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