its enemy lies dead."
4652msgstr ""
4653"������������ ������ ���������� �������� ���� ������������������, ������ �������� ���������������� �� ������ �� �������� ���������� ������ "
4654"���� �� ������ ���������� ������ ������."
4655
4656#: data/core/macros/special-notes.cfg:62
4657msgid ""
4658" If there is an enemy of the target on the opposite side of the target while "
4659"attacking it, this unit may backstab, inflicting double damage by creeping "
4660"around behind that enemy."
4661msgstr ""
4662"���� ���� ���� ���� ���������� �� �� ���������� ���� �� ������������ ������ �� �� ���������� ������ ������������ ����, ������ "
4663"�������� ���� ��������������, ������������������ ���������� ���������� ���� ������������ ���������� ������������ ������ ����������."
4664
4665#: data/core/macros/special-notes.cfg:65
4666msgid ""
4667" Foes who lose their life to the plague will rise again in unlife, unless "
4668"they are standing on a village."
4669msgstr ""
4670"������ ���� ������ ���� ������ �� �� �������� ������ ������ �������� ���� ����������, ���������� ���� �� �������������� ���� �� "
4671"����������."
4672
4673#: data/core/macros/special-notes.cfg:68
4674msgid ""
4675" This unit is able to slow its enemies, halving their movement speed and "
4676"attack damage until they end a turn."
4677msgstr ""
4678"������ �������� ���� �������� �� ������ ������ ������������, ���������� ���� �������������� �������� �� �������� ���������� ���������� "
4679"���� ������ �� ������."
4680
4681#: data/core/macros/special-notes.cfg:71
4682msgid ""
4683" The ability to turn the living to stone makes this unit extremely dangerous."
4684msgstr "�� �������������� �� ������ �� ���������� �� �������� �������� ������ �������� ������������������ ��������������."
4685
4686#: data/core/macros/special-notes.cfg:74
4687msgid ""
4688" This unit’s marksmanship gives it a high chance of hitting targeted "
4689"enemies, but only on the attack."
4690msgstr ""
4691"������ ���������� �������������������� �������� ���� �� ���� �������� �� ���������� �������������� ������������, ������ �������� ���� �� "
4692"��������."
4693
4694#: data/core/macros/special-notes.cfg:77
4695#, fuzzy
4696#| msgid ""
4697#| " The unit has magical attacks, which always have a high chance of hitting "
4698#| "an opponent."
4699msgid ""
4700" This unit has magical attacks, which always have a high chance of hitting "
4701"an opponent."
4702msgstr "�� �������� ������ �������������� ����������, ������ ���������� ������ �� ���� �������� �� ���������� ���� ��������������."
4703
4704#: data/core/macros/special-notes.cfg:80
4705msgid ""
4706" The swarming attacks of this unit become less deadly whenever its members "
4707"are wounded."
4708msgstr "�� ������������ ���������� �� ������ �������� ���������� ������ ���������� ������������ ������ ������������ �� ������������."
4709
4710#: data/core/macros/special-notes.cfg:83
4711msgid ""
4712" Using a charging attack doubles both damage dealt and received; this does "
4713"not affect defensive retaliation."
4714msgstr ""
4715"�������� �� ���������� �������� ������������ ������ ���������� �������� �� ������������; ������ ������ ������ ���������� ���������������� "
4716"��������������������."
4717
4718#: data/core/macros/special-notes.cfg:86
4719msgid ""
4720" During battle, this unit can drain life from victims to renew its own "
4721"health."
4722msgstr "������������ ����������, ������ �������� ������ �������� ������ �������� �������������� �� �������� ������ ���� ��������."
4723
4724#: data/core/macros/special-notes.cfg:89
4725msgid ""
4726" The length of this unit’s weapon allows it to strike first in melee, even "
4727"in defense."
4728msgstr "�� �������� �� ������ ���������� ���������� �������� ���� �� ���������� �������� ���� ��������, �������� ���� ������������."
4729
4730#: data/core/macros/special-notes.cfg:92
4731msgid ""
4732" The victims of this unit’s poison will continually take damage until they "
4733"can be cured in town or by a unit which cures."
4734msgstr ""
4735"�� �������������� �� ������ ���������� ���������� ������ �������������������� ������ ���������� ���������� ���� ������ ���� ���������� "
4736"���� ������ �� ���� �� �������� ������ ����������."
4737
4738#: data/core/macros/special-notes.cfg:95
4739msgid ""
4740" This unit has a defense cap on certain terrain types — it cannot achieve a "
4741"higher defense rating on mixed terrains with such terrain types."
4742msgstr ""
4743
4744#. [trait]: id=loyal
4745#: data/core/macros/traits.cfg:8
4746msgid "loyal"
4747msgstr "��������"
4748
4749#. [trait]: id=loyal
4750#: data/core/macros/traits.cfg:9
4751msgid "female^loyal"
4752msgstr "��������"
4753
4754#. [trait]: id=loyal
4755#: data/core/macros/traits.cfg:10
4756msgid "Zero upkeep"
4757msgstr "������ ����������"
4758
4759#. [trait]: id=loyal
4760#: data/core/macros/traits.cfg:11
4761#, fuzzy
4762msgid ""
4763"\n"
4764"\n"
4765"During campaigns, certain units may opt to join the player’s forces of their "
4766"own volition. These units are marked with the loyal trait. Although they may "
4767"require payment to be recalled, they never incur any upkeep costs. This can "
4768"make them invaluable during a long campaign, when gold is in short supply. "
4769"This trait is never given to recruited units, so it may be unwise to dismiss "
4770"such units or to send them to a foolish death."
4771msgstr ""
4772"\n"
4773"\n"
4774"������������ ��������������, ���������� ���������� ���� ������ �� ������ �� ���������� ���������� �� ���� ���� ��������������. ������ "
4775"���������� �� �������� ������ �� �������� ��������. �������� ���� ���� ������������ ������������ �� ���� ������������, ���� �������� "
4776"�������� ������ ���������� ����������. ������ ������ ������ ������ �������������������� ������������ �� ������ ������������, ������ "
4777"�������� ���� ���� ������ ����������. ������ �������� ���� �������� ���������� �� ���������������� ����������, ���� ���� ���� ���� "
4778"���������� �� ������������ ������ ���������� �� �� �������� ������ �� �� ���������� ������."
4779
4780#. [trait]: id=loyal
4781#: data/core/macros/traits.cfg:11
4782#, fuzzy
4783msgid ""
4784"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
4785"upkeep cost at the end of every turn, which is equal to their level. Loyal "
4786"units do not incur this cost."
4787msgstr ""
4788"�������� ���������� �������� �������� ����������. �������� ���������� �������� ���� ���������� �������� ���� �� ������ �� �������� "
4789"������, ������ ���� ���������� �� ���� ����������. �������� ���������� ���� ������ �������� ������ ��������."
4790
4791#. [trait]: id=undead
4792#: data/core/macros/traits.cfg:25
4793msgid "undead"
4794msgstr "����������"
4795
4796#. [trait]: id=undead
4797#: data/core/macros/traits.cfg:26
4798msgid "female^undead"
4799msgstr "����������"
4800
4801#. [trait]: id=undead
4802#. [trait]: id=mechanical
4803#. [trait]: id=elemental
4804#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
4805#: data/core/macros/traits.cfg:79
4806msgid "Immune to drain, poison, and plague"
4807msgstr "�������� �� ��������, ���������� �� ��������"
4808
4809#. [trait]: id=undead
4810#: data/core/macros/traits.cfg:28
4811#, fuzzy
4812msgid ""
4813"\n"
4814"\n"
4815"Undead units generally have undead as their only trait. Since undead units "
4816"are the bodies of the dead, risen to fight again, poison has no effect upon "
4817"them. This can make them invaluable in dealing with foes who use poison in "
4818"conjunction with their attacks."
4819msgstr ""
4820"\n"
4821"\n"
4822"���������� ���������� �������������� ������ '����������' ���� ���� �������� ��������. �������� ���������� ���������� �� �� ���������� "
4823"�� �� ������, ���������� �� ������ ��������, ���������� ������ ���� ���������� �������� ������. ������ ������ ������ ������ "
4824"�������������������� ���� ���������� ������ ������ ���� ���� ���������� ���� �������������������� ������ ���� ����������."
4825
4826#. [trait]: id=undead
4827#: data/core/macros/traits.cfg:28
4828#, fuzzy
4829msgid ""
4830"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
4831msgstr "���������� ���������� �� �������� �� ����������, �������� �������� �� �������� ���������� ������ ���� ������."
4832
4833#. [trait]: id=mechanical
4834#: data/core/macros/traits.cfg:51
4835msgid "mechanical"
4836msgstr "������������������"
4837
4838#. [trait]: id=mechanical
4839#: data/core/macros/traits.cfg:52
4840msgid "female^mechanical"
4841msgstr "������������������"
4842
4843#. [trait]: id=mechanical
4844#: data/core/macros/traits.cfg:54
4845#, fuzzy
4846msgid ""
4847"\n"
4848"\n"
4849"Mechanical units generally have mechanical as their only trait. Since "
4850"mechanical units don’t really have life, drain, poison, and plague have no "
4851"effect upon them."
4852msgstr ""
4853"\n"
4854"\n"
4855"������������������ ���������� �������������� ������ '������������������' ���� ���� �������� ��������. �������� ������������������ "
4856"���������� �������� �������� ������ ������, ��������, ���������� �� �������� ������ ���� ���������� �������� ������."
4857
4858#. [trait]: id=mechanical
4859#: data/core/macros/traits.cfg:54
4860#, fuzzy
4861msgid ""
4862"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
4863"plague."
4864msgstr "������������������ ���������� �� �������� �� ����������, �������� �������� �� �������� ���������� ������ ���� ������."
4865
4866#. [trait]: id=elemental
4867#: data/core/macros/traits.cfg:77
4868#, fuzzy
4869msgid "elemental"
4870msgstr "��������������������"
4871
4872#. [trait]: id=elemental
4873#: data/core/macros/traits.cfg:78
4874#, fuzzy
4875msgid "female^elemental"
4876msgstr "��������"
4877
4878#. [trait]: id=elemental
4879#: data/core/macros/traits.cfg:80
4880#, fuzzy
4881msgid ""
4882"\n"
4883"\n"
4884"Elemental units generally have elemental as their only trait. Since "
4885"elemental units are energy-based beings, drain, poison, and plague have no "
4886"effect upon them."
4887msgstr ""
4888"\n"
4889"\n"
4890"������������������ ���������� �������������� ������ '������������������' ���� ���� �������� ��������. �������� ������������������ "
4891"���������� �������� �������� ������ ������, ��������, ���������� �� �������� ������ ���� ���������� �������� ������."
4892
4893#. [trait]: id=elemental
4894#: data/core/macros/traits.cfg:80
4895#, fuzzy
4896msgid ""
4897"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
4898"plague."
4899msgstr "������������������ ���������� �� �������� �� ����������, �������� �������� �� �������� ���������� ������ ���� ������."
4900
4901#. [trait]: id=strong
4902#: data/core/macros/traits.cfg:102
4903msgid "strong"
4904msgstr "����������"
4905
4906#. [trait]: id=strong
4907#: data/core/macros/traits.cfg:103
4908msgid "female^strong"
4909msgstr "����������"
4910
4911#. [trait]: id=strong
4912#: data/core/macros/traits.cfg:104
4913#, fuzzy
4914msgid ""
4915"\n"
4916"\n"
4917"While useful for any close-combat unit, strong is most effective for units "
4918"who have a high number of swings such as the elvish fighter. Strong units "
4919"can be very useful when a tiny bit of extra damage is all that is needed to "
4920"turn a damaging stroke into a killing blow."
4921msgstr ""
4922"\n"
4923"\n"
4924"������ ���������� ���� ������ ��������-������������ ��������, ���������� ���� �������� �������������� ���� ���������� ���� ������ �� "
4925"���� ���������� �� ���������� ������ ���� �� ���������� ��������. ���������� ���������� ������ ���� �������� ���������� ������ �� "
4926"�������� ������ �� ������������ ���������� ���� ���� ������ ���� ���������� �� ������ �� �������������� ���������� �������� �� "
4927"���������� ������."
4928
4929#. [trait]: id=strong
4930#: data/core/macros/traits.cfg:104
4931#, fuzzy
4932msgid ""
4933"<italic>text='Strong'</italic> units do 1 more damage for every successful "
4934"strike in melee combat, and have 1 additional hitpoint."
4935msgstr ""
4936"���������� ���������� ���� 1 ���� ���������� ���� �������� ������������������ ���������� ���� �������� ������������, �� ������ 1 ���� "
4937"HP."
4938
4939#. [trait]: id=dextrous
4940#: data/core/macros/traits.cfg:123
4941msgid "dextrous"
4942msgstr "����������������"
4943
4944#. [trait]: id=dextrous
4945#: data/core/macros/traits.cfg:124
4946msgid "female^dextrous"
4947msgstr "����������������"
4948
4949#. [trait]: id=dextrous
4950#: data/core/macros/traits.cfg:125
4951#, fuzzy
4952msgid ""
4953"\n"
4954"\n"
4955"Dextrous is a trait possessed only by elves. The elven people are known for "
4956"their uncanny grace, and their great facility with the bow. Some, however, "
4957"are gifted with natural talent that exceeds their brethren. These elves "
4958"inflict an additional point of damage with each arrow."
4959msgstr ""
4960"\n"
4961"\n"
4962"���������������� ���� �� �������� ������������ �������� ���� ��������. �� ���������� ���������� �� ������ ���� ���� ������������ "
4963"��������, �� ���� �������� ���������������� ������ �� ����. ������, ����������, �� ������������ ������ ������������ ������������ "
4964"������ ������������ ���� ��������������. ������ �������� �������������� ���� ���������������� �������� �� ���������� ������ ���� ������."
4965
4966#. [trait]: id=dextrous
4967#: data/core/macros/traits.cfg:125
4968#, fuzzy
4969msgid ""
4970"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
4971"strike in ranged combat."
4972msgstr "���������������� ���������� ���� 1 ���� ���������� ���� �������� ������������������ ���������� ���� ���������� ������������."
4973
4974#. [trait]: id=quick
4975#: data/core/macros/traits.cfg:140
4976msgid "quick"
4977msgstr "��������"
4978
4979#. [trait]: id=quick
4980#: data/core/macros/traits.cfg:141
4981msgid "female^quick"
4982msgstr "��������"
4983
4984#. [trait]: id=quick
4985#: data/core/macros/traits.cfg:142
4986#, fuzzy
4987msgid ""
4988"\n"
4989"\n"
4990"Quick is the most noticeable trait, particularly in slower moving units such "
4991"as trolls or heavy infantry. Units with the quick trait often have greatly "
4992"increased mobility in rough terrain, which can be important to consider when "
4993"deploying your forces. Also, quick units aren’t quite as tough as units "
4994"without this trait and are subsequently less good at holding contested "
4995"positions."
4996msgstr ""
4997"\n"
4998"\n"
4999"�������� ���� �� �������� ������������������ ��������, �������������������� ���� �������� ���������� ���������� ������ ���� ���������� �� "
5000"�������� ����������������. ���������� ������ �� �������� �������� �������� ������ ������������ �������������� ���������������� ���� ������ "
5001"��������, ������ ������ ���� ���������������� �� �������������� ������ �������������� ���� ����������. ��������, �������� ���������� "
5002"������ �������� ���� ������ ���� ���������� ���������� ������ �������� �� �� ������������������������ ������ ������ ���� ������������ "
5003"������������������ ����������������."
5004
5005#. [trait]: id=quick
5006#: data/core/macros/traits.cfg:142
5007#, fuzzy
5008msgid ""
5009"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
5010"hitpoints than usual."
5011msgstr "�������� ���������� ������ 1 ������������ �������������� ��������, ������ 5% ������ HP ������ ����������."
5012
5013#. [trait]: id=intelligent
5014#: data/core/macros/traits.cfg:160
5015msgid "intelligent"
5016msgstr "��������������������"
5017
5018#. [trait]: id=intelligent
5019#: data/core/macros/traits.cfg:161
5020msgid "female^intelligent"
5021msgstr "��������������������"
5022
5023#. [trait]: id=intelligent
5024#: data/core/macros/traits.cfg:162
5025#, fuzzy
5026msgid ""
5027"\n"
5028"\n"
5029"<italic>text='Intelligent'</italic> units are very useful at the beginning "
5030"of a campaign as they can advance to higher levels more quickly. Later in "
5031"campaigns Intelligent is not quite as useful because the <italic>text='After "
5032"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
5033"advancing a level. If you have many ‘maximum level’ units you may wish to "
5034"recall units with more desirable traits."
5035msgstr ""
5036"\n"
5037"\n"
5038"�������������������� ���������� �� �������� ���������� ���� �� �������������� �� �� ������������ ���� ���� ������ ������������ �� ������ "
5039"������������ ���� ������������. �������� ���� �������������� �������������������� ���� ������ �������� ���� ���������� ���������� �� "
5040"�������� ���������������� ���������� �������������������� (AMLA) ���� ������ ���� ���������������������� �� �������� ���� "
5041"���������������� �� ����������. ���� �� ������ �������� '���������������� ����������' ���������� �� ���� ������ �� ���������� "
5042"���������� ������ ���� ������������������ ����������."
5043
5044#. [trait]: id=intelligent
5045#: data/core/macros/traits.cfg:162
5046msgid "Intelligent units require 20% less experience than usual to advance."
5047msgstr "�������������������� ���������� ������������ 20% ������ ������������������ ������ ���������� �� ������������."
5048
5049#. [trait]: id=resilient
5050#: data/core/macros/traits.cfg:176
5051msgid "resilient"
5052msgstr "������������������"
5053
5054#. [trait]: id=resilient
5055#: data/core/macros/traits.cfg:177
5056msgid "female^resilient"
5057msgstr "������������������"
5058
5059#. [trait]: id=resilient
5060#: data/core/macros/traits.cfg:178
5061msgid ""
5062"\n"
5063"\n"
5064"Resilient units can be useful at all stages of a campaign, and this is a "
5065"useful trait for all units. Resilient is often most helpful as a trait when "
5066"it occurs in a unit that has some combination of low hitpoints, good "
5067"defense, or high resistances. Resilient units are especially useful for "
5068"holding strategic positions against opponents."
5069msgstr ""
5070"\n"
5071"\n"
5072"������������������ ���������� ������ ���� ���������� ���� ���� ������������ �� �� ������������, �� ������ ���� �� ���������� �������� "
5073"���� ���� ����������. ������������������ ���� �������� �������� �������������� ���� �� �������� ������ ���� �������� ���� �� �������� "
5074"������ ������ ������ �������������������� �� ���� ����������������, ������ ������������, �� ���� ����������������������. "
5075"������������������ ���������� �� ���������������� ���������� ���� ������������ ������������������ ���������������� ������������ "
5076"����������������."
5077
5078#. [trait]: id=resilient
5079#: data/core/macros/traits.cfg:178
5080#, fuzzy
5081msgid ""
5082"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
5083"gain 1 more per level."
5084msgstr "������������������ ���������� ������ 4 HP �������� 1 HP ���� ���������� ���� ������ ����������."
5085
5086#. [trait]: id=healthy
5087#: data/core/macros/traits.cfg:197
5088msgid "healthy"
5089msgstr "����������"
5090
5091#. [trait]: id=healthy
5092#: data/core/macros/traits.cfg:198
5093msgid "female^healthy"
5094msgstr "����������"
5095
5096#. [trait]: id=healthy
5097#: data/core/macros/traits.cfg:199
5098msgid "Always rest heals"
5099msgstr "���������� �������� ��������"
5100
5101#. [trait]: id=healthy
5102#: data/core/macros/traits.cfg:200
5103msgid ""
5104"\n"
5105"\n"
5106"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
5107"more per level. They will also heal 2 hitpoints each turn, regardless of "
5108"whether they engaged in combat the turn before."
5109msgstr ""
5110
5111#. [trait]: id=healthy
5112#: data/core/macros/traits.cfg:200
5113#, fuzzy
5114#| msgid ""
5115#| "Renowned for their vitality, some dwarves are sturdier than others and "
5116#| "can rest even when travelling."
5117msgid ""
5118"Renowned for their vitality, some dwarves are sturdier than others and can "
5119"rest even when traveling."
5120msgstr ""
5121"������������ ���� ���� ����������������, ������ ���������� �� ������������ ������ �������� �� ������ �������� �������� ������ "
5122"����������������."
5123
5124#. [trait]: id=fearless
5125#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
5126msgid "fearless"
5127msgstr "����������"
5128
5129#. [trait]: id=fearless
5130#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
5131msgid "female^fearless"
5132msgstr "����������"
5133
5134#. [trait]: id=fearless
5135#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
5136msgid "Fights normally during unfavorable times of day/night"
5137msgstr "�������� ������������ ������������ �������������������� �������� �� ����/������"
5138
5139#. [trait]: id=fearless
5140#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
5141msgid "Aversion to light and dark holds no sway over these brave individuals."
5142msgstr "������������ �� ������ �� ������ ���������� ���� ������ ������ ������ �������� ����������������������."
5143
5144#. [trait]: id=feral
5145#: data/core/macros/traits.cfg:255
5146#, fuzzy
5147msgid "feral"
5148msgstr "����������"
5149
5150#. [trait]: id=feral
5151#: data/core/macros/traits.cfg:256
5152#, fuzzy
5153msgid "female^feral"
5154msgstr "������������"
5155
5156#. [trait]: id=feral
5157#: data/core/macros/traits.cfg:257
5158msgid "Receives only 50% defense in land-based villages"
5159msgstr ""
5160
5161#. [trait]: id=feral
5162#: data/core/macros/traits.cfg:258
5163msgid ""
5164"Dwellings of sentient beings are not easily used for cover by feral "
5165"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
5166"units receive a maximum of 50% defense in any land-based village regardless "
5167"of base terrain."
5168msgstr ""
5169
5170#. [trait]: id=weak
5171#: data/core/macros/traits.cfg:274
5172msgid "weak"
5173msgstr "������"
5174
5175#. [trait]: id=weak
5176#: data/core/macros/traits.cfg:275
5177msgid "female^weak"
5178msgstr "������"
5179
5180#. [trait]: id=weak
5181#: data/core/macros/traits.cfg:276
5182#, fuzzy
5183msgid ""
5184"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
5185"in hitpoints and melee damage."
5186msgstr "���������� ������ �������� ������ ������ �� -1 ������������������ ���� ���������������� �� �������� ����������."
5187
5188#. [trait]: id=slow
5189#: data/core/macros/traits.cfg:293
5190msgid "slow"
5191msgstr "������"
5192
5193#. [trait]: id=slow
5194#: data/core/macros/traits.cfg:294
5195msgid "female^slow"
5196msgstr "������"
5197
5198#. [trait]: id=slow
5199#: data/core/macros/traits.cfg:295
5200msgid ""
5201"\n"
5202"\n"
5203"Thick-bodied and clumsy, slow individuals of goblins and other species take "
5204"a movement penalty but are compensated for it with a slight increase in "
5205"endurance."
5206msgstr ""
5207"\n"
5208"\n"
5209"������-���������� �� ������������, ������ ���������������������� �� �������������� �� ������ ������������ ������ �� �������������� "
5210"�������������� ������ �� ���������������������� ���� ���� ������ �� �������� ������������ ���� ��������������."
5211
5212#. [trait]: id=slow
5213#: data/core/macros/traits.cfg:295
5214#, fuzzy
5215msgid ""
5216"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
5217"hitpoints."
5218msgstr "������ ���������� ������ -1 �������������� ������ 5% ���� ����������������."
5219
5220#. [trait]: id=dim
5221#: data/core/macros/traits.cfg:313
5222msgid "dim"
5223msgstr "������"
5224
5225#. [trait]: id=dim
5226#: data/core/macros/traits.cfg:314
5227msgid "female^dim"
5228msgstr "������"
5229
5230#. [trait]: id=dim
5231#: data/core/macros/traits.cfg:315
5232msgid ""
5233"\n"
5234"\n"
5235"Dim is a trait all too common in goblins and other lesser species. There are "
5236"reasons these species are lesser, and this is one of them."
5237msgstr ""
5238"\n"
5239"\n"
5240"������ ���� �� �������� ���� ���� ���������� ���� �������������� �� ������ �������� ������������. ���� �� ������������ ������ "
5241"������������ �� ��������, �� ������ ���� ������ �� ������."
5242
5243#. [trait]: id=dim
5244#: data/core/macros/traits.cfg:315
5245#, fuzzy
5246msgid ""
5247"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
5248"experience required to advance."
5249msgstr "���������� ������ �������� ������ �������� �� 20% ������������ ���� ������������������ �������������� �� ������������."
5250
5251#. [trait]: id=aged
5252#: data/core/macros/traits.cfg:329
5253msgid "aged"
5254msgstr "��������"
5255
5256#. [trait]: id=aged
5257#: data/core/macros/traits.cfg:330
5258#, fuzzy
5259msgid "female^aged"
5260msgstr "������"
5261
5262#. [trait]: id=aged
5263#: data/core/macros/traits.cfg:331
5264#, fuzzy
5265msgid ""
5266"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
5267"suffer from a 1 point decrease in movement and melee damage."
5268msgstr "���������� ������ �������� ������ ������ �� -1 ������������������ ���� ���������������� �� �������� ����������."
5269
5270#: data/core/units.cfg:11
5271msgid ""
5272"Despite orcs’ reliance on raw strength, few of their children are destined "
5273"to grow to possess any. Goblins are, despite their appearance, born as "
5274"siblings to the orcs and members of the same race. While other races usually "
5275"bear children singly or in pairs, orcs will have large litters of children "
5276"all at once, causing their populations to explode. Within any litter, there "
5277"will be only one or two who grow to the strength of a “true orc”, a few who "
5278"are born slightly smaller and weaker, and the rest, often a full half of any "
5279"litter, are much weaker and destined to be goblins. Almost as newborns the "
5280"class system of orcish society is visible, with the weak put in their place "
5281"by their stronger siblings. The stronger ones will routinely grab most of "
5282"the food and thus grow stronger still, while their weaker siblings do not."
5283msgstr ""
5284
5285#. [race]: id=bats
5286#: data/core/units.cfg:46
5287msgid "race^Bat"
5288msgstr "������"
5289
5290#. [race]: id=bats
5291#: data/core/units.cfg:47
5292msgid "race+female^Bat"
5293msgstr "������"
5294
5295#. [race]: id=bats
5296#: data/core/units.cfg:48
5297msgid "race^Bats"
5298msgstr "��������"
5299
5300#. [race]: id=bats
5301#: data/core/units.cfg:49
5302msgid ""
5303"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
5304"insects and other small animals. The larger and more vicious breeds are "
5305"known to pose a threat to humans and other races as well as their livestock, "
5306"especially when encountered in groups. Typically nocturnal, they are often "
5307"kept (and occasionally tamed) by those who share their love of the night."
5308msgstr ""
5309
5310#. [race]: id=drake
5311#: data/core/units.cfg:58
5312msgid "race^Drake"
5313msgstr "��������"
5314
5315#. [race]: id=drake
5316#: data/core/units.cfg:59
5317msgid "race+female^Drake"
5318msgstr "��������"
5319
5320#. [race]: id=drake
5321#: data/core/units.cfg:60
5322msgid "race^Drakes"
5323msgstr "����������"
5324
5325#. [race]: id=drake
5326#: data/core/units.cfg:61
5327msgid ""
5328"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
5329"dragons. On average, an adult drake stands around three meters tall and "
5330"easily weighs more than a man and a horse combined. Their skin is made up of "
5331"hard scales, resistant to most physical strikes except piercing and cold "
5332"damage. Most drakes are capable of true flight and can travel long distances "
5333"quickly. However, their sheer weight and bulk limits their flight ability "
5334"somewhat, making them ungainly in the air. Where possible, they make use of "
5335"terrain features such as hills, mountains and trees as launch points in "
5336"order to gain greater height and speed. Fortunately for their enemies, they "
5337"are still quite clumsy creatures and surprisingly slow in combat. This, "
5338"combined with their large size, renders them easy targets for those who dare "
5339"attack them.\n"
5340"\n"
5341"Drakes are inherently magical creatures, with a mysterious internal fire "
5342"fueling their very lives. This can easily be witnessed when one of their "
5343"kind perishes in combat; its internal fire is released, burning their "
5344"remains in to ashes. Their internal fire is also their greatest weakness; it "
5345"makes them extremely vulnerable to cold attacks. Despite their magical "
5346"nature, drakes are incapable of channeling magic in a controlled manner. "
5347"While the magic imbued within a drake’s body enables it to spit fire and "
5348"gives it life, they have no willful control over the functions of this "
5349"magic.\n"
5350"\n"
5351"<header>text='Society'</header>\n"
5352"Drakes are a relatively warlike race and their societies can be best "
5353"described as cultured martial societies. The core of a drake tribe is a "
5354"small group of veteran warriors headed by a mutually respected — or simply "
5355"feared — dominant who rules the society with an iron fist. Every drake is "
5356"expected to earn their place in the strict hierarchy, to obey their "
5357"superiors and command their inferiors. Entry to the ruling elite is only "
5358"possible through challenging and defeating a superior in single combat, "
5359"which is the way the hierarchy within the elite itself is established. The "
5360"use of deception of any kind towards any fellow drake is, without exception, "
5361"seen as cowardly and unacceptable.\n"
5362"\n"
5363"While their warlike nature and sense of territory drives them to defend "
5364"their territories savagely, drakes rarely invade or trespass on areas "
5365"already occupied by the other major races. Instead, they settle in "
5366"unpopulated areas to establish their own territory there. They primarily "
5367"feed on large game they hunt in the lowlands around their homes, but "
5368"hatchlings and lower caste drakes are known to feed also on certain kinds of "
5369"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
5370"weapon-smithing, but neither know nor need other science and culture besides "
5371"this. Nonetheless, the few implements they do fashion are almost unrivaled "
5372"in quality, only matched by those produced in the finest Dwarvish "
5373"foundries.\n"
5374"\n"
5375"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
5376"Death in battle is the most preferred way for a drake to leave this world. "
5377"Unlike the elder members of other races, drakes naturally grow more "
5378"aggressive and reckless towards the ends of their natural lives, perhaps to "
5379"help ensure their place in the heroic legends of their kind.\n"
5380"\n"
5381"<header>text='Geography'</header>\n"
5382"Drakes originated from an archipelago of volcanic islands called "
5383"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
5384"text='Great Ocean'</ref>. A combination of population pressure and the "
5385"subsidence of many of their home islands has caused colonies of drakes to "
5386"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
5387"Drakes tend to make their homes in mountain caverns near volcanoes to "
5388"protect their eggs, hatchings and forges. While drakes naturally prefer "
5389"warmth, their internal fire is more than capable of sustaining them even in "
5390"a relatively cold climate, a feature which has allowed them to populate even "
5391"some of the mountains of the far north of the Great Continent."
5392msgstr ""
5393
5394#. [race]: id=dwarf
5395#: data/core/units.cfg:94
5396msgid "race^Dwarf"
5397msgstr "��������"
5398
5399#. [race]: id=dwarf
5400#: data/core/units.cfg:95
5401msgid "race+female^Dwarf"
5402msgstr "��������"
5403
5404#. [race]: id=dwarf
5405#: data/core/units.cfg:96
5406msgid "race^Dwarves"
5407msgstr "����������"
5408
5409#. [race]: id=dwarf
5410#: data/core/units.cfg:97
5411msgid ""
5412"The dwarves are a race famed for their miners, blacksmiths, merchants and "
5413"warriors. Considered as the third oldest race on the great continent after "
5414"the elves and trolls, their early history is shrouded in mystery. Legends "
5415"tell of a time long forgotten when their people began emerging from their "
5416"underground world through caves. Nothing is known about their life prior to "
5417"their arrival, or their reasons for entering the surface world, but they "
5418"have been an integral part of the history of the continent since. Soon after "
5419"their emergence from the underground, the dwarves entered into conflict with "
5420"the original inhabitants of the land, the elves. The original reason for "
5421"their dispute has been lost to history, but the two races have since fought "
5422"three long wars, interrupted by a few decades of peace. During these wars "
5423"the dwarves could not dislodge the elves from the deep forests in the south, "
5424"but managed to consolidate their position in hills and the mountains in the "
5425"north of the continent, known now as the Northlands. Since then they have "
5426"constructed fantastic fortifications and settlements deep within the "
5427"mountains and crags of their territory.\n"
5428"\n"
5429"Possibly due to their isolation, the dwarves are generally distrustful or "
5430"hostile towards most other races, particularly the elves. The single "
5431"exception to this temperament is towards humans. This could be traced back "
5432"to the era of Haldric I and the arrival of humans and orcs to the continent. "
5433"At this point the dwarves began allowing some humans, mostly dissidents and "
5434"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
5435"Northlands. Their motivation was unsurprising. The plight of these "
5436"individuals reminded the dwarves of their early history of persecution, "
5437"eliciting a sense of solidarity. The dwarves also had much to gain in "
5438"forming a bond with these outcasts. They would settle in areas where dwarves "
5439"disliked living themselves; plains, forests, and swamps, freeing them from "
5440"defending these areas.\n"
5441"\n"
5442"Dwarves are of small stature by human measure, but they are by no means "
5443"fragile. Their warriors, tough and powerful are both feared and respected "
5444"throughout the continent for their prowess in battle. In addition, dwarves "
5445"are known for their calculating intellects and superb craftsmanship. Dwarven "
5446"smiths are renowned for their deadly weapons and heavy armor. These "
5447"accouterments are unrivaled in quality, possibly only matched by those "
5448"produced by drake armorers. Their intelligence and natural inquisitiveness "
5449"has also made them the most technically advanced race on the continent. One "
5450"of their most famous, and feared, discoveries was a mysterious powder that "
5451"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
5452"warriors use this powder to hurl small objects at tremendous speeds. Given "
5453"their technological inclinations, many dwarves tend to distrust magic users. "
5454"However, some practice a form of magic based on the engraving of runes. "
5455"Called runesmiths, they use these carvings to enchant items in order to "
5456"augment certain aspects of their natures."
5457msgstr ""
5458
5459#. [race]: id=elf
5460#: data/core/units.cfg:114
5461msgid "race^Elf"
5462msgstr "������"
5463
5464#. [race]: id=elf
5465#: data/core/units.cfg:115
5466msgid "race+female^Elf"
5467msgstr "������"
5468
5469#. [race]: id=elf
5470#: data/core/units.cfg:116
5471msgid "race^Elves"
5472msgstr "��������"
5473
5474#. [race]: id=elf
5475#: data/core/units.cfg:118
5476msgid ""
5477"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
5478"They have slightly pointy ears, pale skin and usually blond hair. Few "
5479"differences between humans and elves are more pronounced than the Elves’ "
5480"unusually long life — most, unless claimed by illness, accident or war, live "
5481"a full two and a half centuries. While some elves possessing a high magical "
5482"aptitude have been known to live an additional full century, most elves "
5483"begin to grow physically frail at some point between 250 and 300 years of "
5484"age and pass away rapidly (generally within a year or two) thereafter.\n"
5485"\n"
5486"Elves are naturally imbued with magic to a small degree. Though most are "
5487"unable to channel it directly, its latent presence gives them their keen "
5488"senses and long life. Many elves have magic-driven talents such as "
5489"marksmanship or stealth, allowing them to achieve tasks that most normal "
5490"beings would find astonishing. Those elves that learn to wield this power in "
5491"more general ways can become truly formidable in its use. Many choose to use "
5492"their gift to heal others.\n"
5493"\n"
5494"A few elves, venturing far down the paths of magic and mysticism, become "
5495"sensitive to the presence of cold iron and can even be burned by it. Elvish "
5496"legend hints that this was more common in the far past.\n"
5497"\n"
5498"Elves spend much of their time honing their talents and skills. Those not "
5499"adept at the magical arts typically devote their time honing their physical "
5500"skills. As a result, elves excel at archery, which is perhaps their most "
5501"important method of warfare. Most elvish troops carry a bow and no other "
5502"race can rival their archers in speed and accuracy. All elves also share an "
5503"intense affection for unspoiled nature. They often feel uncomfortable in "
5504"open, unvegetated spaces. They live primarily in the forests of the Great "
5505"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
5506"the great northern woods of which the Lintanir Forest is the southernmost "
5507"edge.\n"
5508"\n"
5509"Elves are the eldest race of the continent, with the possible exception of "
5510"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
5511"having existed for over a millennium."
5512msgstr ""
5513
5514#. [race]: id=falcon
5515#: data/core/units.cfg:135
5516#, fuzzy
5517#| msgid "race^Human"
5518msgid "race^Falcon"
5519msgstr "����������"
5520
5521#. [race]: id=falcon
5522#: data/core/units.cfg:136
5523#, fuzzy
5524#| msgid "race+female^Human"
5525msgid "race+female^Falcon"
5526msgstr "����������"
5527
5528#. [race]: id=falcon
5529#: data/core/units.cfg:137
5530#, fuzzy
5531#| msgid "race^Humans"
5532msgid "race^Falcons"
5533msgstr "������������"
5534
5535#. [race]: id=falcon
5536#: data/core/units.cfg:138
5537msgid ""
5538"Falcons are birds of prey, noted for their exceptional speed and agility. "
5539"Lighter and with less powerful talons than other raptors, falcons instead "
5540"favor the use of their beak to kill their targets. Their keen eye and "
5541"capacity for domestication makes them a populous and well-known creature, "
5542"used both by nobles in sport, and by nomads or tribes who find them useful "
5543"in hunting for food. Falcons occasionally find a role on the field of war as "
5544"well, with certain falconers training their birds to distinguish between "
5545"friend and foe, making them a useful asset to aid in an army’s charge."
5546msgstr ""
5547
5548#. [race]: id=goblin
5549#: data/core/units.cfg:148
5550msgid "race^Goblin"
5551msgstr "������������"
5552
5553#. [race]: id=goblin
5554#: data/core/units.cfg:149
5555msgid "race+female^Goblin"
5556msgstr "������������"
5557
5558#. [race]: id=goblin
5559#: data/core/units.cfg:150
5560msgid "race^Goblins"
5561msgstr "��������������"
5562
5563#. [race]: id=goblin
5564#: data/core/units.cfg:151
5565msgid ""
5566"\n"
5567"\n"
5568"Goblins are puny and quite frail, rarely growing past the size and stature "
5569"of a human child.\n"
5570"\n"
5571"Goblins are born into a lifetime of near-slavery to their larger kin, and "
5572"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
5573"in part because they are so very numerous, and also because their brother "
5574"orcs are well aware how dependent they are on the goblins. They perform the "
5575"bulk of manual labor needed by the orcs, with the sole exception of jobs "
5576"that require the brute strength of true orcs. Those the orcs revel in as "
5577"proof of their prowess."
5578msgstr ""
5579
5580#. [race]: id=gryphon
5581#: data/core/units.cfg:168
5582msgid "race^Gryphon"
5583msgstr "������������"
5584
5585#. [race]: id=gryphon
5586#: data/core/units.cfg:169
5587msgid "race+female^Gryphon"
5588msgstr "������������"
5589
5590#. [race]: id=gryphon
5591#: data/core/units.cfg:170
5592msgid "race^Gryphons"
5593msgstr "��������������"
5594
5595#. [race]: id=gryphon
5596#: data/core/units.cfg:171
5597msgid ""
5598"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
5599"predators and birds of prey. While occasionally tamed and ridden by the "
5600"daring, gryphons are very territorial and aggressive, particularly regarding "
5601"their nests.\n"
5602"\n"
5603"The means by which gryphons are able to fly despite their great weight has "
5604"been a source of debate for centuries, but it remains as mysterious as their "
5605"origins."
5606msgstr ""
5607
5608#. [race]: id=human
5609#: data/core/units.cfg:189
5610msgid "race^Human"
5611msgstr "����������"
5612
5613#. [race]: id=human
5614#: data/core/units.cfg:190
5615msgid "race+female^Human"
5616msgstr "����������"
5617
5618#. [race]: id=human
5619#: data/core/units.cfg:191
5620msgid "race^Humans"
5621msgstr "������������"
5622
5623#. [race]: id=human
5624#: data/core/units.cfg:192
5625#, fuzzy
5626#| msgid ""
5627#| "The race of men is an extremely diverse one. Although they originally "
5628#| "came from the Old Continent, men have spread all over the world and split "
5629#| "into many different cultures and races. Although they are not imbued with "
5630#| "magic like other creatures, humans can learn to wield it and able to "
5631#| "learn more types than most others. They have no extra special abilities "
5632#| "or aptitudes except their versatility and drive. While often at odds with "
5633#| "other races, they can occasionally form alliances with the less "
5634#| "aggressive races such as elves and dwarves. The less scrupulous among "
5635#| "them do not shrink back from hiring orcish mercenaries, either. They have "
5636#| "no natural enemies, although the majority of men, like most people of all "
5637#| "races, have an instinctive dislike of the undead. Men are shorter than "
5638#| "the elves, but taller still than dwarves. Their skin color can vary, from "
5639#| "almost white to dark brown.\n"
5640#| "\n"
5641#| "<header>text='Subjects of the Crown'</header>\n"
5642#| "Many different groups of men exist, but the majority of them on the Great "
5643#| "Continent live under the rule of the Crown of Wesnoth. The humans first "
5644#| "appeared on the Great Continent from a land far across the ocean to the "
5645#| "West, the Green Isle, and soon established their capital at the inland "
5646#| "city of Weldyn. Over the following centuries they have built up a number "
5647#| "cities across the continent. The soldiers from the Crown of Wesnoth "
5648#| "protect the country, forming the most organized military force in the "
5649#| "known world. Its warriors come from the main provinces, where all men are "
5650#| "conscripted at an early age.\n"
5651#| "\n"
5652#| "<header>text='The Clansmen'</header>\n"
5653#| "The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
5654#| "geography consisting of more open plains and rolling hills than the "
5655#| "western, more civilized provinces. They are home to the Horse Clans, who "
5656#| "are allied with the Crown of Wesnoth but operate independently and "
5657#| "maintain their own identity. Some consider them to be a tributary state, "
5658#| "which sends food and soldiers to Crown in exchange for protection. Others "
5659#| "say they are on equal footing with the western half of Wesnoth. In any "
5660#| "case, the eastern provinces do not have a conscript army the way Western "
5661#| "Wesnoth does. Training for fighting is part of the way of life of the "
5662#| "Clans; the parents teach the children to ride horses, fight and shoot a "
5663#| "bow from an early age. In general, the Clan warriors are less organized "
5664#| "than the civilized fighters, and the strengths and weaknesses of these "
5665#| "groups complement each other."
5666msgid ""
5667"The race of men is an extremely diverse one. Although they originally came "
5668"from the Old Continent, men have spread all over the world and split into "
5669"many different cultures and races. Although they are not imbued with magic "
5670"like other creatures, humans can learn to wield it and are able to learn "
5671"more types than most others. They have no extra special abilities or "
5672"aptitudes except their versatility and drive. While often at odds with other "
5673"races, they can occasionally form alliances with the less aggressive races "
5674"such as elves and dwarves. The less scrupulous among them do not shrink back "
5675"from hiring orcish mercenaries, either. They have no natural enemies, "
5676"although the majority of men, like most people of all races, have an "
5677"instinctive dislike of the undead. Men are shorter than the elves, but "
5678"taller still than dwarves. Their skin color can vary, from almost white to "
5679"dark brown.\n"
5680"\n"
5681"<header>text='Subjects of the Crown'</header>\n"
5682"Many different groups of men exist, but the majority of them on the Great "
5683"Continent live under the rule of the Crown of Wesnoth. The humans first "
5684"appeared on the Great Continent from a land far across the ocean to the "
5685"West, the Green Isle, and soon established their capital at the inland city "
5686"of Weldyn. Over the following centuries they have built up a number cities "
5687"across the continent. The soldiers from the Crown of Wesnoth protect the "
5688"country, forming the most organized military force in the known world. Its "
5689"warriors come from the main provinces, where all men are conscripted at an "
5690"early age.\n"
5691"\n"
5692"<header>text='The Clansmen'</header>\n"
5693"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
5694"geography consisting of more open plains and rolling hills than the western, "
5695"more civilized provinces. They are home to the Horse Clans, who are allied "
5696"with the Crown of Wesnoth but operate independently and maintain their own "
5697"identity. Some consider them to be a tributary state, which sends food and "
5698"soldiers to Crown in exchange for protection. Others say they are on equal "
5699"footing with the western half of Wesnoth. In any case, the eastern provinces "
5700"do not have a conscript army the way Western Wesnoth does. Training for "
5701"fighting is part of the way of life of the Clans; the parents teach the "
5702"children to ride horses, fight and shoot a bow from an early age. In "
5703"general, the Clan warriors are less organized than the civilized fighters, "
5704"and the strengths and weaknesses of these groups complement each other."
5705msgstr ""
5706"�� ������ �� ������ ���� ���� ������������������ ���������� ������. �������� ���� ������������������ ������ �������� �� ������ "
5707"������������������, ������ ������ ���������� ���� ������ �� �������� �� ���������� �������� �������� �������������� ������������ �� "
5708"����������. �������� ���� �� ������ ���������� ������ ���������� ������ ������ ������������, ������������ ������ ������ �� �������� "
5709"���� �� �������� �� ������ ���� �������� ������ �������� ��������. ���� ������ ���� ������������ ������������ ���������������� �� "
5710"���������������� ������������ ���� �������������������� �� ��������. ������ �������� ���� ������ ������ ������ ����������, ���� ������ "
5711"������������������ ������ ���������������� ������ �� ������ �������������� ���������� ������ ���� �������� �� ����������. �� ������ "
5712"�������������������� �������� ������ ���� ������ ���������� ������ �������� ���������� �������� ����������������, ������. ���� ������ "
5713"���� ������������ ������������, �������� �� ���������������� �� ������, ������ �������� ���������� �� ���� ����������, ������ ���� "
5714"�������������������� ������������ �� �� ����������. ������ �� �������� ������ �� ��������, ������ �������� �������� ������ ����������. "
5715"���� �������� �������� ������ ������, �������� ������������ ������ �� ������ ��������.\n"
5716"\n"
5717"<header>text='���������������� �� �� ��������'</header>\n"
5718"�������� �������������� ���������� �� ������ ������������, ������ �� ���������������� �� ������ ���� �� �������� ������������������ "
5719"������ �������� �� ������ �� �� �������� �� ·������������. �� ������������ �������� �������� ���� �� �������� ������������������ "
5720"�������� �� �������� ���� ���������� �� �������� �� �� ��������, �� �������� ����, �� ������ ������������������ ���� �������������� "
5721"���� �� ������������ �������� �� ·������������. ������ �� ������������ ���������������� ���� ������ �������� ���� �� ���������� "
5722"���������� ���������� �� ������������������. �� ������������ �������� �� �������� �� ·������������ �������������� �� ������������, "
5723"���������� �� �������� �������������� �������������� ������ ���� �� ������ ��������. ������ ������������ ������ �������� �� ������ "
5724"������������������, ���� ���� ������ �� ���������������������� ���� ���� ������ ����.\n"
5725"\n"
5726"<header>text='�� ·����������������'</header>\n"
5727"�� ���������� ������������������ �� ·������������, ������ ���� �� �������� ����������������, ������ �� ���������������� "
5728"������������������ �� ���� �������� ���������� �� ���������� �������� ������ �� ������������, ���� ���������������� ������������������. "
5729"���� �� ������ �� �� ������ ����������, ���� �� �������� ������ �� �������� �� ·������������ ������ ���������� "
5730"�������������������������� �� ������������ ���� ���� ����������������. ������ �������������� ������ �� ���� �� ������������������ "
5731"��������, ������ ���������� ������ �� ������������ �� �������� ���� �������������� ���� ������������������. �������� ���� ���� �� ���� "
5732"���������� ���������� ������ �� ������������ ������ �� ·������������. ���� ������ ������, �� ���������� ������������������ ���� ������ "
5733"������ �� ������������������ ������ �� ���� ������������ ·������������ ������. ������������ ���� ���������� ���� ������ �� �� ���� �� "
5734"������ �� �� ����������; �� ������������ ������ �� �������������� �� ������ ����������, ������ �� ������ �� ���� �������� ���� "
5735"������ ����. ���� ������������, �� �������� ������������ �� ������ �������������� ������ �� ���������������� ����������, �� �� "
5736"�������������� �� ���������������� �� ������ ���������� �������������������� ���� ������."
5737
5738#. [race]: id=dunefolk
5739#. [race]: id=khalifate # wmllint: noconvert
5740#: data/core/units.cfg:208 data/core/units.cfg:233
5741#, fuzzy
5742#| msgid "race^Human"
5743msgid "race^Dunefolk Human"
5744msgstr "����������"
5745
5746#. [race]: id=dunefolk
5747#. [race]: id=khalifate # wmllint: noconvert
5748#: data/core/units.cfg:209 data/core/units.cfg:234
5749#, fuzzy
5750#| msgid "race+female^Human"
5751msgid "race+female^Dunefolk Human"
5752msgstr "����������"
5753
5754#. [race]: id=dunefolk
5755#. [race]: id=khalifate # wmllint: noconvert
5756#: data/core/units.cfg:210 data/core/units.cfg:235
5757#, fuzzy
5758#| msgid "race+plural^Undead"
5759msgid "race+plural^Dunefolk"
5760msgstr "����������"
5761
5762#. [race]: id=dunefolk
5763#: data/core/units.cfg:211
5764msgid ""
5765"An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
5766"claim to the river valleys and oases of the Sandy Wastes. How they came to "
5767"inhabit this far corner of the Great Continent is unknown. Their legends "
5768"tell of many long and perilous travels through far-flung lands, but the true "
5769"origin of their people is a topic of endless and heated debate among even "
5770"the most erudite of their scholars.\n"
5771"\n"
5772"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
5773"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
5774"wealthy merchants form the backbone of the urban economy. Each of these "
5775"cities also enjoys a degree of independence less common in the more "
5776"centralized nations to the north, many even maintaining their own standing "
5777"armies. In times of need, however, each and all rally to a higher authority "
5778"designated to protect the superior interest of the nation.\n"
5779"\n"
5780"Those who have not settled in these urban centers still adhere to the "
5781"lifestyle of their ancestors, roaming the dunes and leading their herds from "
5782"one watering hole to another. They are most active during the early hours of "
5783"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
5784"cold. Their skill at moving through the sands is excellent even by Dunefolk "
5785"standards. Although sometimes regarded with contempt by their city "
5786"counterparts, they provide an invaluable service as mobile, light troops in "
5787"war, or as escorts for trading caravans during times of peace.\n"
5788"\n"
5789"The Dunefolk’s inclination towards trade and exploration has allowed their "
5790"cities to amass immense fortunes, a fact regarded both with admiration and "
5791"envy by other races. Mutual interests have fostered cordial relations with "
5792"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
5793"have always considered Dunefolk expeditions to be too intrusive, especially "
5794"when they venture close to territorial boundaries. It is not uncommon for "
5795"caravans to fall prey to troll ambushes in the mountains, something that has "
5796"given rise to countless tales of unimaginable treasure amassed in hidden "
5797"caves.\n"
5798"\n"
5799"As a result of living in hostile environments for centuries, the Dunefolk "
5800"have developed rational methods of enquiry through which they continue to "
5801"improve their understanding of the world. Their study of herbal medicine "
5802"keeps their warriors and workers fresh and healthy. Their knowledge of "
5803"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
5804"At the same time, this analytical mindset has distanced them from magical "
5805"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
5806"hence unreliable. For this reason, the Dunefolk especially loathe the "
5807"perversions of necromancy and the dark arts, even more so than other races.\n"
5808"\n"
5809"The Dunefolk’s inquisitive and explorative nature does not preclude military "
5810"strength. Not only do they field nimble light troops, cataphracts, and "
5811"heavily armored infantry, but their keen knowledge of technology grants them "
5812"a decisive advantage over their opponents. When facing the Dunefolk in "
5813"battle, however, the most fearsome sight is certainly their deployment of "
5814"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
5815"their synergy with these creatures allows for great versatility in combat. "
5816"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
5817"distant past in the exotic far corners of Irdya."
5818msgstr ""
5819
5820#. [race]: id=khalifate # wmllint: noconvert
5821#: data/core/units.cfg:236
5822msgid "This race does not have a description yet."
5823msgstr ""
5824
5825#. [race]: id=lizard
5826#: data/core/units.cfg:247
5827msgid "race^Saurian"
5828msgstr "��������"
5829
5830#. [race]: id=lizard
5831#: data/core/units.cfg:248
5832msgid "race+female^Saurian"
5833msgstr "��������"
5834
5835#. [race]: id=lizard
5836#: data/core/units.cfg:249
5837msgid "race^Saurians"
5838msgstr "����������"
5839
5840#. [race]: id=lizard
5841#: data/core/units.cfg:250
5842msgid ""
5843"Saurians are lizard-like creatures. Smaller and more slender than humans, "
5844"they rarely stand taller than a ten year old child, though from tip of snout "
5845"to end of tail a Saurian can be as long as the average man is tall. Light "
5846"and nimble, the warriors prefer to fight as they hunt — slipping through "
5847"enemy lines to target the weak and the injured while evading their "
5848"attackers.\n"
5849"\n"
5850"<header>text='Society'</header>\n"
5851"Saurians are very mysterious creatures due to their tendency to live in "
5852"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
5853"Saurians believe all the events in a life can be predicted by the use of a "
5854"complex form of astrology.\n"
5855"\n"
5856"Saurian culture is sharply segregated between the genders. Within each "
5857"gender the members compete, and through skill, determination, and reputation "
5858"establish a clear pecking order, with a chief at the top. On those occasions "
5859"when the two genders interact they do not contest for dominance; instead, "
5860"the situation determines the dominant gender. The chief of the males is "
5861"alpha within the clan's village or encampment while the chief of females is "
5862"dominant anywhere else. This continues down the rank structure with each "
5863"male or female being dominant over any member of the opposite gender with "
5864"lower rank and submitting to members of the opposite gender with higher "
5865"rank.\n"
5866"\n"
5867"The segregation and alternating gender-dominance of Saurian society is an "
5868"outgrowth of their clearly defined gender roles. It is the responsibility of "
5869"the female to hunt and find food, skills which ultimately train them to be "
5870"warriors: the skirmishers, flankers, and ambushers other races so fear. "
5871"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
5872"the females. While this leaves time for the males to develop and hone the "
5873"arts of astrology, healing, and magic, it also exposes them to significant "
5874"danger, as they are stationary targets for a Saurian clan's number one enemy "
5875"— other Saurian clans.\n"
5876"\n"
5877"New Saurian clans are started when the proper astrological signs are read. "
5878"Called a “hatching,” each female indicated by the conjunction selects a "
5879"group of individuals with lower rank and leave their source clan. Frequently "
5880"all females with a specific trait will be indicated, causing multiple clans "
5881"to “hatch” at the same time. Selection is a simple process: no group leaving "
5882"can be larger than any other, all the groups together cannot be larger than "
5883"the group being left, and higher ranking allows a female to overrule another "
5884"female's choice of who they take.\n"
5885"\n"
5886"Because of their rapid population growth, frequent splits in clans, and the "
5887"fact that cannibalism is not taboo, violence is one of the defining features "
5888"of Saurian life. This limits the growth of the Saurian culture to fits and "
5889"starts, as much of their knowledge is passed by oral tradition and their "
5890"possessions must be mobile.\n"
5891"\n"
5892"<header>text='Geography'</header>\n"
5893"Saurians can live in many different areas, though swamps are by far their "
5894"most common habitat.\n"
5895"\n"
5896"<header>text='Biology'</header>\n"
5897"Saurians live spectacularly short lives by comparison to most of the other "
5898"races of Wesnoth, reaching full adulthood within three years and often dying "
5899"by the time they are 10 to 15 years old. By far, the most common cause of "
5900"death is violence. Saurian females produce clutches of about 20 eggs roughly "
5901"once a year, which creates constant population pressure and would stress "
5902"most carnivores' food supply. Hunters and scavengers, Saurians have "
5903"extremely strong jaws and have a very powerful digestive system with highly "
5904"acidic fluids, making them capable of eating and digesting all of their prey "
5905"including skin, teeth, horns and bones. Further, they have no aversion to "
5906"eating carrion and even committing cannibalism, which are both regular "
5907"occurrences."
5908msgstr ""
5909
5910#. [race]: id=mechanical
5911#: data/core/units.cfg:276
5912msgid "race^Mechanical"
5913msgstr "������������������"
5914
5915#. [race]: id=mechanical
5916#: data/core/units.cfg:277
5917msgid "race+plural^Mechanical"
5918msgstr "������������������"
5919
5920#. [race]: id=mechanical
5921#: data/core/units.cfg:278
5922msgid ""
5923"Animated neither by natural life nor by necromancy, the term "
5924"<italic>text='mechanical'</italic> describes a created artifact of an "
5925"intelligent being. Most mechanical things neither move nor think on their "
5926"own, but some do so as a result of magical enchantment."
5927msgstr ""
5928
5929#. [race]: id=merman
5930#: data/core/units.cfg:287
5931msgid "race^Merman"
5932msgstr "����������"
5933
5934#. [race]: id=merman
5935#: data/core/units.cfg:288
5936msgid "race^Mermaid"
5937msgstr "����������"
5938
5939#. [race]: id=merman
5940#: data/core/units.cfg:289
5941#, fuzzy
5942#| msgid "race^Troll"
5943msgid "race^Merfolk"
5944msgstr "��������"
5945
5946#. [race]: id=merman
5947#: data/core/units.cfg:291
5948msgid ""
5949"Something like a fusion between humans and fish, the merfolk are an "
5950"enigmatic race with both piscine and humanoid attributes. They have strong "
5951"tails that lend themselves to quick movement in any watery environment while "
5952"their dextrous hands and intelligent minds allow fine craftsmanship and "
5953"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
5954"without difficulty. Despite being able to survive on land, they are much "
5955"quicker and more agile in the water and will rarely be found far from the "
5956"ocean. They are typically wary of dry land, as they are awkward and clumsy "
5957"there and they struggle greatly to move over rough or forested terrain."
5958msgstr ""
5959
5960#. [race]: id=monster
5961#: data/core/units.cfg:299
5962msgid "race^Monster"
5963msgstr "������������"
5964
5965#. [race]: id=monster
5966#: data/core/units.cfg:300
5967#, fuzzy
5968#| msgid "race^Monster"
5969msgid "race+female^Monster"
5970msgstr "������������"
5971
5972#. [race]: id=monster
5973#: data/core/units.cfg:301
5974msgid "race^Monsters"
5975msgstr "��������������"
5976
5977#. [race]: id=monster
5978#: data/core/units.cfg:302
5979msgid ""
5980"The term “monster” incorporates many hideous beasts that haunt the caves, "
5981"wilderness, ocean depths, and other climes of the world. They figure largely "
5982"in the tales and nightmares of its denizens, as well."
5983msgstr ""
5984
5985#. [race]: id=naga
5986#: data/core/units.cfg:309
5987msgid "race^Naga"
5988msgstr "��������"
5989
5990#. [race]: id=naga
5991#: data/core/units.cfg:310
5992#, fuzzy
5993#| msgid "race^Nagani"
5994msgid "race^Nagini"
5995msgstr "������������"
5996
5997#. [race]: id=naga
5998#: data/core/units.cfg:311
5999msgid "race^Nagas"
6000msgstr "����������"
6001
6002#. [race]: id=naga
6003#: data/core/units.cfg:312
6004msgid ""
6005"The serpentine nagas are one of the least understood races of the Great "
6006"Continent. Part of this is due to their xenophobic nature and part is due to "
6007"their alien environment. Nagas are one of the few races capable of any "
6008"meaningful mobility in water, giving them access to a whole world "
6009"effectively forbidden to land dwellers and further separating them from the "
6010"terrestrial beings that they shun. Still, they are not true creatures of the "
6011"sea, and their inability to breathe water leaves them in trepidation of the "
6012"abyss. Living in coastal areas gives them an escape route on land against "
6013"denizens of the deep while keeping them out of reach of those who travel by "
6014"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
6015"often faster and more nimble than their opponents. They sometimes find "
6016"themselves at odds with merfolk when their territories overlap, but overall "
6017"nagas tend to favor swamps and rivers as much as open water."
6018msgstr ""
6019
6020#. [race]: id=ogre
6021#: data/core/units.cfg:320
6022msgid "race^Ogre"
6023msgstr "������"
6024
6025#. [race]: id=ogre
6026#: data/core/units.cfg:321
6027msgid "race+female^Ogre"
6028msgstr "������"
6029
6030#. [race]: id=ogre
6031#: data/core/units.cfg:322
6032msgid "race^Ogres"
6033msgstr "��������"
6034
6035#. [race]: id=ogre
6036#: data/core/units.cfg:323
6037msgid ""
6038"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
6039"the Great Continent. Physically, they resemble humans and orcs but are "
6040"larger and stronger. Even their adolescents are more than a match for most "
6041"men. Ogres are distrusted in many populated areas and usually either avoid "
6042"them or are driven out by force. Instead, they lurk the mountainous areas on "
6043"the edges of civilization, where hungry ogre bandits provide a constant "
6044"threat to travelers and caravans. While ogres are not particularly "
6045"intelligent or quick, their toughness and physical strength make them a "
6046"valuable asset in the armies of other races. They are especially valued by "
6047"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
6048"known about their biology or society, if they can truly be said to have one, "
6049"but they are said to attack alongside wolves and other beasts. Whether this "
6050"is a sign of cooperation, domestication, or simply mutual opportunism is not "
6051"known."
6052msgstr ""
6053
6054#. [race]: id=orc
6055#: data/core/units.cfg:331
6056msgid "race^Orc"
6057msgstr "����"
6058
6059#. [race]: id=orc
6060#: data/core/units.cfg:332
6061msgid "race+female^Orc"
6062msgstr "����"
6063
6064#. [race]: id=orc
6065#: data/core/units.cfg:333
6066msgid "race^Orcs"
6067msgstr "������"
6068
6069#. [race]: id=orc
6070#: data/core/units.cfg:334
6071#, fuzzy
6072#| msgid ""
6073#| "In appearance, orcs are half men and half beasts. They are taller, "
6074#| "sturdier and stronger than humans. They are warlike, savage, and cruel by "
6075#| "nature. Their blood is darker and thicker than that of normal humans and "
6076#| "they have little care for personal hygiene or their personal appearance. "
6077#| "Although Orcs are violent even among themselves creatures, they are pack-"
6078#| "oriented; an orc never travels long or lives alone in groups smaller than "
6079#| "half a dozen.\n"
6080#| "\n"
6081#| "<header>text='Society'</header>\n"
6082#| "Almost every orc are a member of a tribe or a clan. Relations between "
6083#| "neighboring tribes are usually violent, except in cases of a mutual enemy "
6084#| "threatens their existence or prospects of great plunder override mutual "
6085#| "animosity. Occasionally, a single strong chieftain may emerge to lead "
6086#| "multiple tribes from time to time, usually through intimidation of "
6087#| "followers. An orc tribe in times of peace tends to focus almost solely on "
6088#| "strengthening itself in preparation for the next armed conflict. Orcs are "
6089#| "known to possess a crude system of writing — usually in blood — although "
6090#| "it’s most commonly used to trade insults or threats among tribal "
6091#| "leaders.\n"
6092#| "\n"
6093#| "Orc societies are based on little else but strength; might makes right, "
6094#| "and a leader leads and survives only as long as no one manages to wrest "
6095#| "the title from him. A constant struggle for power simmers among potential "
6096#| "tribal chiefs. An orcish leader rarely lives more than a handful of years "
6097#| "to enjoy his absolute authority before being killed for his position — "
6098#| "although history knows some notable exceptions. Orcs hold no particular "
6099#| "honor code and while indisputable raw strength is usually the preferred "
6100#| "method of displaying power, assassination, poisoning and backstabbing are "
6101#| "completely viable means to further one’s own goals.\n"
6102#| "\n"
6103#| "Orcs mostly live in rural areas, often in foothills or mountainous "
6104#| "regions, sometimes in caves. They grow no crops nor keep livestock, but "
6105#| "are competent hunters as a result of their physical stature and "
6106#| "brutality. Due to their large numbers they are capable of hunting an area "
6107#| "virtually clean of anything larger than rodents in relatively short "
6108#| "period of time. Due to this and their unstable leadership, orcish tribes "
6109#| "tend to lead a semi-nomadic lifestyle, never settling in one region for "
6110#| "too long. The larger tribes may establish themselves firmly in an area "
6111#| "for years or even decades and build large encampments almost resembling "
6112#| "cities, but even these are easily dismantled and abandoned if there is a "
6113#| "need to relocate the horde.\n"
6114#| "\n"
6115#| "The oldest known orcs have been around 50 to 60 years of age, but very "
6116#| "few individuals ever live to see over two or three decades before meeting "
6117#| "their end either in war or by the hand of one of their kin. The oldest "
6118#| "orcs are often shamans, which are perhaps the only ones most of their "
6119#| "kind sees as being trustworthy and neutral. The origins of this custom "
6120#| "are unknown, as the shamans do not directly contribute much to orcish "
6121#| "societies but only act as advisors — not something orcs tend to otherwise "
6122#| "tolerate. Shamans are in many ways the opposite of most other orcs: they "
6123#| "are often physically withered and frail in comparison and lack skill in "
6124#| "battle. Despite their reliance on raw strength, not nearly all orcs are "
6125#| "destined to grow to possess any. Many orcs are born smaller and weaker "
6126#| "than the rest, and already almost as newborns are put in their place by "
6127#| "their stronger siblings. The stronger ones will routinely grab most of "
6128#| "the food and thus grow stronger still, while their weaker siblings do "
6129#| "not. Many of these individuals tend to specialize in other skills, like "
6130#| "archery or assassination."
6131msgid ""
6132"In appearance, orcs resemble humans but with some bestial features. They are "
6133"taller, sturdier and stronger than humans. They are warlike, savage, and "
6134"cruel by nature. Their blood is darker and thicker than that of humans, and "
6135"they have little care for personal hygiene or their personal appearance. "
6136"Although Orcs are violent even among themselves, they are pack-oriented; an "
6137"orc never travels alone or lives in groups smaller than half a dozen.\n"
6138"\n"
6139"<header>text='Society'</header>\n"
6140"Almost every orc is a member of a tribe or a clan. Relations between "
6141"neighboring tribes are usually violent, except in cases of a mutual enemy "
6142"threatens their existence or prospects of great plunder override mutual "
6143"animosity. Occasionally, a single strong chieftain may emerge to lead "
6144"multiple tribes from time to time, usually through intimidation of "
6145"followers. An orc tribe in times of peace tends to focus almost solely on "
6146"strengthening itself in preparation for the next armed conflict. Orcs are "
6147"known to possess a crude system of writing — usually in blood — although "
6148"it’s most commonly used to trade insults or threats among tribal leaders.\n"
6149"\n"
6150"Orc societies are based on little else but strength; might makes right, and "
6151"a leader leads and survives only as long as no one manages to wrest the "
6152"title from him. A constant struggle for power simmers among potential tribal "
6153"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
6154"his absolute authority before being killed for his position — although "
6155"history knows some notable exceptions. Orcs hold no particular honor code "
6156"and while indisputable raw strength is usually the preferred method of "
6157"displaying power, assassination, poisoning and backstabbing are completely "
6158"viable means to further one’s own goals.\n"
6159"\n"
6160"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
6161"sometimes in caves. They grow no crops nor keep livestock, but are competent "
6162"hunters as a result of their physical stature and brutality. Due to their "
6163"large numbers they are capable of hunting an area virtually clean of "
6164"anything larger than rodents in relatively short period of time. Due to this "
6165"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
6166"lifestyle, never settling in one region for too long. The larger tribes may "
6167"establish themselves firmly in an area for years or even decades and build "
6168"large encampments almost resembling cities, but even these are easily "
6169"dismantled and abandoned if there is a need to relocate the horde.\n"
6170"\n"
6171"The oldest known orcs have been around 50 to 60 years of age, but very few "
6172"individuals ever live to see over two or three decades before meeting their "
6173"end either in war or by the hand of one of their kin. The oldest orcs are "
6174"often shamans, which are perhaps the only ones most of their kind sees as "
6175"being trustworthy and neutral. The origins of this custom are unknown, as "
6176"the shamans do not directly contribute much to orcish societies but only act "
6177"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
6178"many ways the opposite of most other orcs: they are often physically "
6179"withered and frail in comparison and lack skill in battle.\n"
6180"\n"
6181msgstr ""
6182"���� ������������, ������ �� ������ ������ �� ������ ����������. ���� �� ��������, ������������ �� �������������� ������ "
6183"������������. ���� �� ����������, ����������, �� ���������� ���� ��������. ���� �������� ���� �������� �� �������� ������ ������ �� "
6184"���������� ������������ �� ���� ������ ���������� ���� ���� �������������� ���������� �� ���� �������������� ������������. �������� "
6185"������ �� �������������� �������� �������� ���������������� ������������, ���� �� ������-��������������; ���� ���� �������� "
6186"�������������� ������ �� �������� �������� ���� ���������� ���������� ������ ������ �� ����������.\n"
6187"\n"
6188"<header>text='��������������'</header>\n"
6189"������������ �������� ���� �� �� ���������� �� �� �������� �� �� ��������. ���������������� ������������ ������������ ���������� �� "
6190"������������ ��������������, ������������ ���� ���������� �� �� ������������ ���������� �������������� ���� ������������������ �� "
6191"������������������ �� �������� ������������ ������������ ������������ ������������������. ������������������, �� ������������ ���������� "
6192"������������ ���� �������� �� ������ ���������������� ���������� �������� ������ �� ������, ������������ ������ ���������������������� �� "
6193"������������. ���� ���� �������� ���� �������� �� ������ ���������� �� ���������� ������������ ���������� ���� �������������������� "
6194"������������ ���� ������������������ ���� �� ���������� ������ ����������������. ������ �� ������ �� ���������� �� �������� ������������ "
6195"�� ���������� - ������������ ���� �������� - �������� ����'�� �������� �������������� ���������������� �� �������� �������������� �� "
6196"���������� �������� ������������ ����������.\n"
6197"\n"
6198"���� ���������������� �� �������� ���� ���������� ������ ������ ������������; ������ �������� ������, �� �� �������� �������� �� "
6199"������������ �������� ���� ������ ���� ���� ������ �������������� �� �������� �� ���������� �������� ������. �� ���������������� "
6200"�������������� ���� ������ ���������� �������� ���������������� ������������ ��������. ���� �������� �������� �������� �������� ���� "
6201"������ �� �������������� �� ������ �� �������� ������ �������������� �������������� �������� �������� �������� ���� ������ �������������� "
6202"- �������� ������������ ������ ������ �������������� ������������������. ������ �������� ���� ���������������� ������ ������ �� ������ "
6203"������������������������ ���� ������������ ���� ������������ �� ������������ ���������� �� ���������������� ������, ��������������������, "
6204"�������������� �� ������������������ �� ������������������ ������������ �������� �� �������� ������'�� ���� ��������.\n"
6205"\n"
6206"������ ������������ ������ ���� ���������� ��������, �������� ���� �������������� �� ���������������� ������������, �������������� ���� "
6207"��������. ���� ������ ���� ���������� ���� ������ ��������������, ������ �� ������������������ ������������ ���� �� ������������ �� "
6208"���� �������������� ���������� �� ������������������. ���� �� ���� ������ ������������ ���� �� �������������� �� ������������ ���� "
6209"������ �������������� �������� �� ������������ �������� ������ �������������� ���� ������������������ ������ ���������� �� ������. ���� "
6210"�� ������ �� ���� ���������������� ��������������, �������� ���������� �������� �� ������ �� ��������-�������������� ��������������, "
6211"�������� ������������ ���� ������ ���������� ���� ���� ������. �� �������� ���������� ���� ���������������� ���������������� ���������� "
6212"���� ���� ������ ���� ������ �� �������� ������������ �� �������� ������ ���������������������� ������������ �������������������� "
6213"����������, ������ �������� ������ �� ���������� �������������������� �� ���������������� ���� ���� ���� �� ������ �� �������������� �� "
6214"������.\n"
6215"\n"
6216"�� ������������ ������ ������ ������ ������ ���������� 50 �� 60 ������ �� ����, ������ �������� ���� ���������������������� ������ "
6217"������ �� ���� ������ ���� �� ������ ������������ �������� ���������� ���� ������ ������ ���� ���� �� ���� �� �������� �� ������ �� "
6218"���� ������. �� ������������ ������ �� �������� ������������, ������ �� ������������ �� �������� �������� �������� �� ���� �������� "
6219"������ ���� �������� ������������������ �� ������������. �� �������������� �� ������ ������������ �� ����������, ���� �� ������������ "
6220"���� ������ ���������������� ������������������ ������ �� �������� ���������������� ������ �������� ������ ���� �������������� - ������ "
6221"������������ ������ �������� �� ������������ ������������. ������������ �� ���� �������� ������ �� ������������ �� �������� ������ "
6222"������: ���� �� �������� ���������������� ���������� �� �������� ���� �������������������� �� ������ �������� ���� ����������. "
6223"������������ ���� �������������� ���� ���� ������������, ������ �������� ���� ������ �� �������������� �� ������ �� ���������� ������. "
6224"�������� ������ �� ������ ���������� �� �������� ������ �� ��������, �� ������������ ������������ ���� ������������ �� ������ ���� "
6225"���� �������� ���� ���� �������������� ��������������. �� �������������� �������� ������ �������������� �������� �������� �� �� ������ "
6226"�� ������ ������ �������������� ��������, ������ ���� �������� �������������� ���� ������. �������� �� ������ ���������������������� "
6227"�������� �� ���������������� ���� ������ ����������, ������ �������� �� ��������������������."
6228
6229#. [race]: id=orc
6230#: data/core/units.cfg:345
6231msgid ""
6232"\n"
6233"\n"
6234"Orcs who were not the strongest of their litter tend to specialize in other "
6235"skills, like archery or assassination."
6236msgstr ""
6237
6238#. [race]: id=troll
6239#: data/core/units.cfg:354
6240msgid "race^Troll"
6241msgstr "��������"
6242
6243#. [race]: id=troll
6244#: data/core/units.cfg:355
6245msgid "race+female^Troll"
6246msgstr "��������"
6247
6248#. [race]: id=troll
6249#: data/core/units.cfg:356
6250msgid "race^Trolls"
6251msgstr "����������"
6252
6253#. [race]: id=troll
6254#: data/core/units.cfg:357
6255#, fuzzy
6256#| msgid ""
6257#| "Trolls are ancient creatures, one of the oldest known races known to "
6258#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
6259#| "live extremely long lives inside deep caves or atop high mountains. The "
6260#| "most unique characteristic of trolls is an internal vitality that "
6261#| "sustains and heals them from within. As a result they live very different "
6262#| "lives from almost any known creature. Trolls have few real needs: they "
6263#| "require little food or water, and thus they have little incentive to "
6264#| "pursue much besides protection from those who are hostile towards them. "
6265#| "This in turn means they rarely have to worry about anything and can spend "
6266#| "much of their time sleeping or in contemplation. Trolls have a curious "
6267#| "affinity with nature. They do not relate with living things like elves "
6268#| "do, but instead with earth and stone. They are also somewhat curious of "
6269#| "their surroundings and many younger whelps even enjoy traveling and "
6270#| "seeing the world. As trolls grow older they tend to become increasingly "
6271#| "passive, gradually losing interest in their environment and spending more "
6272#| "of their time sleeping in a quiet, familiar corner of their home cave. "
6273#| "This is until they finally pass away as their bodies themselves slowly "
6274#| "turn into lifeless statues of stone.\n"
6275#| "\n"
6276#| "Trolls are seen by many as being little more than yet another race of "
6277#| "savage monsters. This common misconception is in part perpetuated by orcs "
6278#| "to persuade trolls to join their armies. Because they are rather simple "
6279#| "and do not understand the ways of other races or sometimes can even tell "
6280#| "them apart, it is usually easy for an orcish band to convince a group of "
6281#| "trolls that by joining them they get to exact revenge on those that have "
6282#| "before hunted them. These new recruits are then directed to attack "
6283#| "whoever the orcs themselves are currently in conflict with, whether "
6284#| "previously a foe of the trolls or not, accumulating even more enemies for "
6285#| "the misled trolls. The most common enemy of trolls are dwarves, and the "
6286#| "animosity between these two races is ancient.\n"
6287#| "\n"
6288#| "<header>text='Geography'</header>\n"
6289#| "Trolls have inhabited the mountains of the Great Continent longer than "
6290#| "the dwarves who migrated there. Trolls are a common sight on the mountain "
6291#| "ranges north and east of Wesnoth, and wherever Orcish hordes travel."
6292msgid ""
6293"Trolls are ancient creatures, one of the oldest known races known to inhabit "
6294"the Great Continent. They are large, slow, simple-minded, and live extremely "
6295"long lives inside deep caves or atop high mountains. The most unique "
6296"characteristic of trolls is an internal vitality that sustains and heals "
6297"them from within. As a result they live very different lives from almost any "
6298"known creature. Trolls have few real needs: they require little food or "
6299"water, and thus they have little incentive to pursue much besides protection "
6300"from those who are hostile towards them. This in turn means they rarely have "
6301"to worry about anything and can spend much of their time sleeping or in "
6302"contemplation. Trolls have a curious affinity with nature. They do not "
6303"relate with living things like elves do, but instead with earth and stone. "
6304"They are also somewhat curious of their surroundings and many younger whelps "
6305"even enjoy traveling and seeing the world. As trolls grow older they tend to "
6306"become increasingly passive, gradually losing interest in their environment "
6307"and spending more of their time sleeping in a quiet, familiar corner of "
6308"their home cave. This is until they finally pass away as their bodies "
6309"themselves slowly turn into lifeless statues of stone.\n"
6310"\n"
6311"Trolls are seen by many as being little more than yet another race of savage "
6312"monsters. This common misconception is in part perpetuated by orcish "
6313"successes in persuading trolls to join their armies. Because they are rather "
6314"simple and do not understand the ways of other races or sometimes cannot "
6315"even tell them apart, it is usually easy for an orcish band to convince a "
6316"group of trolls that by joining them they get to exact revenge on those that "
6317"have before hunted them. These new recruits are then directed to attack "
6318"whoever the orcs themselves are currently in conflict with, whether "
6319"previously a foe of the trolls or not, accumulating even more enemies for "
6320"the misled trolls. The most common enemy of trolls are dwarves, and the "
6321"animosity between these two races is ancient.\n"
6322"\n"
6323"<header>text='Geography'</header>\n"
6324"Trolls have inhabited the mountains of the Great Continent longer than the "
6325"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
6326"north and east of Wesnoth, and wherever Orcish hordes travel."
6327msgstr ""
6328"���������� �� ������������ ������������, ������ �� �� ������������ ������ ���������� ������ �� �������������� �� �������� "
6329"������������������. ���� �� ������, ������, ������������-������������, �� ������ ������������������ ������ �������� ���������� ������ "
6330"�������� �� �������� ���� ��������������. �� �������� �������� ���������������������� �� ���������� ���� ���� �������������� "
6331"���������������� ������ �������������� �� �������� ������ �������� ����������. ���� �� ������������ ���� ������ �������� �������������� "
6332"�������� �������� ������������ ������ ������ ����������. ���������� ������ ���� ������ ��������: ���� ������������ ���������� ������ �� "
6333"��������, �� ������ ���� ������ ���������� ���������������� �� �������� ������ ������������ ������������������ �������� ������ ���� �� "
6334"������������ ������������ ������. ������ ���� ������ �������� ���� �������� ������ �� �������� �������� ������������ �� ������ "
6335"���������� ������ �� ���� ������ ������������ �� ���� ������������������������. ���������� ������ �� ������������ �������������� ������ "
6336"��������. ���� ���� ������ ���������� ������ ���������� �������� ������ �������� ����, ������ ������������ ������ ���� �� ��������. "
6337"���� �� �������� ������������ ������������ �� ���� ���������������� �� �������� �������� ���������� �������� �������� ���������������� �� "
6338"�������� �� ��������. ���� ���������� ������ �������� ���� �������� �� ���������� �������������������� ����������, ���������������� "
6339"���������� �������������� ���� ���� �������������������� �� �������������� ���� �� ���� ������ ������������ ���� �� ����������, "
6340"�������������� �������� �� ���� ������ ������. ������ ���� ���������� ���� ������������ ������ ������ ���� ���� ���������� "
6341"���������������� ���������� ������ �������� ������������ ������������ �� ��������.\n"
6342"\n"
6343"���������� �� ������ ���� �������� ���� �������� ���������� ���� ������ ������ ���������� ������ �� ���������� ��������������. ������ "
6344"���������� ������������������������ ���� ���� ������ ���������������������� ���� ������ �� ������������ ���������� �� ������ ���� "
6345"��������. ���������� ���� �� �������� ������������ �� ���� ������ ������������������ �� ������ �� ������ ���������� �� �������������� "
6346"������ �������� ������ ������ ��������, ���� ���� ������������ ������ ���� ���� �������� �������� �� �������������� �� �������� �� "
6347"���������� ������ ���� ���������� ������ ���� ������ �� ������������ ������������ ���� ������ ������ ������ �������� ������������ "
6348"������. ������ ���� �������������� �� ������ ���������������� �� �������� ���������� �� ������ ���������������� �� ���������������� ���� "
6349"���������������� ������, �������� ������������������ �� ���� �� �� ���������� �� ������, ���������������������� �������� ���� "
6350"������������ ���� �� ������������ ����������. �� �������� ���������� ���������� �� ���������� �� ����������, �� �� ������������������ "
6351"������������ ������ ���� ���������� ���� ������������.\n"
6352"\n"
6353"<header>text='����������������'</header>\n"
6354"���������� ������ ������������������ �� �������������� �� �� �������� ������������������ ���������� ������ �� ���������� ���� "
6355"���������������� ����. ���������� �� �� ���������� ������ ���� �� ������������ ������������ ������ �� ������ �� ·������������, �� "
6356"���������� �������� �������� ������������."
6357
6358#. [race]: id=undead
6359#: data/core/units.cfg:377
6360msgid "race^Undead"
6361msgstr "����������"
6362
6363#. [race]: id=undead
6364#: data/core/units.cfg:378
6365msgid "race+female^Undead"
6366msgstr "����������"
6367
6368#. [race]: id=undead
6369#: data/core/units.cfg:379
6370msgid "race+plural^Undead"
6371msgstr "����������"
6372
6373#. [race]: id=undead
6374#: data/core/units.cfg:380
6375msgid ""
6376"Undead are not really a single race of creatures, although often treated as "
6377"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
6378"be reanimated and rise again in undeath. Undead are for the most part "
6379"unnatural but mindless constructs, obeying whoever created them without "
6380"question nor thought. A greater mystery of necromancy is in how constructs "
6381"are sustained without continuous effort from the necromancer. An undead "
6382"creature does not require the constant attention of the necromancer to "
6383"command and sustain, but can work autonomously according to the commands of "
6384"its master. Only rarely, perhaps once every few months, does the necromancer "
6385"need to maintain his creation.\n"
6386"\n"
6387"Necromancy is almost solely limited to humans. Even the legends of magically "
6388"apt races like elves and merfolk tell of very few of their kind who have "
6389"ever delved in the dark arts. It is surmised that necromantic magic requires "
6390"great adaptability and a flexible mind, extremes of which are most commonly "
6391"found in humans. The ultimate goal of most necromancers is to turn the same "
6392"art of preserving and imbuing life upon themselves, to alter themselves at "
6393"whatever cost, to ultimately escape death by preserving their own mind and "
6394"spirit.\n"
6395"\n"
6396"<header>text='Geography'</header>\n"
6397"While undead lords arrived on the Great Continent in considerable numbers "
6398"only in the wake of Haldric I, they were not completely unheard of by elves "
6399"and dwarves before that."
6400msgstr ""
6401
6402#. [race]: id=wolf
6403#: data/core/units.cfg:393
6404msgid "race^Wolf"
6405msgstr "��������"
6406
6407#. [race]: id=wolf
6408#: data/core/units.cfg:394
6409#, fuzzy
6410#| msgid "race+female^Elf"
6411msgid "race+female^Wolf"
6412msgstr "������"
6413
6414#. [race]: id=wolf
6415#: data/core/units.cfg:395
6416msgid "race^Wolves"
6417msgstr "����������"
6418
6419#. [race]: id=wolf
6420#: data/core/units.cfg:396
6421msgid ""
6422"Wolves are predatory canines encountered frequently in the wilderness. "
6423"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
6424"civilians and untrained soldiers with ease, but it is their tendency to "
6425"travel in packs and attack in an organized manner that makes them "
6426"particularly fearsome to travelers. They tend to stay away from "
6427"civilization, though, only occasionally venturing close to prey upon "
6428"livestock."
6429msgstr ""
6430
6431#. [race]: id=wose
6432#: data/core/units.cfg:405
6433msgid "race^Wose"
6434msgstr "������"
6435
6436#. [race]: id=wose
6437#: data/core/units.cfg:406
6438msgid "race^Woses"
6439msgstr "����������"
6440
6441#. [race]: id=wose
6442#: data/core/units.cfg:407
6443msgid ""
6444"The mighty wose resides within the deepest forests of the known world. To "
6445"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
6446"yet noble, tree. As guardians of the forest, the woses share a connection to "
6447"the woodlands deeper than even the elves’. While the woses are a peaceful "
6448"race, disturbance of the ancient forests, which they tend, will incite the "
6449"wrath of nature itself. Woses are slow moving creatures that may spend "
6450"centuries standing in one location undisturbed by the ebb and flow of time.\n"
6451"\n"
6452"Although they practice no magic of their own, the woses share a deep "
6453"connection to faerie. What little is known of this ancient race comes from "
6454"elvish scholars who believe that this mystical power, which the mightiest "
6455"elves have dedicated their lives to master, is inherent to the wose. Though "
6456"woses resemble them, they share no ancestry with trees. Woses are believed "
6457"to be some of the oldest creatures in the world, perhaps even more ancient "
6458"than the forests in which they dwell, and it is thought that the power of "
6459"faerie has given these beings the eternal task of serving as wardens of the "
6460"forest.\n"
6461"\n"
6462"Woses are not warlike in the least and are ill-accustomed to combat. They "
6463"will however respond with indiscriminate violence in defense of their "
6464"forested territory. Woses are slow moving and are vulnerable away from the "
6465"woodlands. Due to their close connection with faerie, woses are particularly "
6466"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
6467"physical assault has left it grievously vulnerable to flame. Their thick "
6468"bark and ability to harness the power of faerie to regenerate quickly when "
6469"injured allows the wose to survive an enemy onslaught long enough to respond "
6470"with a crushing might belied by its peaceful, plodding nature. Within its "
6471"forest home, the wose can disappear amongst the trees and ambush even the "
6472"best-trained elvish scout.\n"
6473"\n"
6474"The life span of the wose is unknown, although the most ancient members of "
6475"this race have lived many hundreds of years and have grown to massive "
6476"heights. It is thought that unless a wose falls in battle, it will find no "
6477"natural end. Content to pass the centuries standing like a sentry, "
6478"uninterested in the goings-on of the civilized world, the wose will stir "
6479"only to march to the defense of the natural world and the forests it calls "
6480"home."
6481msgstr ""
6482
6483#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
6484msgid "+1 max HP"
6485msgstr "+1 �������� HP"
6486
6487#: src/help/help.cpp:181
6488msgid "Close"
6489msgstr "��������"
6490
6491#: src/help/help.cpp:184
6492msgid "The Battle for Wesnoth Help"
6493msgstr "�� ���������� ���� ·������������ ��������"
6494
6495#: src/help/help.cpp:241
6496msgid "Parse error when parsing help text: "
6497msgstr "������ ���� ������ ���������� �������� ����������: "
6498
6499#, fuzzy
6500#~ msgid ""
6501#~ " option at the title screen.\n"
6502#~ "\n"
6503#~ "<header>text='What you get'</header>"
6504#~ msgstr ""
6505#~ "\n"
6506#~ "\n"
6507#~ "<header>text='�������� �� ������'</header>"
6508
6509#, fuzzy
6510#~ msgid ""
6511#~ "\n"
6512#~ "\n"
6513#~ "<header>text='Pure Map Mode'</header>"
6514#~ msgstr ""
6515#~ "\n"
6516#~ "\n"
6517#~ "<header>text='�������� �� ������'</header>"
6518
6519#, fuzzy
6520#~ msgid ""
6521#~ "\n"
6522#~ "\n"
6523#~ "<header>text='Scenario Mode'</header>"
6524#~ msgstr ""
6525#~ "\n"
6526#~ "\n"
6527#~ "<header>text='�������� �� ������'</header>"
6528
6529#, fuzzy
6530#~| msgid ""
6531#~| "Berserk:\n"
6532#~| "Whether used offensively or defensively, this attack presses the "
6533#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
6534#~| "have occurred."
6535#~ msgid ""
6536#~ "Whether used offensively or defensively, this attack presses the "
6537#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
6538#~ "have occurred."
6539#~ msgstr ""
6540#~ "����������:\n"
6541#~ "�������� ���������������� ������������������ �� ��������������������, ������ �������� ������������ �� ������������������ ���������� "
6542#~ "������ �� �� �������������������� ���� ��������, �� 30 ���������� �� ���������� ������ ��������."
6543
6544#, fuzzy
6545#~| msgid "firststrike"
6546#~ msgid "true strike"
6547#~ msgstr "J������������������"
6548
6549#, fuzzy
6550#~| msgid ""
6551#~| "Magical:\n"
6552#~| "This attack always has a 70% chance to hit regardless of the defensive "
6553#~| "ability of the unit being attacked."
6554#~ msgid ""
6555#~ "This attack always has a 70% chance to hit regardless of the defensive "
6556#~ "ability of the champion being attacked."
6557#~ msgstr ""
6558#~ "��������������:\n"
6559#~ "������ �������� ���������� ������ �� 70% �������� �� ������ ���������������� �� �� ���������������� �������������� �� �� "
6560#~ "�������� �������� ����������."
6561
6562#~ msgid "race^Mermen"
6563#~ msgstr "����������"
6564
6565#~ msgid "ingame_help_item^Contributors"
6566#~ msgstr "������������������������"
6567
6568#, fuzzy
6569#~| msgid "race^Human"
6570#~ msgid "race^Khalifate Human"
6571#~ msgstr "����������"
6572
6573#, fuzzy
6574#~| msgid "race+female^Human"
6575#~ msgid "race+female^Khalifate Human"
6576#~ msgstr "����������"
6577
6578#, fuzzy
6579#~| msgid "race+plural^Mechanical"
6580#~ msgid "race+plural^Khalifate"
6581#~ msgstr "������������������"
6582
6583#~ msgid "female^nightstalk"
6584#~ msgstr "��������������"
6585
6586#, fuzzy
6587#~| msgid ""
6588#~| "Plague:\n"
6589#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
6590#~| "unit identical to and on the same side as the unit with the Plague "
6591#~| "attack. This doesn’t work on Undead or units in villages."
6592#~ msgid ""
6593#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
6594#~ "unit identical to and on the same side as the unit with the Plague "
6595#~ "attack. This doesn’t work on Undead or units in villages."
6596#~ msgstr ""
6597#~ "��������:\n"
6598#~ "������ �� �������� ���� �������� ���� �� �������� ��������, ������ �������� ���� �������������� ������ �� �������� "
6599#~ "������������������ �� �� ���� �� ������ ������ ���� �� �������� ������ �� �������� ��������. ������ ���������� ������ ���� "
6600#~ "���������� �� ���������� ���� ��������������."
6601
6602#~ msgid "Intelligent"
6603#~ msgstr "��������������������"
6604
6605#~ msgid "Quick"
6606#~ msgstr "��������"
6607
6608#~ msgid "Resilient"
6609#~ msgstr "������������������"
6610
6611#~ msgid "Strong"
6612#~ msgstr "����������"
6613
6614#~ msgid "Fearless"
6615#~ msgstr "����������"
6616
6617#, fuzzy
6618#~ msgid "Feral"
6619#~ msgstr "����������"
6620
6621#~ msgid "Loyal"
6622#~ msgstr "��������"
6623
6624#~ msgid "trait^Undead"
6625#~ msgstr "����������"
6626
6627#~ msgid "trait^Mechanical"
6628#~ msgstr "������������������"
6629
6630#, fuzzy
6631#~ msgid "trait^Elemental"
6632#~ msgstr "��������������������"
6633
6634#~ msgid "Dextrous"
6635#~ msgstr "����������������"
6636
6637#~ msgid "Healthy"
6638#~ msgstr "����������"
6639
6640#~ msgid "Dim"
6641#~ msgstr "������"
6642
6643#~ msgid "Slow"
6644#~ msgstr "������"
6645
6646#~ msgid "Weak"
6647#~ msgstr "������"
6648
6649#, fuzzy
6650#~| msgid "trait^Undead"
6651#~ msgid "trait^Aged"
6652#~ msgstr "����������"
6653
6654#, fuzzy
6655#~| msgid ""
6656#~| "In combat, your units will inevitably take damage. When a unit "
6657#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, it will "
6658#~| "heal fully. This can happen as you finish fighting an enemy, whether it "
6659#~| "is your turn or not. Wesnoth offers several other ways for your units to "
6660#~| "heal, all of which take place at the beginning of your turn, before you "
6661#~| "take action."
6662#~ msgid ""
6663#~ "In combat, your units will inevitably take damage. When a unit "
6664#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
6665#~ "can happen as you finish fighting an enemy, whether it is your turn or "
6666#~ "not. Wesnoth offers several other ways for your units to heal, all of "
6667#~ "which take place at the beginning of your turn, before you take action."
6668#~ msgstr ""
6669#~ "���� ������������, ���� ���������� ������ �������������������� ������ ����������. ������ �� �������� "
6670#~ "<ref>dst='experience_and_advancement' text='����������������'</ref>, ���� ������ ������ "
6671#~ "��������. ������ ������ ���������� ���� �� ���������� ���������� ���� ����������, �������� ���� ���� ���� ������ �� ������. "
6672#~ "·������������ �������� ������������ ������ ������ ���� ���� ���������� �� ������, ���� �� ������ ������ �������� ���� �� "
6673#~ "�������������� �� ���� ������, �������� �� ������ ����������."
6674
6675#~ msgid "Factions"
6676#~ msgstr "��������������"
6677
6678#~ msgid "Overview"
6679#~ msgstr "����������"
6680
6681#~ msgid "Fundamentals of Gameplay"
6682#~ msgstr "������������������������ �� ������������"
6683
6684#, fuzzy
6685#~ msgid ""
6686#~ "\n"
6687#~ "\n"
6688#~ "To begin with, it’s best to click the <bold>text='Tutorial'</bold> button "
6689#~ "at the main menu. This will take you to the interactive tutorial, which "
6690#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
6691#~ "you play the Heir to the Throne campaign first — click "
6692#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
6693#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
6694#~ "challenging, you may wish to start on easy."
6695#~ msgstr ""
6696#~ "\n"
6697#~ "\n"
6698#~ "�� ���������� ������, ����'�� �������� �� �������� �� <italic>text=��������������</italic> ���������� ���� �� "
6699#~ "������ ��������. ������ ������ ������ �� �� �� ������������������ ��������������, ������ ������ ������ �� �� ������������ �� "
6700#~ "·������������. �������� ������, ���� ���� �������������������� ������ �� ������ �� �� �� �� �������� ������������ �������� - "
6701#~ "�������� <italic>text=������������</italic> ������ <italic>text='�� �� �� ��������'</italic>. "
6702#~ "���� ���������� ���� ·������������ ������ ���� �������� ����������������, �� ���� ������ �� �������� ���� "
6703#~ "<italic>text=������</italic>."
6704
6705#, fuzzy
6706#~ msgid ""
6707#~ "These pages outline all you need to know to play <italic>text='Battle for "
6708#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
6709#~ "the game. As you play the game, new information is added to these pages "
6710#~ "as you come across new aspects of the game. For more detailed information "
6711#~ "on special situations and exceptions, please follow the links included."
6712#~ msgstr ""
6713#~ "������ ���������� ���������� ���� �� ������ �� ���� �� ������ ���������� ���� ·������������. ���� �������� ���� �� ������ �� "
6714#~ "�� ���������� ���������������� ������������ �� ������. ���� �� ������ �� ������, ���� ������������������������ ���� �������� �� "
6715#~ "������ ���������� ���� �� ������ ���������� ���� �������������� �� �� ������. ���� ���� ������������ ������������������������ ���� "
6716#~ "������������ ������������������ �� ������������������, �������� �������� �� ���������� ����������������."
6717
6718#, fuzzy
6719#~ msgid ""
6720#~ "\n"
6721#~ "\n"
6722#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
6723#~ "follow on from each other, telling a story. In a campaign, you often need "
6724#~ "to play more carefully, preserving your best troops so that they can be "
6725#~ "used again in later scenarios in the campaign."
6726#~ msgstr ""
6727#~ "\n"
6728#~ "\n"
6729#~ "�������������� �������������� �� ���������������� �������������� ������ �������� ���� �������� ���� ������, ���������� �� ��������. "
6730#~ "���� �� ������������, �� �������� ������ �� ������ ���� ������������, ���������������� ���� �������� ���������� ���� ������ ���� "
6731#~ "������ ���� ������������������ �������� ���� �������� �������������� ���� �� ������������."
6732
6733#, fuzzy
6734#~ msgid ""
6735#~ "The game takes place over a series of battles, called "
6736#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
6737#~ "the troops of one or more adversaries. You can play against the computer, "
6738#~ "or with friends who each take turns sitting at the computer (hotseat "
6739#~ "play). If your computer is connected to a computer network, you can also "
6740#~ "play against other people connected to that network. If your computer has "
6741#~ "a connection to the Internet, you can play against other people across "
6742#~ "the Internet."
6743#~ msgstr ""
6744#~ "�� ������ �������� �������� ������ �� �������� �� ������������, �������� ��������������. ���� ������������ �������� ���� "
6745#~ "���������� ������������ �� ���������� �� ������ �� ���� ������������������. �� ������ ������ ������������ �� ��������������, �� "
6746#~ "������ ������������ ���� ���� ������ �������� ���������� ���� �� �������������� (������������ ������). ���� ���� �������������� "
6747#~ "���� ���������������� �� �� �������������� ������������, �� ������ �������� ������ ������������ ������ ���������� ���������������� "
6748#~ "�� ������ ������������. ���� ���� �������������� ������ �� ���������������� �� �� ��������������, �� ������ ������ ������������ "
6749#~ "������ ���������� ���������� �� ��������������."
6750
6751#~ msgid "Experience and Advancement"
6752#~ msgstr "������������������ �� ��������������������"
6753
6754#, fuzzy
6755#~ msgid ""
6756#~ "\n"
6757#~ "\n"
6758#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
6759#~ "than usual and rest heal the usual 2 HP after each turn they did not "
6760#~ "fight. They also suffer a quarter less damage from poison."
6761#~ msgstr ""
6762#~ "\n"
6763#~ "\n"
6764#~ "���������� ���������� ������ 1 HP �������� 1 HP ���� ���������� ���� ������ ���������� �� �������� ������ �� ���������� 2 "
6765#~ "HP �������� ���� ������ ���� ������ ������ ������. ���� �������� �������� �� ���������� ������ ���������� �������� ����������."
6766
6767#~ msgid "Help"
6768#~ msgstr "��������"
6769
6770#~ msgid "<header>text='Units having this special attack'</header>"
6771#~ msgstr "<header>text='���������� ���������� ������ ������������ ��������'</header>"
6772
6773#~ msgid "<header>text='Units having this ability'</header>"
6774#~ msgstr "<header>text='���������� ���������� ������ ��������������'</header>"
6775
6776#~ msgid "Leaders:"
6777#~ msgstr "����������:"
6778
6779#~ msgid "Recruits:"
6780#~ msgstr "��������������:"
6781
6782#~ msgid "Era:"
6783#~ msgstr "����:"
6784
6785#~ msgid "Factions:"
6786#~ msgstr "��������������:"
6787
6788#~ msgid "Factions are only used in multiplayer"
6789#~ msgstr "�������������� �� �������� ���������������� ���� ������������������"
6790
6791#, fuzzy
6792#~| msgid "Terrain"
6793#~ msgid "Base Terrain: "
6794#~ msgstr "��������"
6795
6796#~ msgid "level"
6797#~ msgstr "����������"
6798
6799#~ msgid "Advances from: "
6800#~ msgstr "���������������� ��������: "
6801
6802#, fuzzy
6803#~| msgid "Factions:"
6804#~ msgid "Variations: "
6805#~ msgstr "��������������:"
6806
6807#~ msgid "race^Miscellaneous"
6808#~ msgstr "��������������������"
6809
6810#~ msgid "Race: "
6811#~ msgstr "������: "
6812
6813#~ msgid "Abilities: "
6814#~ msgstr "����������������: "
6815
6816#~ msgid "Ability Upgrades: "
6817#~ msgstr "�������������� ��������������: "
6818
6819#~ msgid "HP: "
6820#~ msgstr "HP: "
6821
6822#~ msgid "Moves: "
6823#~ msgstr "��������: "
6824
6825#~ msgid "Cost: "
6826#~ msgstr "��������: "
6827
6828#~ msgid "Alignment: "
6829#~ msgstr "����������������: "
6830
6831#~ msgid "Required XP: "
6832#~ msgstr "�������������� XP: "
6833
6834#~ msgid "unit help^Attacks"
6835#~ msgstr "����������"
6836
6837#~ msgid "unit help^Name"
6838#~ msgstr "������"
6839
6840#~ msgid "Type"
6841#~ msgstr "������"
6842
6843#~ msgid "Strikes"
6844#~ msgstr "������������"
6845
6846#~ msgid "Range"
6847#~ msgstr "��������"
6848
6849#~ msgid "Special"
6850#~ msgstr "������������"
6851
6852#~ msgid "Resistances"
6853#~ msgstr "����������������������"
6854
6855#~ msgid "Attack Type"
6856#~ msgstr "�������� ������"
6857
6858#~ msgid "Resistance"
6859#~ msgstr "������������������"
6860
6861#~ msgid "Terrain"
6862#~ msgstr "��������"
6863
6864#~ msgid "Defense"
6865#~ msgstr "������������"
6866
6867#~ msgid "Movement Cost"
6868#~ msgstr "�������������� ��������"
6869
6870#~ msgid " < Back"
6871#~ msgstr "< ������"
6872
6873#~ msgid "Forward >"
6874#~ msgstr "���������� >"
6875
6876#~ msgid "Reference to unknown topic: "
6877#~ msgstr "�������������� �� ���������� ����������: "
6878
6879#~ msgid "corrupted original file"
6880#~ msgstr "�������������� ���������������� ������"
6881
6882#, fuzzy
6883#~ msgid "Caste"
6884#~ msgstr "����������"
6885
6886#, fuzzy
6887#~ msgid "Breeding Pen"
6888#~ msgstr "����������"
6889
6890#, fuzzy
6891#~ msgid "Hatchling"
6892#~ msgstr "����������"
6893
6894#, fuzzy
6895#~ msgid "Fledgling"
6896#~ msgstr "����������"
6897
6898#, fuzzy
6899#~ msgid "Intendant"
6900#~ msgstr "��������������������"
6901
6902#, fuzzy
6903#~ msgid "Swarm"
6904#~ msgstr "��������"
6905
6906#, fuzzy
6907#~ msgid "Swarming"
6908#~ msgstr "��������"
6909
6910#~ msgid "Flat"
6911#~ msgstr "��������"
6912
6913#, fuzzy
6914#~ msgid ""
6915#~ "<italic>text='Grassland'</italic> represents open plains, whether "
6916#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
6917#~ "is both very easy to move across, but is also difficult to defend oneself "
6918#~ "in. Typically, those units that perform best on grassland are either "
6919#~ "cavalry, or very agile units which take advantage of the open space.\n"
6920#~ "\n"
6921#~ "Most units have defense of 30 to 40% on grassland."
6922#~ msgstr ""
6923#~ "���������������� �������������������� �������� ����������, �������� ��������������������, ������ ������ ���� ������������, �� "
6924#~ "��������. �������� �������� ����������, ���������������� ���� ������ �������� ������ �� ������ ����������, ������ ���� �������� "
6925#~ "���������������� �� ������������ �������������� ����. ��������������, ������ ���������� ������ ���������� �������� ���� "
6926#~ "���������������� �� ������ ��������������, �� �������� �������� ���������� ������ ������ ���������������� �� �� �������� "
6927#~ "��������.\n"
6928#~ "\n"
6929#~ "�������� ���������� ������ ������������ �� 30 �� 40% ���� ����������������."
6930
6931#~ msgid "Road"
6932#~ msgstr "������"
6933
6934#, fuzzy
6935#~ msgid ""
6936#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
6937#~ "travelers passing over them. As far as gameplay is concerned, roads "
6938#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
6939#~ "\n"
6940#~ msgstr ""
6941#~ "�������� �� ���������� �������� �� ������, �������� ���� �������� ���������������� ���������� ������ ������. ���� ���� ���� "
6942#~ "������������ ���� ��������������, �������� ���������� ���� <ref>dst='terrain_flat' text='��������'</"
6943#~ "ref> ��������."
6944
6945#~ msgid "Forest"
6946#~ msgstr "����������"
6947
6948#, fuzzy
6949#~ msgid ""
6950#~ "<italic>text='Forests'</italic> represent any woodland with significant "
6951#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
6952#~ "down, forests do offer better defense to most units than open ground. "
6953#~ "Cavalry, however, have so much trouble navigating them that any benefit "
6954#~ "gained by stealth is negated. Elves are an exception to this general rule "
6955#~ "for forests. Not only do they possess full movement in forests, but they "
6956#~ "also gain a considerable defensive bonus. Dwarves are another exception "
6957#~ "to this rule; though they are able to plow through the forests without "
6958#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
6959#~ "them to receive no defensive bonus.\n"
6960#~ "\n"
6961#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
6962#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
6963#~ "units. Dwarves generally receive only 30% defense in forests.\n"
6964#~ "\n"
6965#~ msgstr ""
6966#~ "�������������� ������������������ ������ �������������� ������ ���������������������� ����������������, �������� �� ���������� "
6967#~ "����������. ���� ���� ������ �������� �������������� ������, �������������� ���� ������ �������� ������������ �� �������� "
6968#~ "���������� ������ �������� ����������. ��������������, ����������, ������ ���� ������ ������������ ������������������ ������ ������ "
6969#~ "������ �������������� �������� ���� ���������� ���� ��������������. �������� �� ���� ���������������� �� ������ ������������ ������ "
6970#~ "���� ��������������. ������ �������� ���� ���� ���������� ������ �������������� ���� ��������������, ������ ���� �������� ������ "
6971#~ "�� ���������������������� ���������������� ����������. ���������� �� ���������� ���������������� �� ������ ������; ���� ���� �� "
6972#~ "�������� �� ������ ������ �� �������������� ���������� ������ ������ �� ��������, ���� ������ ������������������������ ������ �� "
6973#~ "�������� ���������� ������ �� ���������� ���� ���������������� ����������.\n"
6974#~ "\n"
6975#~ "�������� ���������� ������ 50% ������������ ���� ��������������, ������ �������������� �� �������������� �� 30%. ��������, "
6976#~ "���� �� ������ ��������, �������� 60 �� 70% ������������, �������� ���� ������������ ����������. ���������� �������������� "
6977#~ "���������� �������� 30% ������������ ���� ��������������.\n"
6978#~ "\n"
6979
6980#~ msgid "Hills"
6981#~ msgstr "��������"
6982
6983#, fuzzy
6984#~ msgid ""
6985#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
6986#~ "with enough dips and rises in the ground to provide some cover. Hills are "
6987#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
6988#~ "enough familiarity with the terrain that they can pass through it without "
6989#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
6990#~ "that any defensive aid lent by cover is negated.\n"
6991#~ "\n"
6992#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
6993#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
6994#~ "\n"
6995#~ msgstr ""
6996#~ "�������� ������������������ ������ ������������������ ������ ��������, ������ �������� �������� �� ���������� ���� �� ���������� �� "
6997#~ "������������ ������ ��������. �������� �� ���������������� ���� �������� ���������� �� ��������������. ����������, ����������, �� "
6998#~ "������ ������ �������� �������������������� ������ �� �������� ������ ���� ������ ������ ������ ���� ���������� �������� �������� "
6999#~ "������. �������������� ������ �������� ������������ ������������������ �� �������� ������ ������ ���������������� ���� �������� ���� "
7000#~ "�������� ���� ��������������.\n"
7001#~ "\n"
7002#~ "�������� ���������� ������ �������� 50% ������������ ���� ��������, �������� �������������� �� �������������� �� 40%. "
7003#~ "���������� �������� 60% ������������ ���� ��������."
7004
7005#~ msgid "Mountains"
7006#~ msgstr "��������������"
7007
7008#, fuzzy
7009#~ msgid ""
7010#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
7011#~ "to climb over obstacles to move. By this nature, they provide a "
7012#~ "considerable defensive bonus for most troops, but they also severely "
7013#~ "impede any passage through them. Most cavalry simply cannot enter "
7014#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
7015#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
7016#~ "mountainous terrain, and have a very easy time getting around.\n"
7017#~ "\n"
7018#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
7019#~ "70%."
7020#~ msgstr ""
7021#~ "�������������� �� �������� �������� ������ ���������� �������� ������ �� �������� ������ ������������������ �� ������. ���� ������ "
7022#~ "��������, ���� ������������ �� ���������������������� ���������������� ���������� ���� �������� ����������, ������ ���� �������� "
7023#~ "������������ ���������� ������ ���������� ������ ������. �������� �������������� ������������ ���������� �������� ���������������� "
7024#~ "��������; ����������, ���������� �������������� ���� ���� ���������������� �� ������, ���� �� �� ������������ �������� "
7025#~ "����������. ������ ���������� �� ���������� �� ���������� �� ���������������� ��������, �� ������ �� �������� ������ ������ "
7026#~ "���������� ����������.\n"
7027#~ "\n"
7028#~ "�������� ���������� ���������� �������� 60% ������������ ���� ��������������, �������� ���������� �������� 70%."
7029
7030#~ msgid "Swamp"
7031#~ msgstr "����������"
7032
7033#, fuzzy
7034#~ msgid ""
7035#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
7036#~ "slow down nearly everyone, and inhibit their ability to defend "
7037#~ "themselves. An exception to this is any race bodily skilled in navigating "
7038#~ "water; these receive both full movement and a defensive bonus. Those that "
7039#~ "make their living in the wetlands are also adept at using this terrain "
7040#~ "for cover.\n"
7041#~ "\n"
7042#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
7043#~ "all generally enjoy 60%."
7044#~ msgstr ""
7045#~ "������������ ������������������ ������ ������ �� ����������������. ������������ ������ ������ �������� ��������������, �� "
7046#~ "�������������� ���� �������������� �� ������������ ����������������. ���� ���������������� �� ������ ���� ������ ������ ������������ "
7047#~ "���������� ���� ������������������ ��������; ������ ���������� ������ ������ �������������� �� �� ���������������� ����������. "
7048#~ "������ ������ ������ ���� ���������� ���� �� ���������������� �� �������� ���������� ���� �������� ������ �������� ���� "
7049#~ "��������.\n"
7050#~ "\n"
7051#~ "�������� ���������� ������ ���� ������ 30% ������������ ���� ������������. ����������, ��������, �� ���������� ���� "
7052#~ "�������������� �������� 60%."
7053
7054#~ msgid "Shallow Water"
7055#~ msgstr "�������� ��������"
7056
7057#, fuzzy
7058#~ msgid ""
7059#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
7060#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
7061#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
7062#~ "water reaches up almost to their heads, have an extremely hard time of "
7063#~ "this. The exception is any race whose bodies naturally lend themselves to "
7064#~ "swimming, for which they receive a considerable defensive bonus and full "
7065#~ "movement.\n"
7066#~ "\n"
7067#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
7068#~ "naga and mermen enjoy 60%."
7069#~ msgstr ""
7070#~ "�������� �������� �������������������� ������ �������� �� �������� ������ �������� �� ������ ���� �� ���������� �� ������'�� "
7071#~ "��������. ������ ���� �������� �� ������ ������ �������� ������������ �� ������ ������ ������ �������� �� ��������. ����������, "
7072#~ "���������� ������ �� �������� ���������� ���� ������������ �� ���� ��������, ������ ���� ������������������ ������ ������ �� "
7073#~ "������. �� ���������������� ���� ������ ������ ������ ���������� �������������� �������� ���������������� �� ������������, ���� "
7074#~ "������ ���� ���������� �� ���������������������� ���������������� ���������� �� ������ ��������������.\n"
7075#~ "\n"
7076#~ "�������� ���������� ������ ���� ������ 20 �� 30% ������������ ���� �������� ��������, �������� ������ �������� �� ���������� "
7077#~ "�������� 60%."
7078
7079#~ msgid "Deep Water"
7080#~ msgstr "������ ��������"
7081
7082#, fuzzy
7083#~ msgid ""
7084#~ "<italic>text='Deep water'</italic> represents any body of water deep "
7085#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
7086#~ "the domain of units which can either fly, or are exceptionally strong "
7087#~ "swimmers.\n"
7088#~ "\n"
7089#~ "Mermen and naga both receive 50% defense in deep water, with full "
7090#~ "movement."
7091#~ msgstr ""
7092#~ "������ �������� �������������������� ������ �������� �� �������� ������ �������� �� �������� �� ������'�� ������. �������� "
7093#~ "���������� ���������� �������� ������ ��������: ���� ���� �� ���������� �� ���������� ������ ������ ������ ������, �� �� "
7094#~ "���������������������� ���������� ������������.\n"
7095#~ "\n"
7096#~ "���������� �� �������� ������ ���������� 50% ������������ ���� ������ ��������, ������ ������ ��������������."
7097
7098#~ msgid "Frozen"
7099#~ msgstr "������������"
7100
7101#, fuzzy
7102#~ msgid ""
7103#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
7104#~ "covered by snow or ice. Most units are slowed down on it, and have a "
7105#~ "harder time defending themselves. Note that swimming units, even those "
7106#~ "who can breathe underwater, cannot swim underneath ice.\n"
7107#~ "\n"
7108#~ "Most units have 20 to 40% defense in frozen terrain."
7109#~ msgstr ""
7110#~ "������������ �������� �������������������� ������ �������� ������ ������ ���� ���������� ���� ������ �� ����. �������� ���������� "
7111#~ "�� �������� ������ ���� ����, �� ������ �� �������� ������ ���������������� ����������������. ������ ������ ������������ "
7112#~ "����������, �������� ������ ���� ������ �������� ����������������, ���������� �������� �������������� ����.\n"
7113#~ "\n"
7114#~ "�������� ���������� ������ 20 �� 40% ������������ ���� ������������ ��������."
7115
7116#~ msgid "Castle"
7117#~ msgstr "����������"
7118
7119#, fuzzy
7120#~ msgid ""
7121#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
7122#~ "Nearly all units receive a considerable bonus to their defense by being "
7123#~ "stationed in a castle, and most units receive full movement in a castle. "
7124#~ "Stationing units in a castle represents its defensive capability. Without "
7125#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
7126#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
7127#~ "\n"
7128#~ "Most units have about 60% defense in a castle.\n"
7129#~ "\n"
7130#~ msgstr ""
7131#~ "������������ �� ������ ������ �� ���������������� ����������������������. �������� ���� ���������� ���������� �� "
7132#~ "���������������������� ���������� �� ���� ������������ ���� �������� �������������� ���� �� ����������, �� ���� ���������� "
7133#~ "���������� ������ �������������� ���� �� ����������. ���������������� ���������� ���� �� ���������� �������������������� ������ "
7134#~ "���������������� ��������������������. ���������� �� �������� ���� ���� ������ ��������, ���� ���������� ������ ������������ "
7135#~ "�������� �������� �� ���������� ������������������, ���������� �� ������ ���������������� ���������� ���� �������������� "
7136#~ "����������.\n"
7137#~ "\n"
7138#~ "�������� ���������� ������ �������� 60% ������������ ���� �� ����������.\n"
7139#~ "\n"
7140
7141#~ msgid "Sand"
7142#~ msgstr "��������"
7143
7144#, fuzzy
7145#~ msgid ""
7146#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
7147#~ "units to cross, and leaves them wide open to attack. In contrast, the "
7148#~ "wide feet or snakelike bodies of the reptilian races make sand much "
7149#~ "easier for them to navigate.\n"
7150#~ "\n"
7151#~ "Most units receive 20 to 40% defense in sand."
7152#~ msgstr ""
7153#~ "�� ���������������������� �� �������� �������� ���� �������� ���� �������� ���������� �� ��������, �� �������� ������ ������ "
7154#~ "�������� �� ��������. ���� ����������������, �� ������ ������ �� �������������� ���������� �� �� �������������� ���������� ������ "
7155#~ "�������� ������ �������� ���� ������ �� ��������������.\n"
7156#~ "\n"
7157#~ "�������� ���������� ���������� 20 �� 40% ������������ ���� ��������."
7158
7159#~ msgid "Desert"
7160#~ msgstr "����������"
7161
7162#, fuzzy
7163#~ msgid ""
7164#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
7165#~ "than small sand pits or beaches, however for gameplay purposes they are "
7166#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
7167#~ msgstr ""
7168#~ "������������ ������ �� ������������ �������������� �������������������� ������ �������� �������� �������� �� ����������, ���������� "
7169#~ "���� ������������ �������������� ���� �� ������������������. ���� <ref>dst='terrain_sand' text='��������'</"
7170#~ "ref>."
7171
7172#~ msgid "Cave"
7173#~ msgstr "������"
7174
7175#, fuzzy
7176#~ msgid ""
7177#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
7178#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
7179#~ "with the terrain, and thus are both slowed down and hindered in defense. "
7180#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
7181#~ "easy time navigating this terrain, especially dwarves, who by dint of "
7182#~ "their small size can navigate many obstacles that other races cannot. "
7183#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
7184#~ "text='illuminated'</ref>.\n"
7185#~ "\n"
7186#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
7187#~ msgstr ""
7188#~ "������ �������� �������������������� ������ ������������������ ���������� ������ �������� ������ ���� �� �������� �� ������. "
7189#~ "�������� ���������� �� �������� ������������������ ������ �� ��������, �� ������ �� ������ �������� ������ �� ������������ ���� "
7190#~ "������������. ���������� �� ����������, ���� ������ ���� �������� ���� ��������, ������ ������ �� ������������������ ������ "
7191#~ "������ ������������������ ������ ��������, ���������������� ����������, ���� ���� �������� �� ���� �������� ������ ������ "
7192#~ "�������������� �������� ������������������ ������ ������ ���������� ����������. ������������������ �������� �� "
7193#~ "<ref>dst='terrain_illuminated_cave' text='��������������������'</ref>.\n"
7194#~ "\n"
7195#~ "�������� ���������� ���������� 20 �� 40% ������������ ���� ��������, �������� ���������� ������ 50%."
7196
7197#~ msgid "Rockbound Cave"
7198#~ msgstr "�������������� ������"
7199
7200#, fuzzy
7201#~ msgid ""
7202#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
7203#~ "water and wind, carrying erosive particles that carve the rock. It "
7204#~ "resembles a scraggy underground cavern which reduces efficiency of most "
7205#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
7206#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
7207#~ "who by dint of their small size have the full advantage of navigation in "
7208#~ "such topography. Occasionally caves are "
7209#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
7210#~ "\n"
7211#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
7212#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
7213#~ msgstr ""
7214#~ "�������������� ������ �������� ���� �������� ���� �� ���������� �� �������� �� ��������, ������������ ���������� ���������������� "
7215#~ "������ ������ �� ������. ���� ������������������ �� ������������ ������������������ ���������� ������ �������������� ���������������� "
7216#~ "�� �������� ����������, ������ ������������ ������������. ���������� �� ����������, ���� �� ������ ������������ �� ��������, "
7217#~ "������ �� ������������������ ������ ������ ������������������ ������ ��������. ����������, ���� ���� �������� �� ���� �������� "
7218#~ "������ ������ �� ������ ���������������� �� ������������������ ���� ������ ������������������. ������������������ �������� �� "
7219#~ "<ref>dst='terrain_illuminated_cave' text='��������������������'</ref>\n"
7220#~ "\n"
7221#~ "�������� ���������� ������ �������� 50% ������������ ���� �������� ��������, �������� �������������� �� �������������� �� "
7222#~ "40%. ���������� �������� 60% ������������ ���� �������������� ��������."
7223
7224#~ msgid "Illuminated Cave"
7225#~ msgstr "�������������������� ������"
7226
7227#, fuzzy
7228#~ msgid ""
7229#~ "Rare patches of the underground world are illuminated by light from the "
7230#~ "surface shining down into the gloomy darkness. This provides an attack "
7231#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
7232#~ "In all other regards this terrain is functionally identical to normal "
7233#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
7234#~ msgstr ""
7235#~ "���� ���������� �� �� ������������������ �������� �� �������������������� ���� ������ �������� �� ���������� ���������� ������ "
7236#~ "�������� �� ���������� ������������. ������ �������������� ���� �������� ���������� ���� ���������� ���������� �� ������������ �� "
7237#~ "�������� ���������� �������� ������������ ����������. ���� ���� ������ ������������ ������ �������� ���� �������������������� "
7238#~ "������������������ �� ���������� ������ ����������."
7239
7240#~ msgid "Mushroom Grove"
7241#~ msgstr "������������ ��������"
7242
7243#, fuzzy
7244#~ msgid ""
7245#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
7246#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
7247#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
7248#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
7249#~ "completely mired and lack proper freedom of movement in combat. Undead "
7250#~ "units have a natural affinity for decay and function quite well in "
7251#~ "mushroom forests.\n"
7252#~ "\n"
7253#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
7254#~ "receive only 20%."
7255#~ msgstr ""
7256#~ "������������ ���������� �� �������� ������������������ �������������� �� ���������� ��������������, ������ �������� ���� �� �������� "
7257#~ "������������. �������� ���������� ������ ������������ �������������������� �� ������������ ������ �� ���������� ����������, ������ "
7258#~ "���� ������ ������������ �� �������� ������������ �� �������� ����������. ������������ ����������, ����������, ���������� "
7259#~ "������������������ �������� �� ������ ���������� ������������ �� �������������� ���� ������������. ���������� ���������� ������ �� "
7260#~ "������������ �������������� ���� �������� �� �������������� �������� ������ ���� ������������ ��������������.\n"
7261#~ "\n"
7262#~ "�������� ���������� ���������� 50% �� 60% ������������ ���� ������������ ����������, �������� �������������� ���������� "
7263#~ "�������� 20%."
7264
7265#~ msgid "Village"
7266#~ msgstr "����������"
7267
7268#, fuzzy
7269#~ msgid ""
7270#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
7271#~ "or otherwise. Almost all units, even cavalry, have an easy time "
7272#~ "navigating villages, and most units gain a defensive bonus from being "
7273#~ "stationed in a village. Villages allow units the resources to clean and "
7274#~ "tend to their wounds, which allows any unit stationed therein to heal "
7275#~ "eight hitpoints each turn, or to be cured of poison.\n"
7276#~ "\n"
7277#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
7278#~ "only 40%.\n"
7279#~ "\n"
7280#~ msgstr ""
7281#~ "�������������� ������������������ ������ �������� �� ��������������, ���������� �� ������������. ������������ ���� ����������, "
7282#~ "�������� ��������������, ������ ������ ������ ������ ������������������ ��������������, �� �������� ���������� ������ �� "
7283#~ "���������������� ���������� �������� �������� �������������� ���� �� ����������. �������������� ������ ���������� �� �������������� "
7284#~ "�� �������� �� �������� �� ���� ����������, ������ �������� ������ �������� �������������� �������� �� ������ ���� "
7285#~ "���������������� ���� ������, �� �� ���� ���������� �� ����������.\n"
7286#~ "\n"
7287#~ "�������� ���������� ������ 50 �� 60% ������������ ���� ��������������, �������� �������������� ���������� �������� 40%.\n"
7288#~ "\n"
7289
7290#~ msgid "Submerged Village"
7291#~ msgstr "�������������� ����������"
7292
7293#, fuzzy
7294#~ msgid ""
7295#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
7296#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
7297#~ "have a hard time navigating and defending these villages. However, like "
7298#~ "any village, the facilites are available to all creatures which allow "
7299#~ "units to tend to their wounds. Any unit stationed in a village can heal "
7300#~ "eight hitpoints each turn, or be cured of poison.\n"
7301#~ "\n"
7302#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
7303#~ "based units usually have a low defense."
7304#~ msgstr ""
7305#~ "�������������� �������������� �� �� �������� �� ���������� �� ����������. ������ ��������-������������ ������������ �� ���� ������ "
7306#~ "����, ��������-������������ ������ �� ������ ������ ������������������ �� ���������������� ������ ��������������. ����������, "
7307#~ "������ ������ ����������, �� ������������������ �� ���������������� �� ���� ������������ ������ ������ ���������� �� �������� �� "
7308#~ "���� ����������. ������ �������� �������������� ���� �� ���������� ������ ������ ���� ���������������� ���� ������, �� ���� "
7309#~ "���������� �� ����������.\n"
7310#~ "\n"
7311#~ "���������� �� ���������� ������ 60% ������������ ���� �������������� ��������������, �������� �������� �������� ���������� "
7312#~ "������������ ������ �� ���� ������������."
7313
7314#~ msgid "Unwalkable"
7315#~ msgstr "����������������"
7316
7317#, fuzzy
7318#~ msgid ""
7319#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
7320#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
7321#~ "are noted for sheer walls which would take days to traverse. As far as "
7322#~ "gameplay is concerned, only units capable of flying can cross this "
7323#~ "terrain."
7324#~ msgstr ""
7325#~ "���������������� �������� ���������� ������ ���������� �� ������ ������, ���� �� ������ ������������, ���������� ���� ���������� "
7326#~ "������������ ���� ����������. ������������ �� ���������� ���� ���� �������� ������ ������ ������ ������ �� ������������. ���� "
7327#~ "���� ���� ������������ ���� ��������������, �������� ���������� �������������� �� ���������� ������ �������� ������ ��������."
7328
7329#~ msgid "Lava"
7330#~ msgstr "��������"
7331
7332#, fuzzy
7333#~ msgid ""
7334#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
7335#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
7336#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
7337#~ "only be crossed by those units capable of flying a considerable distance "
7338#~ "above it. The molten magma also produces a substantial glow, illuminating "
7339#~ "the area immediately above it. This provides an attack bonus for lawful "
7340#~ "units and removes the attack bonus from chaotic units."
7341#~ msgstr ""
7342#~ "�� ������������ �������������� ���� ���������� �� ������ ���� �������� �� �������� ������������. ���� ���� ���� �������������� "
7343#~ "���� ��������������, �������� ���� �������������������� �� <ref>dst='terrain_unwalkable' "
7344#~ "text='����������������'</ref> ��������, �� ������ �������� ���� ���������� ���� ������ ���������� �������������� �� "
7345#~ "���������� �� ���������������������� �������������� �������� ����. �� ������������ ���������� �������� ���������������� �� "
7346#~ "�������������������� ������, �������������������� �� ������ ���������������� �������� ����. ������ �������������� ���� �������� "
7347#~ "���������� ���� ���������� ���������� �� ������������ �� �������� ���������� �������� ������������ ����������."
7348
7349#~ msgid "River Ford"
7350#~ msgstr "�������� ������"
7351
7352#~ msgid ""
7353#~ "When a river happens to be extremely shallow, passing over it is a "
7354#~ "trivial matter for land based units. Moreover, any creature best adapted "
7355#~ "to swimming has full mobility even at such places in the river. As far as "
7356#~ "gameplay is concerned, a river ford is treated as either grassland or "
7357#~ "shallow water, choosing whichever one offers the best defensive and "
7358#~ "movement bonuses for the unit on it."
7359#~ msgstr ""
7360#~ "������ �� �������� ������������ �� ���� ������������������ ��������, ���������� ������ ���� ���� �� �������������� �������� ���� "
7361#~ "�������� �������� ����������. ����������, ������ ���������� �������� �������������� �� ������������ ������ ������ ���������������� "
7362#~ "�������� ���� ������ ������������ ���� �� ��������. ���� ���� ���� ������������ ���� ��������������, �� �������� ������ ���� "
7363#~ "������������ ���� ������ ���������������� �� �������� ��������, ���������� ������������ ������ �������� �� �������� ���������������� "
7364#~ "�� �������������� �������������� ���� �� �������� ���� ����."
7365
7366#~ msgid "Coastal Reef"
7367#~ msgstr "������������ ������"
7368
7369#, fuzzy
7370#~ msgid ""
7371#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
7372#~ "and sand. This provides most land units with a more steady footing and "
7373#~ "defensive positions than wading in shallow water normally would and also "
7374#~ "grants most water-dwelling races an exceptionally high defense.\n"
7375#~ "\n"
7376#~ "Mermen and Naga both receive 70% defense on coastal reefs."
7377#~ msgstr ""
7378#~ "������������ �������� �� ���������� �������� ���� ��������, �������� �� ��������. ������ �������������� �������� �������� "
7379#~ "���������� ������ �� ���� ���������� ���������� �� ���������������� ���������������� ������ ���������� ���� �������� �������� "
7380#~ "������������ ������ �� �������� ������������ �������� ��������-������������ ���������� ���� ���������������������� ���� "
7381#~ "������������.\n"
7382#~ "\n"
7383#~ "���������� �� �������� ������ ���������� 70% ������������ ���� ������������ ��������."
7384
7385#~ msgid "Bridge"
7386#~ msgstr "��������"
7387
7388#, fuzzy
7389#~ msgid ""
7390#~ "To those capable of building one, the ability to lay a "
7391#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
7392#~ "of waterways, whose fords come and go with the rise and fall of the "
7393#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
7394#~ "which is no laughing matter in the cold months of the year.\n"
7395#~ "\n"
7396#~ "For those who go by land or sea, a bridge is the best of both worlds — "
7397#~ "for gameplay purposes, it is treated either as grassland or the "
7398#~ "underlying water, whichever offers the best movement and defensive "
7399#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
7400#~ "and a land unit are not capable of occupying a bridge hex at the same "
7401#~ "time."
7402#~ msgstr ""
7403#~ "�� ������ �������������� �� ������������ ������, �� �������������� �� ���� �� �������� �������� �� ���������������� �������� �� "
7404#~ "���������� �������� �� ��������������, ������ �������� ������ �� ���� ������ �� ������ �� ������ �� �� ��������������. ������ "
7405#~ "���� �� ���� ���������� �� �� ������������ �� ������ ������, �� ������ �� ������ ���� ���� ���������� �������� ���� �� "
7406#~ "�������� ���������� �� �� ����.\n"
7407#~ "\n"
7408#~ "���� ������ ���� ���� ���� �������� �� ����, �� �������� ���� �� �������� �� ������ ���������� - ���� ������������ "
7409#~ "��������������, ���� ���� ������������ ������ ���� ���������������� �� �� ���������������� ��������, ������������ �������� �� "
7410#~ "�������� �������������� �� ���������������� �������������� ���� �� �������� ���������������� �� �������� ��������. ������ ������ �� "
7411#~ "������������ �������� �� �� �������� �������� �� ������ �������������� �� ���������������� �� �������� �������� ���� �� ������ "
7412#~ "������."
7413
7414#~ msgid "Impassable"
7415#~ msgstr "������������������"
7416
7417#~ msgid ""
7418#~ "Obstacles that not even the most determined traveler may overcome include "
7419#~ "solid walls of stone and mountains so tall and steep that they are "
7420#~ "constantly wreathed in cloud. Even flying creatures cannot navigate the "
7421#~ "jagged peaks at such rarified heights, and not even the fiercest troll "
7422#~ "can smash through thick walls of stone."
7423#~ msgstr ""
7424#~ "������������������ ������ ������ �������� �� �������� ���������������� �������������� ���� ������������ ������������ ���������� "
7425#~ "�������� �� �������� �� �������������� ���� ������ �� �������� ������ ���� �� �������������������� wreathed ���� ��������. "
7426#~ "�������� ���������� ������������ ���������� �������������� �� �������� �������� ���� ������ ������������ ��������, �� ������ "
7427#~ "�������� �� ������������ �������� ������ �������� ������ ������ �������� �� ��������."
7428
7429#~ msgid ""
7430#~ "Berserk:\n"
7431#~ "Whether used offensively or defensively, this attack presses the "
7432#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
7433#~ "have occurred."
7434#~ msgstr ""
7435#~ "����������:\n"
7436#~ "�������� ���������������� ������������������ �� ��������������������, ������ �������� ������������ �� ������������������ ���������� "
7437#~ "������ �� �� �������������������� ���� ��������, �� 30 ���������� �� ���������� ������ ��������."
7438
7439#~ msgid ""
7440#~ "Magical:\n"
7441#~ "This attack always has a 70% chance to hit regardless of the defensive "
7442#~ "ability of the unit being attacked."
7443#~ msgstr ""
7444#~ "��������������:\n"
7445#~ "������ �������� ���������� ������ �� 70% �������� �� ������ ���������������� �� �� ���������������� �������������� �� �� "
7446#~ "�������� �������� ����������."
7447
7448#~ msgid "firststrike"
7449#~ msgstr "J������������������"
7450
7451#~ msgid ""
7452#~ "First Strike:\n"
7453#~ "This unit always strikes first with this attack, even if they are "
7454#~ "defending."
7455#~ msgstr ""
7456#~ "�������� ����������:\n"
7457#~ "������ �������� ���������� ������������ �������� ������ ������ ��������, �������� ���� ���� �� ����������������."
7458
7459#~ msgid ""
7460#~ "Feeding:\n"
7461#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
7462#~ "living unit."
7463#~ msgstr ""
7464#~ "����������:\n"
7465#~ "������ �������� �������� 1 �������������� �������� �� ������ ���������������� ������������ ���� �������� �� ���������� ��������."
7466
7467#~ msgid ""
7468#~ "Some weapons have special features that increase the effectiveness of "
7469#~ "attacking with them.\n"
7470#~ "\n"
7471#~ msgstr ""
7472#~ "������ ������������ ������ ������������ ���������� ������ ������������ �� �������������������� �� ������������ ������ ������.\n"
7473#~ "\n"
7474
7475#, fuzzy
7476#~ msgid "<header>text='Race specific topics'</header>"
7477#~ msgstr ""
7478#~ "\n"
7479#~ "\n"
7480#~ "<header>text='�������� �� ������'</header>"
7481