1# #-#-#-#-# wesnoth.cpp1.po (PACKAGE VERSION) #-#-#-#-# 2# SOME DESCRIPTIVE TITLE. 3# Copyright (C) YEAR Wesnoth development team 4# This file is distributed under the same license as the PACKAGE package. 5# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. 6# 7msgid "" 8msgstr "" 9"Project-Id-Version: \n" 10"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" 11"POT-Creation-Date: 2021-06-20 15:00+0300\n" 12"PO-Revision-Date: 2008-03-01 19:31+0200\n" 13"Last-Translator: Aleksej Korgenkov <grimpanto@mail.ru>\n" 14"Language-Team: \n" 15"Language: \n" 16"MIME-Version: 1.0\n" 17"Content-Type: text/plain; charset=UTF-8\n" 18"Content-Transfer-Encoding: 8bit\n" 19"X-Poedit-Language: Esperanto\n" 20 21#. [time]: id=underground 22#. [editor_times]: id=underground 23#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495 24#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109 25msgid "Underground" 26msgstr "Subtero" 27 28#. [heals]: id=healing 29#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 30#: data/core/macros/abilities.cfg:10 31msgid "heals +4" 32msgstr "sanigo +4" 33 34#. [heals]: id=healing 35#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 36#: data/core/macros/abilities.cfg:11 37#, fuzzy 38msgid "female^heals +4" 39msgstr "sana" 40 41# 42# 43#. [heals]: id=healing 44#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 45#, fuzzy 46msgid "" 47"Allows the unit to heal adjacent allied units at the beginning of our turn.\n" 48"\n" 49"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " 50"from taking effect for that turn.\n" 51"A poisoned unit cannot be cured of its poison by a healer, and must seek the " 52"care of a village or a unit that can cure." 53msgstr "" 54"Kuracas:\n" 55"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " 56"komence de tiro.\n" 57"\n" 58"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " 59"vivojn.\n" 60"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " 61"8 vivojn.\n" 62"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " 63"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." 64 65#. [heals]: id=healing 66#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 67#: data/core/macros/abilities.cfg:28 68msgid "heals +8" 69msgstr "sanigo +8" 70 71#. [heals]: id=healing 72#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 73#: data/core/macros/abilities.cfg:29 74#, fuzzy 75msgid "female^heals +8" 76msgstr "sana" 77 78# 79# 80#. [heals]: id=healing 81#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 82#, fuzzy 83msgid "" 84"This unit combines herbal remedies with magic to heal units more quickly " 85"than is normally possible on the battlefield.\n" 86"\n" 87"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " 88"from taking effect for that turn.\n" 89"A poisoned unit cannot be cured of its poison by a healer, and must seek the " 90"care of a village or a unit that can cure." 91msgstr "" 92"Kuracas:\n" 93"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " 94"komence de tiro.\n" 95"\n" 96"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " 97"vivojn.\n" 98"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " 99"8 vivojn.\n" 100"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " 101"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." 102 103#. [section]: id=editor 104#: data/core/editor/help.cfg:5 105msgid "Map and Scenario Editor" 106msgstr "" 107 108#. [section]: id=editor_mode_terrain 109#. [topic]: id=..editor_mode_terrain 110#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257 111#, fuzzy 112#| msgid "Terrain Modifiers" 113msgid "Terrain Editor" 114msgstr "Influo de tereno" 115 116#. [section]: id=editor_mode_scenario 117#. [topic]: id=..editor_mode_scenario 118#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269 119#, fuzzy 120#| msgid "Terrain Modifiers" 121msgid "Scenario Editor" 122msgstr "Influo de tereno" 123 124#. [topic]: id=editor_tool_paint 125#: data/core/editor/help.cfg:28 126msgid "Paint Tool" 127msgstr "" 128 129#. [topic]: id=editor_tool_paint 130#: data/core/editor/help.cfg:29 131msgid "" 132"Paint terrain tiles on the map.\n" 133"\n" 134"The paint tool utilizes the brush sizes and the terrain palette.\n" 135"\n" 136"<bold>text='Keyboard Modifiers'</bold>\n" 137"\n" 138"• Shift+mouse click: If a base terrain is selected, change the base without " 139"changing the overlay. If an overlay is selected, change the overlay without " 140"changing the base.\n" 141"• Control+mouse click: Select the terrain under the mouse cursor, as if it " 142"had been selected on the terrain palette (picks up both base and overlay).\n" 143"\n" 144"<bold>text='Brush Sizes'</bold>\n" 145"\n" 146"The selected brush changes the size of the tool:" 147msgstr "" 148 149#. [topic]: id=editor_tool_paint 150#: data/core/editor/help.cfg:41 151msgid "Paint single hexes." 152msgstr "" 153 154#. [topic]: id=editor_tool_paint 155#: data/core/editor/help.cfg:42 156msgid "Paint seven hexes at a time." 157msgstr "" 158 159#. [topic]: id=editor_tool_paint 160#: data/core/editor/help.cfg:43 161msgid "Paint nineteen hexes at a time." 162msgstr "" 163 164#. [topic]: id=editor_tool_paint 165#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 166msgid "Paint three hexes in a line." 167msgstr "" 168 169#. [topic]: id=editor_tool_fill 170#: data/core/editor/help.cfg:52 171msgid "Fill Tool" 172msgstr "" 173 174#. [topic]: id=editor_tool_fill 175#: data/core/editor/help.cfg:53 176msgid "" 177"Fill continuous regions of terrain with a different one.\n" 178"\n" 179"The fill tool utilizes the terrain palette.\n" 180"\n" 181"<bold>text='Keyboard Modifiers'</bold>\n" 182"\n" 183"• Shift+mouse click: If a base terrain is selected, change the base without " 184"changing the overlay. If an overlay is selected, change the overlay without " 185"changing the base.\n" 186"• Control+mouse click: Select the terrain under the mouse cursor, as if it " 187"had been selected on the terrain palette (picks up both base and overlay)." 188msgstr "" 189 190#. [topic]: id=editor_tool_select 191#: data/core/editor/help.cfg:67 192msgid "Select Tool" 193msgstr "" 194 195#. [topic]: id=editor_tool_select 196#: data/core/editor/help.cfg:68 197msgid "" 198"Selects a set of hex fields, for use with with the cut, copy and fill-" 199"selection buttons below the menu bar.\n" 200"\n" 201"<bold>text='Keyboard Modifiers'</bold>\n" 202"\n" 203"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " 204"cursor, and adjoining hexes of the same terrain type.\n" 205"• Control+mouse click: Unselect hexes.\n" 206"\n" 207"<bold>text='Brush Sizes'</bold>\n" 208"\n" 209"The selected brush changes the size of the tool:" 210msgstr "" 211 212#. [topic]: id=editor_tool_select 213#: data/core/editor/help.cfg:78 214msgid "Select single hexes." 215msgstr "" 216 217#. [topic]: id=editor_tool_select 218#: data/core/editor/help.cfg:79 219msgid "Select seven hexes at a time." 220msgstr "" 221 222#. [topic]: id=editor_tool_select 223#: data/core/editor/help.cfg:80 224msgid "Select nineteen hexes at a time." 225msgstr "" 226 227#. [topic]: id=editor_tool_select 228#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 229msgid "Select three hexes in a line." 230msgstr "" 231 232#. [topic]: id=editor_tool_paste 233#: data/core/editor/help.cfg:89 234msgid "Clipboard and Paste Tool" 235msgstr "" 236 237#. [topic]: id=editor_tool_paste 238#: data/core/editor/help.cfg:90 239msgid "" 240"Rotate, flip and paste the terrain in the clipboard\n" 241"\n" 242"Hexes can be cut or copied to the clipboard using the " 243"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n" 244"\n" 245"The paste tool shows an outline of the clipboard, which can be pasted with a " 246"mouse-click. Only the outline is shown, but mistakes can be corrected with " 247"the undo function, which is bound to both Control+Z and to the same key as " 248"the in-game undo function.\n" 249"\n" 250"The paste tool also has some clipboard-manipulation functions:" 251msgstr "" 252 253#. [topic]: id=editor_tool_paste 254#: data/core/editor/help.cfg:97 255msgid "Rotate clockwise by 60°." 256msgstr "" 257 258#. [topic]: id=editor_tool_paste 259#: data/core/editor/help.cfg:98 260msgid "Rotate counter-clockwise by 60°." 261msgstr "" 262 263#. [topic]: id=editor_tool_paste 264#: data/core/editor/help.cfg:99 265msgid "Flip horizontally" 266msgstr "" 267 268#. [topic]: id=editor_tool_paste 269#: data/core/editor/help.cfg:100 270msgid "Flip vertically" 271msgstr "" 272 273#. [topic]: id=editor_tool_starting 274#: data/core/editor/help.cfg:107 275msgid "Starting Locations Tool" 276msgstr "" 277 278#. [topic]: id=editor_tool_starting 279#: data/core/editor/help.cfg:109 280msgid "" 281"Defines the side leader starting position.\n" 282"\n" 283"This tool sets the side leaders’ default starting locations, and named " 284"special locations. Both types of location are enabled in both <ref>dst='.." 285"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.." 286"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names " 287"are shown as a list in the editor palette, clicking on the map will place " 288"that name on a hex, each location can only be placed on a single hex, and " 289"the editor will only allow one location per hex.\n" 290"\n" 291"To add named special locations, click “Add” at the bottom of the editor " 292"palette, and enter the name. These names must start with a letter and may " 293"contain numbers and underscores.\n" 294"\n" 295"More than nine teams can be added to a map, by clicking “Add” and entering a " 296"number, for example “10”. The UI will automatically show this as “Player " 297"10”.\n" 298"\n" 299"Named locations can be accessed from WML using the Standard Location " 300"Filter’s <italic>text='location_id='</italic>. Player starts can also be " 301"accessed from WML using <italic>text='location_id=1'</italic>, " 302"<italic>text='location_id=2'</italic>, etc — use only the number, without " 303"adding “Player ” in front of the number.\n" 304"\n" 305"<bold>text='Keyboard Modifiers'</bold>\n" 306"\n" 307"• Control+mouse click on a hex that already has a location: select that " 308"location for placing with a subsequent mouse click, as if it was selected in " 309"the editor palette." 310msgstr "" 311 312#. [topic]: id=editor_tool_label 313#: data/core/editor/help.cfg:129 314msgid "Label Tool" 315msgstr "" 316 317#. [topic]: id=editor_tool_label 318#: data/core/editor/help.cfg:130 319msgid "" 320"Put text labels on the map.\n" 321"\n" 322"• Left-click will open a dialog box to create a new label or edit an " 323"existing one.\n" 324"• Right-click deletes.\n" 325"• Drag-and-drop with the left mouse button moves labels.\n" 326"\n" 327"This tool is only available in Scenario Mode; the decorations are " 328"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag." 329msgstr "" 330 331#. [topic]: id=editor_tool_scenery 332#: data/core/editor/help.cfg:145 333msgid "Item Tool (Scenery Tool)" 334msgstr "" 335 336#. [topic]: id=editor_tool_scenery 337#: data/core/editor/help.cfg:146 338msgid "" 339"The Item Tool allows placing decorations such as windmills, bookcases and " 340"monoliths. Multiple items can be placed on the same hex.\n" 341"\n" 342"<bold>text='Note:'</bold> the tool doesn’t support deleting items once " 343"placed, nor does it support undo. Mistakes can currently only be fixed by " 344"editing the generated WML file.\n" 345"\n" 346"This tool is only available in Scenario Mode; the decorations are not part " 347"of the terrain and are implemented in the scenario using WML’s " 348"<italic>text='[item]'</italic> tag." 349msgstr "" 350 351#. [topic]: id=editor_tool_village 352#: data/core/editor/help.cfg:159 353msgid "Village Ownership Tool" 354msgstr "" 355 356#. [topic]: id=editor_tool_village 357#: data/core/editor/help.cfg:160 358msgid "" 359"This tool assigns ownership of villages at the start of a scenario. The " 360"villages must first be placed on the terrain with the " 361"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n" 362"\n" 363"• Left-click will assign the village to the currently-selected side.\n" 364"• Right-click will set the village back to unowned.\n" 365"\n" 366"This tool is only available in Scenario Mode; ownership information is " 367"stored by adding WML <italic>text='[village]'</italic> tags to the " 368"appropriate <italic>text='[side]'</italic>." 369msgstr "" 370 371#. [topic]: id=editor_tool_unit 372#: data/core/editor/help.cfg:174 373msgid "Unit Tool" 374msgstr "" 375 376#. [topic]: id=editor_tool_unit 377#: data/core/editor/help.cfg:175 378msgid "" 379"Place units belonging to the currently-selected side.\n" 380"\n" 381"• Left-click will place a unit.\n" 382"• Left drag-and-drop will move an already-placed unit.\n" 383"• Various operations are added to the right-click menu when the hex contains " 384"a unit.\n" 385"\n" 386"This tool is only available in Scenario Mode; it adds WML " 387"<italic>text='[unit]'</italic> tags to the appropriate " 388"<italic>text='[side]'</italic>." 389msgstr "" 390 391#. [topic]: id=editor_named_area 392#: data/core/editor/help.cfg:190 393msgid "Named Areas" 394msgstr "" 395 396#. [topic]: id=editor_named_area 397#: data/core/editor/help.cfg:191 398msgid "" 399"This tool create sets of tiles that can be used in WML scripts’ Standard " 400"Location Filters (a concept explained in detail on the Wiki), by using the " 401"area’s id in the filter’s <italic>text='area='</italic> attribute. For " 402"example:\n" 403"\n" 404"• assigning a local time zone to this set of hexes\n" 405"• filtering the set of hexes which trigger an event when a unit moves on to " 406"them\n" 407"\n" 408"To use the tool:\n" 409"\n" 410"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</" 411"ref>\n" 412"• in the Areas menu, select Add New Area\n" 413"• then in the Areas menu, select Save Selection to Area\n" 414"• then in the Areas menu, select Rename Selected Area and choose a name for " 415"the area\n" 416"\n" 417"This tool is only available in Scenario Mode; it adds WML " 418"<italic>text='[time_area]'</italic> tags to the scenario. Although the tag’s " 419"name implies time, it is now more generic and can be used for other purposes " 420"without needing to change the time-of-day schedule in the area." 421msgstr "" 422 423#. [topic]: id=editor_playlist 424#: data/core/editor/help.cfg:212 425msgid "Playlist Manager" 426msgstr "" 427 428#. [topic]: id=editor_playlist 429#: data/core/editor/help.cfg:213 430msgid "" 431"Shows a list of music tracks known to the editor, with toggle-boxes to " 432"enable them.\n" 433"\n" 434"This tool is only available in Scenario Mode; it adds WML " 435"<italic>text='[music]'</italic> tags to the scenario." 436msgstr "" 437 438#. [topic]: id=..editor 439#: data/core/editor/help.cfg:223 440msgid "Map/Scenario Editor" 441msgstr "" 442 443#. [topic]: id=..editor 444#: data/core/editor/help.cfg:224 445msgid "" 446"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " 447"on which every Wesnoth scenario takes place. It also provides a limited set " 448"of features for setting up a basic scenario.\n" 449"\n" 450"The editor can be launched from the <italic>text='Map Editor'</italic> " 451"option at the title screen.\n" 452"\n" 453"<header>text='Editing Modes'</header>\n" 454"\n" 455"The editor features two modes of operation: terrain mode and scenario mode.\n" 456"\n" 457"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to " 458"a simple paint application, with tools to <ref>dst='editor_tool_paint' " 459"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, " 460"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and " 461"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for " 462"setting the leaders’ <ref>dst='editor_tool_starting' text='starting " 463"locations'</ref>.\n" 464"\n" 465"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in " 466"addition to the tools available in terrain mode, adds support for adding " 467"<ref>dst='editor_tool_label' text='labels'</ref>, " 468"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, " 469"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, " 470"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> " 471"at the start of the scenario. There’s also a <ref>dst='editor_playlist' " 472"text='playlist manager'</ref> for the music.\n" 473"\n" 474"<bold>text='Warning: the Scenario Mode is buggy in 1.14.'</bold> Improving " 475"it is one of the main blockers for the 1.16 release, however in 1.14 its " 476"quality is far below that of the game and the terrain mode." 477msgstr "" 478 479#. [topic]: id=..editor 480#: data/core/editor/help.cfg:238 481msgid "" 482"<header>text='What you do *not* get'</header>\n" 483"\n" 484"• Exactly the same map rendering as in-game\n" 485"\n" 486"The map won’t look exactly the same in the game as it does in the editor, " 487"because this depends on the terrain rules. For example, when many mountain " 488"hexes are clustered together the terrain rules will try to combine them into " 489"mountain ranges and large graphics spanning multiple hexes.\n" 490"\n" 491"• Event handlers and scripting\n" 492"\n" 493"The editor is not a tool to help you scripting the scenario’s event " 494"handlers.\n" 495"\n" 496"• Infinite Backwards Compatibility\n" 497"\n" 498"The editor can load most maps from older versions of Wesnoth, but not all. " 499"Maps from 1.3.2 and later will normally be supported, unless they use " 500"terrains which are no longer in mainline Wesnoth. Maps from add-ons which " 501"have their own terrains will need that add-on to tell the editor about their " 502"terrains." 503msgstr "" 504 505#. [topic]: id=..editor_mode_terrain 506#: data/core/editor/help.cfg:258 507msgid "" 508"The terrain editor’s functionality is similar to a simple paint " 509"application.\n" 510"\n" 511"The right-hand sidebar contains, from top to bottom, the mini-map, the " 512"toolkit (see the pages for each tool), tool options, and " 513"<ref>dst='editor_palette' text='Palette'</ref>.\n" 514"\n" 515"When saved using “Save Map As” and saving to the default directory, the " 516"resulting map can be found in the “Custom Maps” game type of the multiplayer " 517"“Create Game” dialog." 518msgstr "" 519 520#. [topic]: id=..editor_mode_scenario 521#: data/core/editor/help.cfg:270 522msgid "" 523"The scenario editor mode adds support for some map-related WML features, " 524"such as areas and scenery items. Most scenarios will still require " 525"additional WML to be written using a different tool; the scenario editor " 526"does not support scripting the scenario’s events." 527msgstr "" 528 529#. [topic]: id=..editor_mode_scenario 530#: data/core/editor/help.cfg:272 531msgid "" 532"<header>text='Checking whether the editor is in scenario mode'</header>\n" 533"\n" 534"You can check which mode the editor is in by looking at the menu bar.\n" 535"\n" 536"• In scenario mode the “Areas” and “Side” menus are enabled.\n" 537"• In terrain-only mode the “Areas” and “Side” menus are grayed-out." 538msgstr "" 539 540#. [topic]: id=..editor_mode_scenario 541#: data/core/editor/help.cfg:279 542msgid "" 543"<header>text='Entering scenario mode'</header>\n" 544"\n" 545"To start a new map in scenario mode, choose “New Scenario” from the “File” " 546"menu.\n" 547"\n" 548"If you’re already editing a map in terrain mode, use “Save Scenario As” from " 549"the “File” menu; this will switch to scenario mode.\n" 550"\n" 551"To load a map that was created in the scenario editor, use “Load Map” from " 552"the “File” menu, and select the .cfg file (not a .map file)." 553msgstr "" 554 555#. [topic]: id=..editor_mode_scenario 556#: data/core/editor/help.cfg:287 557msgid "" 558"<header>text='The files: .map and .cfg'</header>\n" 559"\n" 560"The map editor saves exactly one file, either a .map (for terrain mode) or " 561"a .cfg (for scenario mode). In scenario mode the terrain map is saved inside " 562"the .cfg file; there is no separate .map file. If you start editing in " 563"terrain mode and then switch to scenaro mode then an old .map file might " 564"remain, but this is not updated by the scenario editor.\n" 565"\n" 566"Loading a .cfg file has different results depending on the contents of the ." 567"cfg file. For .cfg files that were created by the scenario editor, it will " 568"open the .cfg in the scenario editor. However, for .cfg files that use a " 569"separate .map file (which can't be created by the scenario editor), the " 570"editor may follow the link and open the corresponding .map in terrain-only " 571"mode, as if the .map file was chosen in the file selector." 572msgstr "" 573 574#. [topic]: id=editor_separate_events_file 575#: data/core/editor/help.cfg:299 576msgid "Using a separate file for WML events" 577msgstr "" 578 579#. [topic]: id=editor_separate_events_file 580#: data/core/editor/help.cfg:300 581msgid "" 582"When loading a .cfg file, the scenario editor understands files created by " 583"the scenario editor, but is likely to have difficulty with files that have " 584"been edited by hand.\n" 585"\n" 586"Files created by the scenario editor omit the opening [scenario] and closing " 587"[/scenario] tags. If you are creating a campaign (or other add-on), then " 588"those tags need to be added; there is more detail about this in the " 589"<ref>dst='editor_map_format' text='map file format'</ref> documentation.\n" 590"\n" 591"One workflow is to create a separate WML file, also with the .cfg extension, " 592"which uses the WML preprocessor to include the editor-created file. This " 593"separate file contains both the [scenario] tag and any hand-edited WML such " 594"as events. With this workflow, the add-on’s file structure could look like " 595"this:\n" 596"\n" 597"<header>text='For Wesnoth 1.14'</header>\n" 598"\n" 599"• _main.cfg:\n" 600" ◦ use “{./scenarios}” to include the “scenarios” directory\n" 601"• maps/map_from_01.cfg\n" 602" ◦ this is the file created by the scenario editor\n" 603"• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in " 604"these four lines:\n" 605" ◦ [scenario]\n" 606" ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n" 607" ◦ [/scenario]\n" 608" ◦ [+scenario]\n" 609"\n" 610"The first three of those lines insert the scenario-generated file inside a " 611"[scenario] tag. The ‘+’ sign on the fourth line means that two scenario tags " 612"will be combined, with attributes in the second one overriding attributes in " 613"the first one.\n" 614"\n" 615"<header>text='1.16 and later'</header>\n" 616"\n" 617"If your add-on will only be used on 1.16 and later, there are new features " 618"to load .cfg files via map_file, and to avoid repeating the add-on’s name " 619"within the .cfg files.\n" 620"\n" 621"• _main.cfg:\n" 622" ◦ use “[binary_path]” to add add-on’s directories to the binary path, " 623"which makes “map_file” search the “maps” directory.\n" 624" ◦ use “{./scenarios}” to include the “scenarios” directory\n" 625"• maps/map_from_01.cfg\n" 626" ◦ this is the file created by the scenario editor\n" 627"• scenarios/01_Forest.cfg\n" 628" ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to " 629"load that file" 630msgstr "" 631 632#. [topic]: id=editor_masks 633#: data/core/editor/help.cfg:338 634msgid "Editor Mask Usage" 635msgstr "" 636 637#. [topic]: id=editor_masks 638#: data/core/editor/help.cfg:339 639msgid "" 640"Masks can be applied to a base map for reusal in several scenarios playing " 641"at the same locations." 642msgstr "" 643 644#. [topic]: id=editor_time_schedule 645#. 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 646#: data/core/editor/help.cfg:347 647#, fuzzy 648#| msgid "Time of Day" 649msgid "ToD and Schedule Editor" 650msgstr "Taga tempo" 651 652#. [topic]: id=editor_time_schedule 653#: data/core/editor/help.cfg:348 654msgid "" 655"This button at the top-right of the screen accesses the time-of-day preview " 656"and the schedule editor.\n" 657"\n" 658"In terrain mode, this displays the map as it will be recolored at different " 659"times of day.\n" 660"\n" 661"In scenario mode, the button accesses an editor for individual schedules for " 662"<ref>dst='editor_named_area' text='time areas'</ref>." 663msgstr "" 664 665#. [topic]: id=editor_palette 666#: data/core/editor/help.cfg:359 667msgid "Editor Palette" 668msgstr "" 669 670#. [topic]: id=editor_palette 671#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain 672#: data/core/editor/help.cfg:361 673msgid "" 674"The editor palette contains the applicable items you may use with the " 675"currently selected tool. For example, the Paint tool will display a full " 676"list of all available terrains, and the unit tool will provide a list of " 677"available units. When using the Starting Locations Tool, the palette changes " 678"to a list of “Player 1”, “Player 2”, etc.\n" 679"\n" 680"<bold>text='Filter'</bold>\n" 681"\n" 682"There is a filter function to show only a subset of the available items — " 683"this is the leftmost of the four buttons at the top of the palette, and the " 684"graphic changes depending on what is selected. Examples:" 685msgstr "" 686 687#. [topic]: id=editor_palette 688#: data/core/editor/help.cfg:366 689msgid "Show all kinds of terrain" 690msgstr "" 691 692#. [topic]: id=editor_palette 693#: data/core/editor/help.cfg:367 694msgid "Show only water terrains" 695msgstr "" 696 697#. [topic]: id=editor_palette 698#: data/core/editor/help.cfg:368 699msgid "Show only villages" 700msgstr "" 701 702#. [topic]: id=editor_map_format 703#: data/core/editor/help.cfg:379 704msgid "Wesnoth Map Format" 705msgstr "" 706 707#. [topic]: id=editor_map_format 708#: data/core/editor/help.cfg:380 709msgid "Wesnoth stores its maps in human readable plain text files." 710msgstr "" 711 712#. [topic]: id=editor_map_format 713#: data/core/editor/help.cfg:382 714msgid "" 715"<header>text='Native'</header>\n" 716"\n" 717"A map file consists of rows with comma separated terrain code strings. The " 718"only non-terrain information provided by the map syntax is the set of " 719"locations created by the <ref>dst='editor_tool_starting' text='Starting " 720"Locations Tool'</ref>. The files can be edited with a general purpose text " 721"editor like notepad.\n" 722"\n" 723"These files can be used directly for multiplayer games, the number of " 724"players is automatically determined by the number of starting positions. " 725"When saved in the default directory, the map can be found in the “Custom " 726"Maps” game type of the multiplayer “Create Game” dialog; you may need to " 727"refresh the cache (press F5 on the title screen) before a newly-created map " 728"appears.\n" 729"\n" 730"These files can be used in a scenario’s .cfg file, with the scenario’s WML " 731"providing additional information such as teams, custom events, and complex " 732"side setups. The .cfg file loads the map file with either of:\n" 733"\n" 734"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth " 735"1.14'</italic>\n" 736"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor " 737"include'</italic>\n" 738"\n" 739"The <italic>text='map_file'</italic> method is preferred over using a " 740"preprocessor include." 741msgstr "" 742 743#. [topic]: id=editor_map_format 744#: data/core/editor/help.cfg:395 745msgid "" 746"<header>text='Embedded'</header>\n" 747"\n" 748"The map data can stored as part of a scenario’s .cfg file, directly in the " 749"<italic>text='map_data'</italic> attribute. In other words, in the place " 750"that the preprocessor would include it when using the preprocessor-include " 751"method.\n" 752"\n" 753"<header>text='Using Embedded Format in Terrain Mode'</header>\n" 754"\n" 755"If you are editing the map and not using the Scenario Mode support, then " 756"it’s trivial to move the data to a native map file before opening it in the " 757"editor. This conversion is recommended — the editor supports editing the " 758"content of map_data while leaving everything else in the file untouched, but " 759"this is rarely-used code. Maps opened this way are marked (E) in the Window " 760"menu." 761msgstr "" 762 763#. [topic]: id=editor_map_format 764#: data/core/editor/help.cfg:403 765msgid "" 766"<header>text='Files created by the Scenario Editor'</header>\n" 767"\n" 768"In scenario mode, the editor saves the data as a .cfg file with embedded map " 769"data. When loading a .cfg file, the scenario editor understands files " 770"created by the scenario editor itself, but is likely to have difficulty with " 771"files that have been edited by hand; problems can be avoided by " 772"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</" 773"ref> for the hand-edited parts." 774msgstr "" 775 776#. [topic]: id=editor_map_format 777#: data/core/editor/help.cfg:407 778msgid "" 779"<header>text='Which scenario files use the [scenario] tag'</header>\n" 780"\n" 781"Files created by the scenario editor have the contents of a WML scenario " 782"element, but don’t include the opening [scenario] and closing [/scenario] " 783"tags. For each .cfg file in the userdata folder’s editor/scenarios " 784"subfolder, the game will automatically try to load a scenario from it to " 785"include in the “Custom Scenarios” list (files that fail to load are " 786"ignored). In this folder each file is a separate item - files that fail to " 787"parse as a scenario are ignored, and files must not contain the [scenario][/" 788"scenario] tags.\n" 789"\n" 790"The opposite applies when a scenario is part of a campaign or other add-on. " 791"Typically each scenario has its own .cfg file, however this is unnecessary - " 792"all of the WML in an add-on will be combined by the preprocessor, it doesn’t " 793"matter whether the add-on is written as separate files or not. The engine " 794"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags " 795"to know which WML is part of each scenario." 796msgstr "" 797 798#. [editor_times]: id=deep_underground 799#. [time]: id=deep_underground 800#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121 801msgid "Deep Underground" 802msgstr "Profunda subterejo" 803 804#. [editor_times]: id=indoors 805#. [time]: id=indoors 806#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101 807msgid "Indoors" 808msgstr "" 809 810#. [section]: id=encyclopedia 811#. [topic]: id=..encyclopedia 812#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 813msgid "Encyclopedia" 814msgstr "" 815 816#. [topic]: id=..encyclopedia 817#: data/core/encyclopedia/_main.cfg:14 818msgid "<ref>dst='..geography' text='Geography'</ref>" 819msgstr "" 820 821#. [section]: id=geography 822#. [topic]: id=..geography 823#: data/core/encyclopedia/geography.cfg:12 824#: data/core/encyclopedia/geography.cfg:19 825msgid "Geography" 826msgstr "" 827 828#. [topic]: id=arkan_thoria 829#: data/core/encyclopedia/geography.cfg:26 830msgid "Arkan-thoria" 831msgstr "" 832 833#. [topic]: id=arkan_thoria 834#: data/core/encyclopedia/geography.cfg:27 835msgid "" 836"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</" 837"ref> and running east to the Listra." 838msgstr "" 839 840#. [topic]: id=great_river 841#: data/core/encyclopedia/geography.cfg:32 842msgid "Great River" 843msgstr "" 844 845#. [topic]: id=great_river 846#: data/core/encyclopedia/geography.cfg:33 847msgid "" 848"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' " 849"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' " 850"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' " 851"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>." 852msgstr "" 853 854#. [topic]: id=great_ocean 855#: data/core/encyclopedia/geography.cfg:38 856msgid "Great Ocean" 857msgstr "" 858 859#. [topic]: id=great_ocean 860#: data/core/encyclopedia/geography.cfg:39 861msgid "" 862"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> " 863"and all rivers eventually flow to it. Far to the west in the Great Ocean is " 864"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>." 865msgstr "" 866 867#. [topic]: id=morogor 868#: data/core/encyclopedia/geography.cfg:44 869msgid "Morogor" 870msgstr "" 871 872#. [topic]: id=morogor 873#: data/core/encyclopedia/geography.cfg:45 874msgid "" 875"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great " 876"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and " 877"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n" 878"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n" 879"The central island of the archipelago is also called ‘Morogor’." 880msgstr "" 881 882#. [topic]: id=green_isle 883#: data/core/encyclopedia/geography.cfg:52 884#, fuzzy 885msgid "Green Isle" 886msgstr "Verda" 887 888#. [topic]: id=green_isle 889#: data/core/encyclopedia/geography.cfg:53 890msgid "" 891"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>." 892msgstr "" 893 894#. [topic]: id=old_continent 895#: data/core/encyclopedia/geography.cfg:58 896msgid "Old Continent" 897msgstr "" 898 899#. [topic]: id=old_continent 900#: data/core/encyclopedia/geography.cfg:59 901msgid "" 902"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the " 903"<ref>dst='great_ocean' text='Great Ocean'</ref>." 904msgstr "" 905 906#. [topic]: id=great_continent 907#: data/core/encyclopedia/geography.cfg:64 908msgid "Great Continent" 909msgstr "" 910 911#. [topic]: id=great_continent 912#: data/core/encyclopedia/geography.cfg:65 913msgid "" 914"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of " 915"Wesnoth'</ref> lies. Its west coast is surrounded by the " 916"<ref>dst='great_ocean' text='Great Ocean'</ref>." 917msgstr "" 918 919#. [topic]: id=irdya 920#: data/core/encyclopedia/geography.cfg:70 921msgid "Irdya" 922msgstr "" 923 924#. [topic]: id=irdya 925#: data/core/encyclopedia/geography.cfg:71 926msgid "" 927"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' " 928"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only " 929"rarely used in the era depicted by the main map. People normally just say " 930"“the world” or, poetically, “the wide green world”." 931msgstr "" 932 933#. [topic]: id=kingdom_wesnoth 934#: data/core/encyclopedia/geography.cfg:76 935msgid "Kingdom of Wesnoth" 936msgstr "" 937 938#. [topic]: id=kingdom_wesnoth 939#: data/core/encyclopedia/geography.cfg:77 940msgid "" 941"The Kingdom of Wesnoth is located in the north-central portion of the " 942"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the " 943"mainline campaigns revolve around it. It is bounded on the map by the " 944"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of " 945"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to " 946"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter " 947"Swamp to the southeast.\n" 948"\n" 949"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " 950"It is bounded to the south (off-map) by dense woods of which the Aethenwood " 951"may be considered a northernmost extension.\n" 952"\n" 953"<header>text='Notable cities:'</header>\n" 954" • Weldyn: The capital of Wesnoth.\n" 955" • Aldril: City lying on the Bay of Pearls.\n" 956" • Blackwater Port: City lying south of the Bay of Pearls.\n" 957" • Carcyn: Located between the Grey Woods and the Great River.\n" 958" • Dan’Tonk: Wesnoth’s largest city, located in the center of the " 959"country, just west and north of Weldyn.\n" 960" • Soradoc: The northernmost border outpost of Wesnoth, controls the " 961"confluence of the Weldyn River and the Great River.\n" 962" • Fort Tahn: The southernmost border outpost, controls the north/south " 963"road crossing the River Aethen.\n" 964" • Tath: Important fort city north of Dan’Tonk, exerts control over the " 965"wilderness country around the east of the Brown Hills and north to the Ford " 966"of Abez.\n" 967"\n" 968"<header>text='Notable land features:'</header>\n" 969" • Gryphon Mountain: Home of the fabled Gryphons.\n" 970" • Ford of Abez: Shallow part of the Great River, it is usually " 971"controlled by Wesnothian forces.\n" 972" • Weldyn River: It branches from the Great River and goes south.\n" 973" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " 974"this plain is Wesnoth’s bread basket and home to most of its population.\n" 975" • Dulatus Hills: These rolling hills bordering the Great Central Plain " 976"provide much of Wesnoth’s livestock and agriculture.\n" 977" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" 978"populated and occasionally very dangerous.\n" 979" • Horse Plains: Region of rolling plains just south of the Great River, " 980"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " 981"southern reach merges into the Central Plain. Home of the powerful Clans; " 982"the best horses in Wesnoth are bred here.\n" 983" • Estmark Hills: Largish range rising south of the Great River and east " 984"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " 985"at various times been settled by Wesnothians, but the Kingdom’s control is " 986"tenuous at best and banditry is common.\n" 987" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " 988"Haldric II’s sons.\n" 989" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located " 990"between Carcyn and Aldril and generally considered to be haunted." 991msgstr "" 992 993#. [topic]: id=elensefar 994#: data/core/encyclopedia/geography.cfg:106 995msgid "Elensefar" 996msgstr "" 997 998#. [topic]: id=elensefar 999#: data/core/encyclopedia/geography.cfg:107 1000msgid "" 1001"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' " 1002"text='Wesnoth'</ref>, at times an independent country, and at times in a " 1003"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' " 1004"text='Great River'</ref> to the north, a loosely defined line with Wesnoth " 1005"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' " 1006"text='ocean'</ref> to the west. More information is found in the historical " 1007"narrative of Wesnoth.\n" 1008"\n" 1009"<header>text='Notable cities:'</header>\n" 1010" • Elensefar: The capital, located on an island in the Great River " 1011"delta.\n" 1012" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" 1013"\n" 1014"<header>text='Notable land features:'</header>\n" 1015" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at " 1016"this point, and only ships can cross it." 1017msgstr "" 1018 1019#. [topic]: id=northlands 1020#: data/core/encyclopedia/geography.cfg:119 1021msgid "Northlands" 1022msgstr "" 1023 1024#. [topic]: id=northlands 1025#: data/core/encyclopedia/geography.cfg:120 1026msgid "" 1027"There is no government of the Northlands. Various groups of orcs, dwarves, " 1028"barbarian men and even elves populate the region. The northern and eastern " 1029"borders are not defined, the southern border is the <ref>dst='great_river' " 1030"text='Great River'</ref>, and the western border is the " 1031"<ref>dst='great_ocean' text='ocean'</ref>.\n" 1032"\n" 1033"<header>text='Notable cities:'</header>\n" 1034" • Glamdrol: An Orcish tribal capital.\n" 1035" • Wesmere: The location of the Ka’lian — the Elvish Council.\n" 1036" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " 1037"the southern Heart Mountains. A major trade center.\n" 1038" • Dallben and Delwyn: Human villages originally built by settlers who " 1039"crossed the Great River during Wesnoth’s Golden Age expansion. Now " 1040"abandoned. The forested area northeast of <ref>dst='elensefar' " 1041"text='Elensefar'</ref>, where these villages were located, was named the " 1042"Annuvin province by men but was known by the elves as Wesmere.\n" 1043"\n" 1044"<header>text='Notable land features:'</header>\n" 1045" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually " 1046"impassable barrier between the river country and the Northern Plains.\n" 1047" • Heartfangs: the particularly forbidding stretch of high peaks " 1048"southwest of Lake Vrug and north of the Forest of Wesmere. The most " 1049"inhospitable and dangerous portion of the Heart Mountains; only hermits, " 1050"madmen, and mages live there.\n" 1051" • Swamp of Dread: a very large bog located between the Heart Mountains " 1052"and the Great River. A notoriously dangerous place.\n" 1053" • Lake Vrug: A large mountain lake whose river carves the only pathway " 1054"through the Northern Mountains.\n" 1055" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that " 1056"comes out of Lake Vrug. This is the elvish name; among humans it is called " 1057"Longlier.\n" 1058" • River Listra: The south-running tributary of the Great River into " 1059"which the Arkan-thoria empties.\n" 1060" • Lintanir Forest: The southernmost portion of the Great Northern " 1061"Forest, a gigantic wood whose eastern and northern boundaries are known only " 1062"to the elves. Their capital, Elensiria, has only seldom been visited by " 1063"humans.\n" 1064" • <ref>dst='great_river' text='Great River'</ref>: The origin of this " 1065"river is somewhere in the east of the northern lands." 1066msgstr "" 1067 1068#. [topic]: id=southwest_elven_lands 1069#: data/core/encyclopedia/geography.cfg:141 1070msgid "Southwest Elven Lands" 1071msgstr "" 1072 1073#. [topic]: id=southwest_elven_lands 1074#: data/core/encyclopedia/geography.cfg:142 1075msgid "" 1076"The Wood Elves are separate from those of the north, and have only " 1077"intermittent relations with them and most other countries. Its borders are " 1078"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River " 1079"to the south and southeast, the lands of Wesnoth to the north and the " 1080"Kerlath province to the east.\n" 1081"\n" 1082"<header>text='Notable cities:'</header>\n" 1083" • None known.\n" 1084"\n" 1085"<header>text='Notable land features:'</header>\n" 1086" • Aethenwood: The largest southern forest, it extends far to the south " 1087"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves " 1088"make no such distinction, the southern part of the forest has been named " 1089"Southwood by denizens of Kerlath.\n" 1090" • Black Forest: An ancient forest of which very little is known, " 1091"abandoned by the elves long ago." 1092msgstr "" 1093 1094#. [topic]: id=heart_mountains 1095#: data/core/encyclopedia/geography.cfg:154 1096#, fuzzy 1097msgid "Heart Mountains" 1098msgstr "Montoj" 1099 1100#. [topic]: id=heart_mountains 1101#: data/core/encyclopedia/geography.cfg:155 1102msgid "" 1103"A virtually impassable barrier between the <ref>dst='arkan_thoria' " 1104"text='river'</ref> country and the <ref>dst='far_north' text='Northern " 1105"Plains'</ref>." 1106msgstr "" 1107 1108#. [topic]: id=far_north 1109#: data/core/encyclopedia/geography.cfg:160 1110msgid "Far North" 1111msgstr "" 1112 1113#. [topic]: id=far_north 1114#: data/core/encyclopedia/geography.cfg:161 1115msgid "" 1116"Cold, harsh, and inaccessible, the Far North is the ancestral home of the " 1117"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart " 1118"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without " 1119"merit) as their own. To the east lie the Unaligned Tribes of the Wild " 1120"Steppe, who fell out of the control of the Clannate, instead roaming with " 1121"wild human barbarians and clashing with the High Elves of the North Plains " 1122"(known as North Elves in human lands). The High Elves themselves reside " 1123"further east, where it is rumored they rule a vast kingdom.\n" 1124"\n" 1125"<header>text='Notable cities:'</header>\n" 1126" • Barag Gor, a city home to the Orcish Council\n" 1127" • Bitok\n" 1128" • Borstep\n" 1129" • Farzi\n" 1130" • Lmarig\n" 1131" • Melmog\n" 1132" • Prestim\n" 1133" • Tirigaz\n" 1134" • Dorest, the northernmost human city\n" 1135"\n" 1136"<header>text='Notable land features:'</header>\n" 1137" • Black Marshes\n" 1138" • Mountains of Dorth\n" 1139" • Mountains of Haag\n" 1140" • Greenwood\n" 1141" • Silent Forest\n" 1142" • Forest of Thelien\n" 1143" • River Oumph\n" 1144" • River Bork\n" 1145" • Frosty Wastes\n" 1146" • Barren Plains" 1147msgstr "" 1148 1149#. [section]: id=schedule 1150#: data/core/help.cfg:10 1151#, fuzzy 1152#| msgid "Time of Day" 1153msgid "Time of Day Schedule" 1154msgstr "Taga tempo" 1155 1156#. [section]: id=introduction 1157#. [topic]: id=..introduction 1158#: data/core/help.cfg:17 data/core/help.cfg:95 1159msgid "Introduction" 1160msgstr "Enkonduko" 1161 1162#. [section]: id=gameplay 1163#. [topic]: id=..gameplay 1164#: data/core/help.cfg:23 data/core/help.cfg:167 1165msgid "Gameplay" 1166msgstr "Ludreguloj" 1167 1168#. [section]: id=traits_section 1169#. [topic]: id=..traits_section 1170#: data/core/help.cfg:29 data/core/help.cfg:457 1171msgid "Traits" 1172msgstr "Ecoj" 1173 1174#. [section]: id=units 1175#. [topic]: id=..units 1176#: data/core/help.cfg:37 data/core/help.cfg:118 1177msgid "Units" 1178msgstr "Milit-unuoj" 1179 1180#. [section]: id=abilities_section 1181#. [topic]: id=..abilities_section 1182#: data/core/help.cfg:46 data/core/help.cfg:138 1183msgid "Abilities" 1184msgstr "Kapabloj" 1185 1186#. [section]: id=weapon_specials 1187#. [topic]: id=..weapon_specials 1188#: data/core/help.cfg:54 data/core/help.cfg:147 1189msgid "Weapon Specials" 1190msgstr "Armilspecoj" 1191 1192#. [section]: id=eras_section 1193#. [topic]: id=..eras_section 1194#: data/core/help.cfg:62 data/core/help.cfg:127 1195msgid "Eras" 1196msgstr "" 1197 1198#. [section]: id=terrains_section 1199#. [topic]: id=..terrains_section 1200#: data/core/help.cfg:70 data/core/help.cfg:472 1201msgid "Terrains" 1202msgstr "Terenoj" 1203 1204#. [section]: id=addons 1205#. [topic]: id=..addons 1206#: data/core/help.cfg:78 data/core/help.cfg:525 1207msgid "Add-ons" 1208msgstr "" 1209 1210#. [section]: id=commands 1211#. [topic]: id=..commands 1212#: data/core/help.cfg:84 data/core/help.cfg:598 1213msgid "Commands" 1214msgstr "Komandoj" 1215 1216#. [topic]: id=..introduction 1217#: data/core/help.cfg:96 1218#, fuzzy 1219msgid "" 1220"\n" 1221"\n" 1222"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy " 1223"game somewhat unusual among modern strategy games. While other games strive " 1224"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for " 1225"simplicity of both rules and gameplay. This does not make the game simple, " 1226"however — from these simple rules arises a wealth of strategy, making the " 1227"game easy to learn but a challenge to master.\n" 1228"\n" 1229"The following pages outline all you need to know to play Wesnoth. As you " 1230"play, new information is added to the various categories as you come across " 1231"new aspects of the game. For more detailed information on special situations " 1232"and exceptions, follow the included links." 1233msgstr "" 1234"\n" 1235"\n" 1236"Batalo por Vesnot' estas fantazia mov-bazita strategia ludo, kio estas iom " 1237"ne kutima inter modernaj strategiaj ludoj. Dum aliaj ludoj strebas esti " 1238"komplikaj, Batalo por Vesnot' klopodas je simpleco kaj en la reguloj kaj en " 1239"la ludado. Sed tio ne signifas, ke la ludo estas facila - sur ĉi tiuj " 1240"simplaj reguloj eblas konstrui diversajn strategiojn, kio faras tiun ludon " 1241"facile komprenata, sed malfacile majstrata." 1242 1243#. [topic]: id=about_game 1244#: data/core/help.cfg:106 1245msgid "About the Game" 1246msgstr "Pri ludo" 1247 1248#. [topic]: id=about_game 1249#: data/core/help.cfg:107 1250msgid "" 1251"The game takes place on a hex-based game field, where your units battle " 1252"against those controlled by the computer, friends who each take turns on the " 1253"same computer (hotseat play), other players on the same network, or players " 1254"worldwide in multiplayer mode.\n" 1255"\n" 1256"Each of these battles is called a <italic>text='scenario'</italic>, which " 1257"can be strung together to make <italic>text='campaigns'</italic>. Besides " 1258"the campaigns that ship with the game, Wesnoth supports user-made content, " 1259"and the add-on server boasts hundreds of custom maps, campaigns, eras, " 1260"factions, and resources.\n" 1261"\n" 1262"The game also features a human-readable markup called Wesnoth Markup " 1263"Language (WML) to easily allow users to create their own content, as well as " 1264"a fully-featured Map and Scenario Editor for designing your own " 1265"battlefields.\n" 1266"\n" 1267"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, " 1268"and has been worked on by a multitude of volunteers ever since." 1269msgstr "" 1270 1271#. [topic]: id=..units 1272#: data/core/help.cfg:119 1273msgid "" 1274"This section will list all the units you discover as you explore the world " 1275"of Wesnoth. When you see a new unit during a campaign or multiplayer " 1276"scenario it will be added to its race’s subsection; you can then view its " 1277"page any time you wish. A unit’s page will provide a general description, " 1278"its statistics, attacks, resistances, and movement and defense values.\n" 1279"\n" 1280msgstr "" 1281 1282#. [topic]: id=..eras_section 1283#: data/core/help.cfg:128 1284msgid "" 1285"A faction is a collection of units and leaders. Factions are assigned to " 1286"sides in multiplayer games.\n" 1287"\n" 1288msgstr "" 1289 1290#. [topic]: id=..eras_section 1291#: data/core/help.cfg:130 1292msgid "" 1293"An era is a collection of factions, intended to be played against one " 1294"another. Besides the mainline eras that come with the game, many user-made " 1295"factions are available from add-ons.\n" 1296"\n" 1297msgstr "" 1298 1299#. [topic]: id=..abilities_section 1300#: data/core/help.cfg:139 1301#, fuzzy 1302msgid "" 1303"Certain units have abilities that either directly affect other units or have " 1304"an impact on how the unit interacts with other units. These abilities will " 1305"be listed under this section as you encounter them. Each page will provide a " 1306"description of what the ability does and which (currently discovered) units " 1307"have it.\n" 1308"\n" 1309msgstr "" 1310"Iuj milit-unuoj posedas kapablojn, kiuj aŭ rekte influas aliajn milit-" 1311"unuojn, aŭ modifas tio, kiel ĉi tiu milit-unuo efikas al ili. Tiuj ĉi " 1312"kapabloj aldoniĝos ĉi tie, se vi trovos ilin." 1313 1314#. [topic]: id=..weapon_specials 1315#: data/core/help.cfg:148 1316msgid "" 1317"Some weapons have special features that increase the effectiveness of " 1318"attacking with them. When you see a new weapon special during a campaign or " 1319"multiplayer scenario it will be added to this list; you can then view its " 1320"page any time you wish. Each page will provide a description of what the " 1321"weapon special does and which (currently discovered) units have it.\n" 1322"\n" 1323msgstr "" 1324 1325#. [topic]: id=.unknown_unit 1326#: data/core/help.cfg:157 1327msgid "Unknown Unit" 1328msgstr "Nekonata unuo" 1329 1330#. [topic]: id=.unknown_unit 1331#: data/core/help.cfg:158 1332msgid "" 1333"\n" 1334"\n" 1335"This unit is unknown for the moment. You must discover it in the game to be " 1336"allowed to see its description." 1337msgstr "" 1338"\n" 1339"\n" 1340"Tiu unuo estas nun nekonata. Vi devas trovi ĝin en la ludo por vidi la " 1341"priskribon." 1342 1343#. [topic]: id=..gameplay 1344#: data/core/help.cfg:168 1345msgid "" 1346"Wesnoth is comprised of a series of battles, called " 1347"<italic>text='scenarios'</italic>, that pit your troops against the troops " 1348"of one or more adversaries. Multiple scenarios that follow on from each " 1349"other, telling a story, make up <italic>text='campaigns'</italic>. In a " 1350"campaign, you often need to play more carefully, preserving your best troops " 1351"for use again in later scenarios.\n" 1352"\n" 1353"The interactive <bold>text='Tutorial'</bold> introduces the basics of " 1354"Wesnoth gameplay in the context of a scenario. Most material covered in the " 1355"tutorial is explained more in-depth in these pages, so you can always refer " 1356"back here if you forget something.\n" 1357"\n" 1358"After you master the basics, try out a beginner campaign, such as " 1359"<italic>text='Heir to the Throne'</italic> or <italic>text='The South " 1360"Guard'</italic>. A full list of installed campaigns can be found via the " 1361"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be " 1362"quite challenging, you may wish to start on easy before progressing to " 1363"higher difficulties.\n" 1364"\n" 1365"Campaigns are grouped by <italic>text='level'</italic> and " 1366"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the " 1367"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: " 1368"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " 1369"what degree of proficiency in the game mechanics (such as " 1370"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' " 1371"text='time of day'</ref>) is assumed. The difficulty indicates how " 1372"challenging the scenarios will be to a veteran player: at higher " 1373"difficulties, the obstacles to victory will be higher and overcoming them " 1374"will require more skillful play. For example, at higher difficulties the " 1375"enemy may have higher incomes, higher-level units, more castle hexes, and so " 1376"on." 1377msgstr "" 1378 1379#. [topic]: id=..gameplay 1380#: data/core/help.cfg:177 1381#, fuzzy 1382#| msgid "<header>text='Units of this race'</header>" 1383msgid "" 1384"\n" 1385"\n" 1386"<header>text='Fundamentals of Gameplay'</header>\n" 1387"\n" 1388msgstr "<header>text='Unuoj de tiu raso'</header>" 1389 1390#. [topic]: id=..gameplay 1391#: data/core/help.cfg:177 1392#, fuzzy 1393msgid "" 1394"While playing, keep in mind that you can mouse-over many items in the game, " 1395"such as the information displayed in the status pane, to see a brief " 1396"description explaining each item. This is especially useful when you " 1397"encounter new elements, such as <ref>dst='..abilities_section' " 1398"text='abilities'</ref>, for the first time." 1399msgstr "" 1400"Dum ludo vi memoru, se vi per muso trairos super multaj lud-elementoj, " 1401"ekzemple super eroj en stato-panelo, aperiĝos ĝia mallonga priskribo. Tio " 1402"utilas prefere tiam, kiam vi unuafoje renkontiĝos kun nova " 1403"<ref>dst=abilities text=ecoj</ref>." 1404 1405#. [topic]: id=victory_and_defeat 1406#: data/core/help.cfg:189 1407msgid "Victory and Defeat" 1408msgstr "Venko kaj malvenko" 1409 1410#. [topic]: id=victory_and_defeat 1411#: data/core/help.cfg:190 1412msgid "" 1413"\n" 1414"\n" 1415"When you win a scenario, the map grays over and the <bold>text='End Turn'</" 1416"bold> button changes to <bold>text='End Scenario'</bold>. You can now do " 1417"things like changing your save options or (if you are in a multiplayer game) " 1418"chatting with other players before pressing that button to advance." 1419msgstr "" 1420 1421#. [topic]: id=victory_and_defeat 1422#: data/core/help.cfg:190 1423msgid "" 1424"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at " 1425"the beginning of each scenario. In most scenarios, you will achieve victory " 1426"by killing all enemy leaders ; likewise, the death of your own leader " 1427"generally results in defeat. However, some scenarios may have other victory " 1428"objectives, such as getting your leader to a designated point, rescuing an " 1429"ally, solving a puzzle, or holding out against a siege until a certain " 1430"number of turns have elapsed." 1431msgstr "" 1432 1433#. [topic]: id=recruit_and_recall 1434#: data/core/help.cfg:199 1435msgid "Recruiting and Recalling" 1436msgstr "Varbado kaj alvokado" 1437 1438#. [topic]: id=recruit_and_recall 1439#: data/core/help.cfg:200 1440#, fuzzy 1441#| msgid "" 1442#| "\n" 1443#| "\n" 1444#| "If you right-clicked on a castle hex and selected recruit, the new unit " 1445#| "will appear in that square. Otherwise, it will appear in a free square " 1446#| "near the keep. You may only recruit as many units as you have free hexes " 1447#| "in your castle, and you cannot spend more gold than you actually have on " 1448#| "recruiting." 1449msgid "" 1450"\n" 1451"\n" 1452"If you right-clicked on a castle hex and selected recruit, the new unit will " 1453"appear in that hex. Otherwise, it will appear in a free hex near the keep. " 1454"You may only recruit as many units as you have free hexes in your castle, " 1455"and you cannot spend more gold than you actually have on recruiting." 1456msgstr "" 1457"\n" 1458"\n" 1459"Se vi klakos dekstramuse sur kampeto en kastelo, kaj elektos \"varbu\", nova " 1460"milit-unuo aperiĝos en la kampeto. Alie ĝi aperos sur vaka kampeto ĉe " 1461"fortikajo. Vi povas varbi nur tiom da milit-unuoj, kiom vi havas vakajn " 1462"kampetojn en kastelo, kaj vi ne povas uzi pli da oro ol vi dum varbado " 1463"posedas." 1464 1465#. [topic]: id=recruit_and_recall 1466#: data/core/help.cfg:200 1467#, fuzzy 1468msgid "" 1469"Each side begins with one leader in their keep. At the start of any battle, " 1470"and at times during it, you will need to recruit <ref>dst='..units' " 1471"text='units'</ref> into your army. To recruit, you must have your leader " 1472"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> " 1473"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</" 1474"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> " 1475"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</" 1476"bold>. This brings up the recruit menu, which lists units available for " 1477"recruitment, along with their gold cost. Click on a unit to see its " 1478"statistics, then press the <bold>text='Recruit'</bold> button to recruit it." 1479msgstr "" 1480"Ĉiu partio komencas kun unu komandanto en fortikaĵo. Komence de ludo, kaj " 1481"ofte ankaŭ dum ĝi, necesos varbi <ref>dst=units text='milit-unuoj'</ref> por " 1482"armeo. Varbi vi povas, se via komandanto (Konrado, dum kampanjo Tron-" 1483"heredanto) sur kampo \"fortreso\" v <ref>dst=terrain_castle text='kastelo'</" 1484"ref>. Tiam vi povas varbi per elekto \"Varbi\" en menuo, aŭ per premo de " 1485"dekstra butono sur kampeto kaj per elekto <italic>text='Varbu'</italic>. " 1486"Aperiĝos varbmenuo kun listo de milit-unuoj, kiujn vi povas varbi, ankaŭ kun " 1487"ilia prezo. Post klako sur milit-unuo, maldekstre bildiĝos ĝia statistiko, " 1488"post premo de butono \"Varbu\" ĝi fariĝos varbita." 1489 1490#. [topic]: id=recruit_and_recall 1491#: data/core/help.cfg:202 1492#, fuzzy 1493msgid "" 1494"\n" 1495"\n" 1496"Recruited units come with two random <ref>dst='..traits_section' " 1497"text='traits'</ref> which modify their statistics." 1498msgstr "" 1499"\n" 1500"\n" 1501"Varbitaj milit-unuoj posedas du hazardajn <ref>dst=traits text='ecoj'</ref>, " 1502"kiuj influas statistikojn." 1503 1504#. [topic]: id=recruit_and_recall 1505#: data/core/help.cfg:204 1506msgid "" 1507"\n" 1508"\n" 1509"In later scenarios, you may also Recall survivors from earlier battles. " 1510"Recalling costs a standard 20 gold and presents you with a list of all " 1511"surviving units from previous scenarios." 1512msgstr "" 1513"\n" 1514"\n" 1515"En sekvaj scenejoj vi povas alvoki tiujn, kiuj travivis en pasinta batalo. " 1516"Alvoko kostas 20 guldenoj kaj montros al vi liston da travivitaj milit-unuoj " 1517"el pasintaj scenejoj." 1518 1519#. [topic]: id=recruit_and_recall 1520#: data/core/help.cfg:206 1521#, fuzzy 1522msgid "" 1523"\n" 1524"\n" 1525"Units not only cost gold to Recruit or Recall, they also require money to " 1526"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for " 1527"more information." 1528msgstr "" 1529"\n" 1530"\n" 1531"Ne nur ĉe varbado kaj alvoko oni pagas por tupoj, sed ankaŭ vivtenado kostas " 1532"mono. Pluajn informojn vi trovos en ĉapitro <ref>dst=income_and_upkeep " 1533"text='Enspezoj kaj elspezoj'</ref>." 1534 1535#. [topic]: id=income_and_upkeep 1536#: data/core/help.cfg:215 1537msgid "Income and Upkeep" 1538msgstr "Enspezoj kaj elspezoj" 1539 1540# 1541# 1542# 1543# 1544#. [topic]: id=income_and_upkeep 1545#: data/core/help.cfg:216 1546#, fuzzy 1547msgid "" 1548"\n" 1549"\n" 1550"Income is simple. You have a base income of 2 gold per turn. For every " 1551"village you control, you gain one additional gold each turn. Thus, if you " 1552"have ten villages, you would normally gain 12 gold each turn. Your upkeep " 1553"costs are subtracted from this income, as detailed below." 1554msgstr "" 1555"\n" 1556"\n" 1557"Enspezoj estas simplaj. Dum ĉiu turno vi ricevos 2 guldenojn. Por ĉiu vilaĝo " 1558"sub via regado vi ricevos en ĉiu turno po 1 guldeno. Se vi posedas 10 " 1559"vilaĝojn, vi ricevos 12 guldenojn. Sed de enspezoj necesas dekalkuli " 1560"elspezoj, kiel, tio estos priskribita sube." 1561 1562#. [topic]: id=income_and_upkeep 1563#: data/core/help.cfg:216 1564#, fuzzy 1565msgid "" 1566"In Wesnoth, it is not enough simply to recruit units and fight. You must " 1567"watch your gold as well, especially in campaigns, where you can carry extra " 1568"gold over from one scenario to the next. There are two aspects to this; " 1569"<italic>text='income'</italic> and <italic>text='upkeep'</italic>." 1570msgstr "" 1571"En Vesnot ne sufiĉas simple varbi milit-unuojn kaj batalantojn. Vi devas " 1572"same zorgeme gardi oron, precipe ĉe kampanjo, kie vi transportas ŝparitan " 1573"oron el unu al alia scenejo. Necesas observi ankaŭ: enspezojn kaj elspezojn." 1574 1575# 1576# 1577# 1578# 1579#. [topic]: id=income_and_upkeep 1580#: data/core/help.cfg:220 1581#, fuzzy 1582msgid "" 1583"\n" 1584"\n" 1585"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " 1586"to its level. You can support as many levels worth of units as you have " 1587"villages, without paying any upkeep. However, for each level of unit beyond " 1588"the number of villages you have, you must pay one gold per turn. For " 1589"example, if you have twelve level one units and ten villages, you would have " 1590"to pay two gold each turn in upkeep." 1591msgstr "" 1592"\n" 1593"\n" 1594"Elspezoj ankaŭ estas relative simplaj. Ĉiu milit-unuo postulas soldon laŭ " 1595"sia rango. milit-unuo kun tia <italic>text='nombro da niveloj'</italic>, " 1596"kiom vi havas vilaĝojn. Por ĉiu nivelo de la milit-unuo, kiu superas nombron " 1597"de la vilaĝoj, vi devas pagi po 1 guldeno por turno. Ekzemple, se vi havas " 1598"12 milit-unuojn sur sama nivelo kaj 10 vilaĝojn, vi devas pagi po 2 guldenoj " 1599"por turno." 1600 1601# 1602# 1603# 1604# 1605#. [topic]: id=income_and_upkeep 1606#: data/core/help.cfg:222 1607#, fuzzy 1608msgid "" 1609"\n" 1610"\n" 1611"Upkeep costs are subtracted from your income, so in the case of twelve " 1612"levels of units and ten villages, your resultant Income would be 10 gold per " 1613"turn." 1614msgstr "" 1615"\n" 1616"\n" 1617"Ĉi tiuj kostoj oni dekalkulas de enspezoj, do, ĉe milit-unuoj kun 12 niveloj " 1618"kaj 10 vilaĝoj fina profito por ronodo estos 10 guldenojn. " 1619 1620#. [topic]: id=income_and_upkeep 1621#: data/core/help.cfg:226 1622msgid "" 1623"\n" 1624"\n" 1625"In general, the base income, the amount of gold you get per village per " 1626"turn, and the number of unit levels each village can support are " 1627"configurable, but in campaigns they are almost always the values described " 1628"above. The <italic>text='Scenario Settings'</italic> tab of the " 1629"<italic>text='Status Table'</italic> dialog shows the values for the current " 1630"scenario." 1631msgstr "" 1632 1633# 1634# 1635#. [topic]: id=income_and_upkeep 1636#: data/core/help.cfg:228 1637#, fuzzy 1638msgid "" 1639"\n" 1640"\n" 1641"There are two important exceptions to upkeep: units with the loyal trait and " 1642"leaders never incur upkeep. Units you begin the scenario with (such as " 1643"Delfador), or units who join you during a scenario (such as the horseman in " 1644"the second scenario of <italic>text='Heir to the Throne'</italic>) will " 1645"usually have the <italic>text='loyal'</italic> trait. The unit you are " 1646"playing (such as Konrad) will almost always be a leader." 1647msgstr "" 1648"\n" 1649"Por elspezoj validas unu grava escepto: lojalaj milit-unuoj neniam postulas " 1650"soldon. Tio kutime estas milit-unuoj kun kiuj vi komencas (ekz. Konrad aŭ " 1651"Defador), kaj milit-unuoj, kiuj dum scenejo aliĝos (ekz. rajdisto en la dua " 1652"scenejo Tron-heredanto)" 1653 1654#. [topic]: id=hitpoints 1655#: data/core/help.cfg:237 1656msgid "Hitpoints and Experience" 1657msgstr "Sano kaj spertoj" 1658 1659#. [topic]: id=hitpoints 1660#: data/core/help.cfg:238 1661#, fuzzy 1662msgid "" 1663"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If " 1664"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " 1665"certain number of <italic>text='experience points'</italic> (XP). A freshly " 1666"recruited unit starts with no experience points, and gains experience by " 1667"fighting enemies." 1668msgstr "" 1669"Ĉiu milit-unuo posedas certan de batpoentoj (BP). Se nombro de batpoentoj " 1670"falos sub 1, la unuo mortos. Ĉiu milit-unuo posedas ankaŭ certan nombron de " 1671"spertpoentoj (SP). Nova milit-unuo komencas sen poentoj de spertoj kaj povas " 1672"akiri ilin batalante kun malamikoj." 1673 1674#. [topic]: id=hitpoints 1675#: data/core/help.cfg:242 1676msgid "" 1677"The hitpoints and experience points are both indicated in the status pane " 1678"using two numbers (the current value and the maximum value the unit can " 1679"have)." 1680msgstr "" 1681"Poentoj de sano kaj sperto estas bildigitaj sur stat-panelo, ĉiu kiel du " 1682"nombroj (nuna valoro, kaj la maksimuma por la unuo)." 1683 1684#. [topic]: id=hitpoints 1685#: data/core/help.cfg:244 1686#, fuzzy 1687msgid "" 1688"The hitpoints are also indicated by an energy bar next to each unit, which " 1689"is green, yellow or red. A unit with at least 1 experience point has a blue " 1690"experience bar, which turns white as the unit is about to " 1691"<ref>dst='advancement' text='advance'</ref>." 1692msgstr "" 1693"La sanpoentoj ankaŭ videblas kiel energi-strio ĉe ĉiu milit-unuo. La strio " 1694"estas verda, flava aŭ ruĝa. Milit-unuo havanta almenaŭ 1 spertpoenton havas " 1695"ankaŭ bluan spert-strion, kiu fariĝas blanka, kiam la milit-unuo " 1696"proksimiĝas al <ref>dst=experience_and_advancement text=avanco</ref>." 1697 1698#. [topic]: id=advancement 1699#: data/core/help.cfg:251 1700#, fuzzy 1701#| msgid "Advances to: " 1702msgid "Advancement" 1703msgstr "Avancu al: " 1704 1705# 1706# 1707# 1708# 1709#. [topic]: id=advancement 1710#: data/core/help.cfg:252 1711msgid "" 1712"\n" 1713"\n" 1714"Units have a certain amount of experience required to advance (this is 20% " 1715"less for units with the Intelligent trait). Once they achieve this amount, " 1716"they immediately advance to the next level, healing fully in the process. In " 1717"some cases, you will be given a choice of advancement options." 1718msgstr "" 1719"\n" 1720"\n" 1721"La milit-unuoj bezonas certan kvanton de spertoj por avanco (por " 1722"inteligentaj milit-unuoj sufiĉas 20% malpli). Se ili atingos la kvanton, " 1723"tuj estas avanciigitaj al pli alta nivelo, kaj ankaŭ ili tute resaniĝas. En " 1724"kelkaj kazoj eblas elekti el kelkaj avanc-ebloj." 1725 1726#. [topic]: id=advancement 1727#: data/core/help.cfg:252 1728msgid "" 1729"If both units survive a combat, they gain a number of experience points " 1730"equal to the level of the unit they’re fighting. If a unit kills another in " 1731"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " 1732"level 1, 16 for level 2, 24 for level 3, and so forth." 1733msgstr "" 1734"Se ambaŭ milit-unuoj travivos duelon, ĉiu akiros tiom da sperto-punktoj, " 1735"kian nivelon posedis kontraŭlo. Se unu milit-unuo mortigos la alian, ĝi " 1736"akiros multe pli da spertoj, - 4 por milit-unuo sur nivelo 0, 8 por nivelo " 1737"1, 16 por nivelo 2, 24 por nivelo 3, kaj tiel plu." 1738 1739# 1740# 1741# 1742# 1743#. [topic]: id=advancement 1744#: data/core/help.cfg:254 1745#, fuzzy 1746msgid "" 1747"\n" 1748"\n" 1749"While most units have three levels, not all do. Occasional units (such as " 1750"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has " 1751"reached its maximum level, it may have an <italic>text='After Maximum Level " 1752"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit " 1753"each time the unit reaches the experience goal, but the unit will remain the " 1754"same level. The typical AMLA effect is for the unit to raise the maximum HP " 1755"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " 1756"gained (120 XP for intelligent units). However, gaining an AMLA becomes " 1757"progressively harder for each AMLA the unit receives, and so it is usually " 1758"more useful to try to advance your lower level units." 1759msgstr "" 1760"\n" 1761"\n" 1762"Plimulto el milit-unuoj havas tri eblajn nivelojn, sed ne ĉiam tiel estas. " 1763"Iuj milit-unuoj (por ekzemple <ref>dst=unit_Mage text='magoj'</ref>) povas " 1764"havi kvar.Kiam milit-unuo atingos pli altan nivelon, povas ankoraŭ akiri " 1765"\"plibonigo post la plej alta nivelo\".Ĉe \"plibonigo post la plej alta " 1766"nivelo\" la milit-unuo kiu akiris destinitan nombron de spertoj restos sur " 1767"la sama nivelo, sed sano plialtiĝos je 3 por ĉiu cento da spertoj. Nur " 1768"kelkaj milit-unuoj, kiel ekzemple kadavrovorulo, tute resaniĝos. Plimulto " 1769"el milit-unuoj akiros nur pli altan maksimuman sanon." 1770 1771#. [topic]: id=movement 1772#: data/core/help.cfg:263 1773msgid "Movement" 1774msgstr "Movoj" 1775 1776#. [topic]: id=movement 1777#: data/core/help.cfg:264 1778#, fuzzy 1779msgid "" 1780"\n" 1781"\n" 1782"Each unit has a certain number of movement points which are used up when " 1783"moving into a new hex, depending on the Terrain of that particular hex. For " 1784"instance, grassland nearly always costs 1 movement point to enter. Exactly " 1785"how many movement points are spent entering a hex depends on the unit type — " 1786"in forest, elvish units only spend 1 movement point, most human and orc " 1787"units spend 2, while horsemen spend 3. You can learn how many movement " 1788"points a unit requires to enter a certain terrain type by right-clicking on " 1789"it, selecting <bold>text='Unit Description'</bold>, and then looking at " 1790"<bold>text='Terrain Modifiers'</bold>." 1791msgstr "" 1792"\n" 1793"\n" 1794"Ĉiu milit-unuo posedas certan nombron de mov-poentoj, kiuj konsumiĝas dum " 1795"movo al nova kampeto, laŭ tereno de celita kampeto. Por ekzemple veno al " 1796"herbejo preskaŭ ĉiam kostas 1 mov-punkton. Prezizan nombron de mov-punktoj " 1797"por veni al kampeto dependas de trup-tipo. Movo en arbaro por elfoj kostas 1 " 1798"mov-punkton, por plimulto el homaj kaj orkaj po 2 punktoj, kaj rajdantoj po " 1799"3 punktoj. Se vi volas precize scii, kiom kostas eniro de milit-unuo al " 1800"certa teren-tipo, klaku sur ĝi per dekstra muso, kaj elektu \"Priskribo de " 1801"milit-unuo\" kaj rigardu <italic>text='Influo de tereno'</italic>." 1802 1803#. [topic]: id=movement 1804#: data/core/help.cfg:264 1805#, fuzzy 1806msgid "" 1807"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on " 1808"the unit you wish to move to select it, then click on the hex you wish to " 1809"move it to. When a unit is selected, everywhere it can move this turn will " 1810"be highlighted, and all other hexes on the map are made dull. Mousing over a " 1811"highlighted hex shows the defense rating the unit would have if you moved it " 1812"to that hex. Mousing over a dull hex will also show the number of turns " 1813"required to reach it, and clicking will cause the unit to move towards it by " 1814"the fastest route over this and subsequent turns. If you don’t use up all of " 1815"a unit’s movement when you first move a unit, you may move it again. This is " 1816"useful when having two units switch places. Attacking with a unit will use " 1817"up its movement. Ending a move in a village you don’t already own will also " 1818"use up a unit’s movement, but will still allow it to attack." 1819msgstr "" 1820"Moviĝo en la ludo Batalo por Vesnot estas simpla: Klaku sur la milit-unuo, " 1821"kiun vi volas movi, poste klaku kampeton, kien vi volas movigi ĝin. Kiam " 1822"estas milit-unuo markita, ĉiuj kampetoj, sur kiuj ĝi rajtas iri en ĉi tiu " 1823"tiro estos reliefigitaj; kaj tiuj, sur kiuj ĝi ne rajtas iri, paliĝos. Se vi " 1824"venos kun muso super markita kampo, montriĝos, kian defendon ĝi havus tie. " 1825"Se vi venos kun muso sur pala kampeto, montriĝos nombro da tiroj necesaj por " 1826"atingi la kampeton; post klako sur kampeto, la milit-unuo moviĝos al ĝi tra " 1827"la plej mallonga ebala vojo, en ĉi tiu tiro kaj ankaŭ en sekvaj." 1828 1829# 1830# 1831# 1832# 1833#. [topic]: id=movement 1834#: data/core/help.cfg:266 1835#, fuzzy 1836msgid "" 1837"\n" 1838"\n" 1839"Another thing to keep in mind while moving is <italic>text='zones of " 1840"control'</italic>. Each unit — except for level 0 units — generates a zone " 1841"of control in the hexes immediately surrounding it, and any enemy unit " 1842"entering those hexes immediately ends its movement. Learning how to use " 1843"zones of control to your advantage is an important part of Wesnoth, as only " 1844"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore " 1845"zones of control." 1846msgstr "" 1847"\n" 1848"\n" 1849"Cetera afero memorinda dum movo, estas kontrol-areo. Ĉiu milit-unuo " 1850"kontrolas najbarajn kampetojn, kaj se venos tien malamika milit-unuo, ĝia " 1851"moviĝo finiĝis. Gravas dum ludado ellerni uzadi areojn sub kontrolo " 1852"propraprofite. Nur <ref>dst=ability_skirmish text='energiaj'</ref> milit-" 1853"unuoj povas ingnori areon sub kontrolo." 1854 1855# 1856# 1857# 1858# 1859#. [topic]: id=movement 1860#: data/core/help.cfg:268 1861msgid "" 1862"\n" 1863"\n" 1864"To see where the enemy can move to during their next turn, press Ctrl-v or " 1865"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " 1866"not on the map to block their progress." 1867msgstr "" 1868"\n" 1869"\n" 1870"Se vi volas vidi, ĝis kiam malamiko povas moviĝi dum unu tiro, premu Ctrl+v, " 1871"aŭ Cmd-v. Ctrl-b (aŭ Cmd-b) montras, ĝis kiam povus malamiko veni, se viaj " 1872"milit-unuoj ne barus tion." 1873 1874#. [topic]: id=shroud_and_fog 1875#: data/core/help.cfg:277 1876msgid "Shroud and Fog of War" 1877msgstr "" 1878 1879#. [topic]: id=shroud_and_fog 1880#: data/core/help.cfg:278 1881msgid "" 1882"In some scenarios, parts of the map will be hidden from you. There are two " 1883"mechanisms that can be used separately or together. The " 1884"<italic>text='shroud'</italic> hides both the terrain and any units at a " 1885"location. However, once it is cleared, you can always see that location. The " 1886"<italic>text='fog of war'</italic> only hides units and ownership of " 1887"villages (other than by you or your allies). The fog of war is cleared " 1888"temporarily when you have units nearby, but returns when they leave. Both " 1889"the shroud and the fog of war are cleared by units. Each unit clears " 1890"locations adjacent to those within one turn’s move (ignoring zones of " 1891"control and enemy units).\n" 1892"\n" 1893"Normally you can undo a unit’s movement, as long as an event with a " 1894"randomized result has not occurred, such as combat or recruitment (as most " 1895"units receive random traits when recruited). Exploring hidden terrain by " 1896"clearing shroud or fog will also prevent undos to a previous state. You may " 1897"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions " 1898"menu. This will prevent units from clearing shroud or fog until the next " 1899"randomized event or a manual update via <bold>text='Update Shroud Now'</" 1900"bold> (or the end of your turn) and thereby preserve your ability to undo " 1901"movement." 1902msgstr "" 1903 1904#. [topic]: id=saveload 1905#: data/core/help.cfg:287 1906msgid "Save-loading" 1907msgstr "" 1908 1909#. [topic]: id=saveload 1910#: data/core/help.cfg:288 1911msgid "" 1912"\n" 1913"\n" 1914"One of the challenges of the game is to work out how to protect your heroes. " 1915"Small risks quickly build up: if you have five important units, and they " 1916"each have just a 1% chance of death each turn, you can " 1917"<italic>text='expect'</italic> one of them to die about every 20 turns. So, " 1918"you’ll rarely make it through a scenario without having it happen." 1919msgstr "" 1920 1921#. [topic]: id=saveload 1922#: data/core/help.cfg:288 1923msgid "" 1924"Random numbers are part of Wesnoth, attacks can fail and units can die due " 1925"to bad luck. This is an expected part of the game, and one of the aims of " 1926"the game is that a sufficiently skilled player should be able to complete " 1927"all of the mainline campaigns, on hard, without needing to save-load. Going " 1928"back to a previous turn to try a different strategy is a part of learning " 1929"the game, but we recommend against reloading merely to try the same strategy " 1930"again while hoping for better luck." 1931msgstr "" 1932 1933#. [topic]: id=saveload 1934#: data/core/help.cfg:290 1935msgid "" 1936"\n" 1937"\n" 1938"The following points are under discussion on the forums. At least for the " 1939"1.15.x series before 1.16.0 please assume that the forum threads are more " 1940"authoritative than the text on this page." 1941msgstr "" 1942 1943#. [topic]: id=saveload 1944#: data/core/help.cfg:292 1945msgid "" 1946"\n" 1947"\n" 1948"In the mainline campaigns, on hard:\n" 1949"• A sufficiently skilled player will have a good chance to win each scenario " 1950"on the first time that they see that scenario, without foreknowledge of what " 1951"will happen.\n" 1952"• This assumes that the player picks up all of the clues given in the " 1953"dialogue.\n" 1954"• There are more experience points available than on easy, and the player " 1955"will be able to train enough troops to cope with losing some L2 or L3 units." 1956msgstr "" 1957 1958#. [topic]: id=saveload 1959#: data/core/help.cfg:297 1960msgid "" 1961"\n" 1962"\n" 1963"That said, it’s a game; the best way to play it is whichever way gives you " 1964"the most enjoyment." 1965msgstr "" 1966 1967#. [topic]: id=whylost 1968#: data/core/help.cfg:306 1969msgid "Learning from Losses" 1970msgstr "" 1971 1972#. [topic]: id=whylost 1973#: data/core/help.cfg:307 1974msgid "" 1975"<italic>text='Why did I lose that scenario?'</italic>\n" 1976"\n" 1977"One of the most difficult parts of Wesnoth is understanding why a scenario " 1978"was lost." 1979msgstr "" 1980 1981#. [topic]: id=whylost 1982#: data/core/help.cfg:309 1983msgid "" 1984"\n" 1985"\n" 1986"When you first start playing, you will probably lose some scenarios. That is " 1987"normal, and is part of learning the game. When that happens, try to learn " 1988"from your mistakes: watch the replay, try to understand what you did wrong, " 1989"then <ref>dst='saveload' text='restart the scenario'</ref> and try again." 1990msgstr "" 1991 1992#. [topic]: id=whylost 1993#: data/core/help.cfg:311 1994msgid "" 1995"\n" 1996"\n" 1997"Some common reasons for losing a scenario are:" 1998msgstr "" 1999 2000#. [topic]: id=whylost 2001#: data/core/help.cfg:313 2002msgid "" 2003"\n" 2004"\n" 2005"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty " 2006"level'</ref>. Try restarting the scenario at an easier difficulty." 2007msgstr "" 2008 2009#. [topic]: id=whylost 2010#: data/core/help.cfg:315 2011msgid "" 2012"\n" 2013"\n" 2014"• Playing a poor strategy: for example, recruiting the wrong types of units, " 2015"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not " 2016"taking advantage of terrain features or units’ special abilities, and so on." 2017msgstr "" 2018 2019#. [topic]: id=whylost 2020#: data/core/help.cfg:317 2021msgid "" 2022"\n" 2023"\n" 2024"• Missing clues. Often there will be hints in the campaign’s story and " 2025"dialog about what to expect from a difficult scenario and how to prepare for " 2026"it. If you have a loyal mage on your side, take the time to listen to its " 2027"advice; it may save your life." 2028msgstr "" 2029 2030#. [topic]: id=whylost 2031#: data/core/help.cfg:319 2032msgid "" 2033"\n" 2034"\n" 2035"• Barely scraping a victory in a previous scenario. At all but the easiest " 2036"difficulties, campaigns assume that you will have some " 2037"<italic>text='carryover gold'</italic> and some advanced units on your " 2038"<italic>text='recall list.'</italic> (These concepts are explained in the " 2039"tutorial.) If you win a scenario but lose most of your advanced units and " 2040"much of your gold, the following scenario may be very difficult to beat, " 2041"even for a more experienced player. If you find yourself in this situation, " 2042"you may try to go back a scenario or two and win them more convincingly, or " 2043"change to an easier difficulty. (However, remember that <italic>text='some'</" 2044"italic> losses are expected, particularly at higher difficulties.)" 2045msgstr "" 2046 2047#. [topic]: id=whylost 2048#: data/core/help.cfg:321 2049msgid "" 2050"\n" 2051"\n" 2052"• Poor gold management. At higher difficulties, managing gold — capturing " 2053"villages to increase the income, and using low-level units and fresh " 2054"recruits to reduce the spending — becomes important. If you use many high-" 2055"level units, you might win a scenario easily but have not enough gold " 2056"carryover for the next scenario. (This would be an example of “barely " 2057"scraping a victory”.)" 2058msgstr "" 2059 2060# 2061# 2062# 2063# 2064#. [topic]: id=whylost 2065#: data/core/help.cfg:323 2066#, fuzzy 2067msgid "" 2068"\n" 2069"\n" 2070"<header>text='Unlikely reasons'</header>" 2071msgstr "" 2072"\n" 2073"\n" 2074"<header>text='Ŝanco por trafo'</header>" 2075 2076#. [topic]: id=whylost 2077#: data/core/help.cfg:325 2078msgid "" 2079"\n" 2080"\n" 2081"In addition to the common reasons, listed above, there are a few other " 2082"reasons which are unlikely, though not impossible. They are:" 2083msgstr "" 2084 2085#. [topic]: id=whylost 2086#: data/core/help.cfg:327 2087msgid "" 2088"\n" 2089"\n" 2090"• You may have played a strategy that the campaign developer did not " 2091"anticipate, and ended up with a set of high-level units not suitable for the " 2092"next scenario." 2093msgstr "" 2094 2095#. [topic]: id=whylost 2096#: data/core/help.cfg:329 2097msgid "" 2098"\n" 2099"\n" 2100"• You may have found a scenario that can only be won on the second or third " 2101"time through, whether by requiring above-average luck or by expecting the " 2102"players to have foreknowledge — to know what surprises are coming up before " 2103"they happen. (It is under discussion whether foreknowledge is expected at " 2104"the highest difficulties. Requiring above-average luck, however, would " 2105"qualify as a bug.)" 2106msgstr "" 2107 2108#. [topic]: id=whylost 2109#: data/core/help.cfg:331 2110msgid "" 2111"\n" 2112"\n" 2113"• Unusually-bad luck. Whether an attack hits or misses is random, so it " 2114"could happen that the enemy was very lucky and had many hits, while you were " 2115"very unlucky and had many misses. However, this is a very rare occurrence, " 2116"virtually unheard of in all but the shortest, smallest scenarios. In fact, " 2117"losses are more commonly caused by playing a <italic>text='bad'</italic> " 2118"strategy despite having <italic>text='above-average'</italic> luck, than by " 2119"playing a <italic>text='good'</italic> strategy but having " 2120"<italic>text='below-average'</italic> luck. Moreover, merely having “below-" 2121"average” luck does not excuse a loss; having below-average luck is perfectly " 2122"normal, and scenarios are designed to be winnable even with below-average " 2123"luck. It is only exceedingly bad luck, over multiple turns, that we mean " 2124"here." 2125msgstr "" 2126 2127#. [topic]: id=whylost 2128#: data/core/help.cfg:333 2129msgid "" 2130"\n" 2131"\n" 2132"Be wary of attributing a loss to any of these reasons. If you are not a " 2133"veteran player, it is far more likely that your loss was caused by one of " 2134"the <italic>text='common'</italic> errors, listed above, and is not " 2135"indicative of a bug in the campaign. However, if you still think you found a " 2136"bug, then by all means, report it!" 2137msgstr "" 2138 2139#. [topic]: id=whylost 2140#: data/core/help.cfg:335 2141msgid "" 2142"\n" 2143"\n" 2144"The “Damage Calculations” dialog shows some statistics that can help " 2145"determine whether a match was very lucky or very unlucky. However, reading " 2146"the statistics is no substitute to watching the replay and looking for " 2147"strategic mistakes, or small bits of luck at critical points in the " 2148"engagement." 2149msgstr "" 2150 2151#. [topic]: id=combat 2152#: data/core/help.cfg:344 2153msgid "Combat" 2154msgstr "Batalo" 2155 2156#. [topic]: id=combat 2157#: data/core/help.cfg:345 2158#, fuzzy 2159msgid "" 2160"\n" 2161"\n" 2162"<header>text='Order and Number of Strikes'</header>" 2163msgstr "" 2164"\n" 2165"\n" 2166"<header>text='Ordo kaj nombro de atakoj'</header>" 2167 2168#. [topic]: id=combat 2169#: data/core/help.cfg:345 2170#, fuzzy 2171msgid "" 2172"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place " 2173"between units in adjacent hexes. Click on your unit, and click on the enemy " 2174"you want to attack: your unit will move towards the enemy unit, and when " 2175"they are next to each other, combat will begin. The attacker and defender " 2176"alternate strikes until each has used their allotted number of strikes. The " 2177"attacker chooses one of its weapons to attack with, and the defender " 2178"retaliates with one of its attacks of the same type. There are two types of " 2179"attacks: <italic>text='melee'</italic>, which usually involves weapons such " 2180"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually " 2181"involves weapons such as bows, spears and fireballs." 2182msgstr "" 2183"Batalo en Batalo por Vesnot' ĉiam okazas inter du milit-unuoj sur najbaraj " 2184"kampoj. Klaku sur via milit-unuo kaj klaku sur kontraŭla milit-unuo, kiun " 2185"vi volas ataki: via milit-unuo ekmovos al malamika, kaj kiam troviĝas sur " 2186"najbara kampo ekos batalo. Atakanto kaj defendanto alterne atakas ĝis ili " 2187"elĉerpos ĉiujn siajn eblajn atakojn. Atakanto elektas atak-armilon, kaj " 2188"defendanto defendas per egala tipo. Ekzistas du tipoj de atako: la proksima " 2189"- tio estas kutime glavoj, hakiloj aŭ dentegoj; la malproksima - tie kutimaj " 2190"armiloj estas pafarkoj, lancoj kaj magio." 2191 2192# 2193# 2194# 2195# 2196#. [topic]: id=combat 2197#: data/core/help.cfg:347 2198#, fuzzy 2199msgid "" 2200"\n" 2201"\n" 2202"The attacker gets the first strike, then the defender retaliates. Each " 2203"strike either hits, doing a given amount of damage, or misses, doing no " 2204"damage at all. Strikes alternate until each unit has used up all of its " 2205"strikes. The number of strikes a unit has varies; for instance, an elvish " 2206"fighter with a 5×4 attack may strike 4 times, each successful strike dealing " 2207"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but " 2208"at 9 damage for each hit)." 2209msgstr "" 2210"\n" 2211"\n" 2212"Unuan atakon faras atakanto, sekve defendanto. Ĉiu atako aŭ trafos kaj " 2213"vundos ĝis certa numbro de sano-punktoj, aŭ maltrafos kaj kaŭzos nenian " 2214"vundon. Tiele la atakoj alternas, ĝis ambaŭ milit-unuoj elĉerpos siajn " 2215"atakojn. Diversaj milit-unuoj posedas diversan kvanton de atakoj. Ekzemple " 2216"elf-batalanto kun glav-atako 5-4 povas haki 4-oble, kaj per ĉiu hako kaŭzos " 2217"vundo 5, sed orko infanteriano kun atako 9-2 povas haki nur du foje, sed kun " 2218"vundo 9." 2219 2220# 2221# 2222# 2223# 2224#. [topic]: id=combat 2225#: data/core/help.cfg:349 2226#, fuzzy 2227msgid "" 2228"\n" 2229"\n" 2230"<header>text='Chance to Hit'</header>" 2231msgstr "" 2232"\n" 2233"\n" 2234"<header>text='Ŝanco por trafo'</header>" 2235 2236# 2237# 2238# 2239# 2240#. [topic]: id=combat 2241#: data/core/help.cfg:351 2242#, fuzzy 2243msgid "" 2244"\n" 2245"\n" 2246"Every unit has a chance of being hit, based on the <italic>text='terrain'</" 2247"italic> it is in. This is shown in the status pane, and may also be found by " 2248"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and " 2249"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many " 2250"elves have a defense rating of 70% in forest, so a unit attacking them has " 2251"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " 2252"attacker in return depends on what terrain the attacker is in." 2253msgstr "" 2254"\n" 2255"\n" 2256"Ŝanco por trafo de koncerna milit-unuo difinita <ref>dst=terrain " 2257"text='tereno'</ref>, sur kiu ĵus staras. Eblas ekscii tion klakante dekstran " 2258"butonon, per elekto \"Priskribo de milit-unuo\", en parto " 2259"<italic>text='Influo de tereno'</italic>. Ekzemple elfoj posedas en arbaro " 2260"defendon je 70%, kio signifas, ke la milit-unuo, atakanta, havas nur 30% " 2261"ŝancon trafi ilin. Simile, ŝanco de elfo trafi atakanton dum kontraŭatako " 2262"dependas de tereno, en kiu troviĝas atakanto." 2263 2264# 2265# 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"Ĉi regulo havas du esceptojn: <ref>dst=magical_attacks text='magiaj atakoj'</" 2283"ref> kaj atako <ref>dst=ability_marksman text='tiraljoro'</ref>. Magia atako " 2284"ĉiam havas 70% ŝancon atingi celon, sen rilato al tereno, kaj tiraljoro " 2285"havas dum sia atako ĉiam ŝancon almenaŭ 60% atingi celon, sen rilato al " 2286"tereno." 2287 2288# 2289# 2290# 2291# 2292#. [topic]: id=combat 2293#: data/core/help.cfg:355 2294msgid "" 2295"\n" 2296"\n" 2297"<header>text=Damage</header>" 2298msgstr "" 2299"\n" 2300"\n" 2301"<header>text=Damaĝo</header>" 2302 2303# 2304# 2305# 2306# 2307#. [topic]: id=combat 2308#: data/core/help.cfg:357 2309#, fuzzy 2310msgid "" 2311"\n" 2312"\n" 2313"Each strike which hits causes a base amount of damage depending on the " 2314"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base " 2315"damage. This is usually modified by two things: " 2316"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and " 2317"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is " 2318"modified by the circumstances, select <bold>text='Damage Calculations'</" 2319"bold> in the attack selection menu." 2320msgstr "" 2321"\n" 2322"\n" 2323"Ĉiu bato, kiu trafos, kaŭzas bazan vundon laŭ atak-tipo. Ekzemple elf-" 2324"batalanto kun glavo 5-4 kaŭzas bazan vundon 5. Tio ankoraŭ dependas de du " 2325"aferoj: <ref>dst=damage_types_and_resistance text=Rezistoj</ref> a " 2326"<ref>dst=time_of_day text='taga tempo'</ref>. Se vi volas scii kiel " 2327"rezistkapablo influas bazajn armilojn, elektu en menuo ĉe elektado de atako " 2328"eblon <italic>text='Kalkulo de damaĝo'</italic>." 2329 2330# 2331# 2332# 2333# 2334#. [topic]: id=combat 2335#: data/core/help.cfg:359 2336#, fuzzy 2337msgid "" 2338"\n" 2339"\n" 2340"A few units have special <ref>dst='..abilities_section' text='abilities'</" 2341"ref> which affect damage dealt in combat. The most common of these is " 2342"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the " 2343"damage dealt by both attacker and defender when the unit with charge attacks." 2344msgstr "" 2345"\n" 2346"\n" 2347"Kelkaj milit-unuoj posedas specialajn <ref>dst=abilities text='kapabloj'</" 2348"ref>, kiuj influas kaŭzitajn vundojn en duelo. La plej konata estas " 2349"<ref>dst=ability_charge text='atako'</ref>, kiu ĉe atako de milit-unuo kun " 2350"ĉi tiu kapablo duobligas vundojn kaŭzitajn kaj al atakanto kaj al defendanto." 2351 2352#. [topic]: id=damage_types_and_resistance 2353#: data/core/help.cfg:367 2354msgid "Damage Types and Resistance" 2355msgstr "Specoj de damaĝo kaj rezisteco" 2356 2357# 2358# 2359# 2360# 2361#. [topic]: id=damage_types_and_resistance 2362#: data/core/help.cfg:368 2363#, fuzzy 2364msgid "" 2365"\n" 2366"\n" 2367"Resistances work very simply: if a unit has 40% resistance against a damage " 2368"type, then it will suffer 40% less damage when hit with that damage type. It " 2369"is also possible for a unit to be vulnerable against some damage types. If a " 2370"unit has −100% resistance against a damage type, it will suffer 100% more " 2371"damage when hit by that type." 2372msgstr "" 2373"\n" 2374"\n" 2375"Rezisto funkcias simple: Se milit-unuo posedas al iu vundo reziston 40%, ĉe " 2376"trafo kaŭzanta per ĉi tiu vundotipo, ĝia damaĝo estos je 40% malpli granda. " 2377"milit-unuo povas esti ekstreme vundebla por certa vundotipo; se iu milit-" 2378"unuo havas kontraŭ certa vundotipo reziston: −100%, ĉe trafo la damaĝo estos " 2379"je 100% pli granda." 2380 2381#. [topic]: id=damage_types_and_resistance 2382#: data/core/help.cfg:368 2383#, fuzzy 2384msgid "" 2385"In Wesnoth, there are three types of damage usually associated with physical " 2386"attacks: <italic>text='blade, pierce, and impact damage'</italic>. " 2387"Additionally, there are three further types of damage usually associated " 2388"with magical attacks: <italic>text='fire, cold, and arcane attacks'</" 2389"italic>. Different units may have resistances which alter the damage which " 2390"they take from certain damage types." 2391msgstr "" 2392"En Vesnot kun fizikaj atakoj estas ligitaj tri specoj de vundiĝoj: tranĉaj, " 2393"pikaj kaj de batoj. Krom tio estas vundiĝoj de magiaj atakoj: fajra, frosta " 2394"kaj sankta. milit-unuoj havas diversan gradon de rezisteco kaj tio influas " 2395"gravecon de vundoj." 2396 2397# 2398# 2399# 2400# 2401#. [topic]: id=damage_types_and_resistance 2402#: data/core/help.cfg:370 2403#, fuzzy 2404msgid "" 2405"\n" 2406"\n" 2407"For example, skeletons are highly resistant to blade and pierce damage, but " 2408"are vulnerable to impact and fire damage, and extremely vulnerable to arcane " 2409"damage." 2410msgstr "" 2411"\n" 2412"\n" 2413"Ekzemple skeletuloj bone rezistas al tanĉ- kaj pik-vundoj, sed male, al " 2414"batoj kaj fajro, kaj ekstreme senrezistaj al sankta magio." 2415 2416# 2417# 2418# 2419# 2420#. [topic]: id=damage_types_and_resistance 2421#: data/core/help.cfg:372 2422msgid "" 2423"\n" 2424"\n" 2425"If a strike is determined to hit, it will always do at least 1 point of " 2426"damage. This applies even if the defender has 100% resistance to the damage " 2427"type." 2428msgstr "" 2429"\n" 2430"\n" 2431"Se estas atako sukcesa, kaŭzos almenaŭ 1 vundo-punkto. Tio validas ankaŭ " 2432"tiam, se defendanto havas 100% rezistkapablon por koncerna vundospeco." 2433 2434#. [topic]: id=orbs 2435#: data/core/help.cfg:380 2436msgid "Orbs" 2437msgstr "Sferoj" 2438 2439#. [topic]: id=orbs 2440#: data/core/help.cfg:381 2441msgid "" 2442"On top of the energy bar shown next to each unit of yours is an orb. For " 2443"units you control, this orb is:" 2444msgstr "" 2445"Ĉe ĉiu via milit-unuo supre de montrilo de sano, troviĝas kolora sfero. " 2446"Signifo de koloroj:" 2447 2448#. [topic]: id=orbs 2449#: data/core/help.cfg:383 2450#, fuzzy 2451msgid " green if it hasn’t moved this turn," 2452msgstr "verda, se la unuo en ĉi ludmovo ne moviĝis" 2453 2454#. [topic]: id=orbs 2455#: data/core/help.cfg:384 2456#, fuzzy 2457msgid " yellow if it has moved, but could still move further or attack, or" 2458msgstr "flava - se ĝi jam moviĝis, sed ankoraŭ povas moviĝi aŭ ataki, aŭ" 2459 2460#. [topic]: id=orbs 2461#: data/core/help.cfg:385 2462msgid "" 2463" red if it can no longer move or attack, or the user ended the unit’s turn." 2464msgstr "" 2465 2466#. [topic]: id=orbs 2467#: data/core/help.cfg:386 2468#, fuzzy 2469msgid " blue if the unit is an ally you do not control." 2470msgstr "Blua sfero montras milit-unuon, kiun vi ne povas kontroli." 2471 2472#. [topic]: id=orbs 2473#: data/core/help.cfg:387 2474#, fuzzy 2475msgid " Enemy units have no orb on top of their energy bar." 2476msgstr "Malamikaj unuoj havas neniun sferon super energiindikatoro" 2477 2478#. [topic]: id=time_of_day 2479#: data/core/help.cfg:394 2480msgid "Time of Day" 2481msgstr "Taga tempo" 2482 2483#. [topic]: id=time_of_day 2484#: data/core/help.cfg:395 2485#, fuzzy 2486msgid "" 2487"The time of day affects the damage of certain units as follows:\n" 2488"\n" 2489"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% " 2490"damage at night.\n" 2491"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in " 2492"daytime.\n" 2493"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n" 2494"• <bold>text='Liminal'</bold> units get −25% damage during both night and " 2495"daytime." 2496msgstr "" 2497"Taga tempo influas damaĝon kauzitan de unuopaj milit-unuoj jene: milit-unuo " 2498"de ordo kaŭzas dum tago +25% damaĝon, kaj nokte −25%. \n" 2499"milit-unuoj de kaoso kaŭzas nokte +25% damaĝon, kaj dum tago −25%. Neŭtralaj " 2500"milit-unuoj ne estas influataj de tempo." 2501 2502# 2503# 2504# 2505# 2506#. [topic]: id=time_of_day 2507#: data/core/help.cfg:400 2508#, fuzzy 2509msgid "" 2510"\n" 2511"\n" 2512"The current time of day can be observed under the minimap in the status " 2513"pane. For the usual day/night cycle, morning and afternoon count as day, " 2514"first and second watch count as night:\n" 2515"\n" 2516msgstr "" 2517"\n" 2518"\n" 2519"Aktuala taga tempo videblas sub mapeto en stato-panelo. Por kutima alternado " 2520"tago/nokto, mateno kaj posttagmezo kalkuliĝas kiel tago; la unua kaj la dua " 2521"patrolo kiel nokto: \n" 2522 2523#. [time]: id=dawn 2524#. [time]: id=dawn_hour 2525#. [topic]: id=time_of_day 2526#: data/core/help.cfg:404 data/core/macros/schedules.cfg:14 2527#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64 2528msgid "Dawn" 2529msgstr "Tagiĝo" 2530 2531#. [time]: id=morning 2532#. [topic]: id=time_of_day 2533#: data/core/help.cfg:405 data/core/macros/schedules.cfg:26 2534#: data/test/maps/pathfind_1.cfg:75 2535msgid "Morning" 2536msgstr "Mateno" 2537 2538#. [time]: id=afternoon 2539#. [topic]: id=time_of_day 2540#: data/core/help.cfg:406 data/core/macros/schedules.cfg:44 2541#: data/test/maps/pathfind_1.cfg:86 2542msgid "Afternoon" 2543msgstr "Posttagmezo" 2544 2545#. [time]: id=dusk 2546#. [time]: id=dusk_hour 2547#. [topic]: id=time_of_day 2548#: data/core/help.cfg:407 data/core/macros/schedules.cfg:53 2549#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97 2550msgid "Dusk" 2551msgstr "Krepusko" 2552 2553#. [time]: id=first_watch 2554#. [topic]: id=time_of_day 2555#: data/core/help.cfg:408 data/core/macros/schedules.cfg:65 2556#: data/test/maps/pathfind_1.cfg:108 2557msgid "First Watch" 2558msgstr "La unua patrolo" 2559 2560#. [time]: id=second_watch 2561#. [topic]: id=time_of_day 2562#: data/core/help.cfg:409 data/core/macros/schedules.cfg:89 2563#: data/test/maps/pathfind_1.cfg:119 2564msgid "Second Watch" 2565msgstr "La dua patrolo" 2566 2567#. [topic]: id=time_of_day 2568#: data/core/help.cfg:411 2569#, fuzzy 2570#| msgid "" 2571#| "Keep in mind that some scenarios take place underground, where it is " 2572#| "perpetually night!" 2573msgid "" 2574"Keep in mind that some scenarios take place underground, where it is " 2575"perpetually night!\n" 2576msgstr "Memoru, ke kelkaj scenejoj okazas subtere, kie estas eterna nokto!" 2577 2578#. [topic]: id=time_of_day 2579#: data/core/help.cfg:413 2580msgid "" 2581"Some underground locations are illuminated. They are perpetually " 2582"intermediate between day and night.\n" 2583msgstr "" 2584 2585#. [topic]: id=time_of_day 2586#: data/core/help.cfg:415 2587msgid "" 2588"Some role-playing scenarios take place indoors — these regions are similarly " 2589"intermediate.\n" 2590msgstr "" 2591 2592#. [topic]: id=time_of_day 2593#: data/core/help.cfg:417 2594msgid "" 2595"Finally, units with the <ref>dst='ability_illuminationilluminates' " 2596"text='illuminates'</ref> ability and terrain features such as " 2597"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus " 2598"around them." 2599msgstr "" 2600 2601#. [topic]: id=healing 2602#: data/core/help.cfg:424 2603msgid "Healing" 2604msgstr "Sanigado" 2605 2606# 2607# 2608# 2609# 2610#. [topic]: id=healing 2611#: data/core/help.cfg:425 2612#, fuzzy 2613msgid "" 2614"\n" 2615"\n" 2616"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is " 2617"attacked will heal 2 HP in its next turn." 2618msgstr "" 2619"\n" 2620"\n" 2621"Ripozo: La milit-unuo kiu ne moviĝis, ne atakis, kaj neniu atakis ĝin, en " 2622"sekva movo saniĝos je 2 punktoj" 2623 2624#. [topic]: id=healing 2625#: data/core/help.cfg:425 2626msgid "" 2627"In combat, your units will inevitably take damage. There are several ways to " 2628"heal your units. However, with the exception of resting, these do not stack; " 2629"only one can occur per turn." 2630msgstr "" 2631 2632# 2633# 2634#. [topic]: id=healing 2635#: data/core/help.cfg:427 2636#, fuzzy 2637msgid "" 2638"\n" 2639"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or " 2640"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is " 2641"poisoned, the poison will be cured instead." 2642msgstr "" 2643"\n" 2644"Vilaĝo: milit-unuo, kiu komencos movon en vilaĝo, resaniĝos je 8 punktoj." 2645 2646# 2647# 2648#. [topic]: id=healing 2649#: data/core/help.cfg:428 2650#, fuzzy 2651msgid "" 2652"\n" 2653"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: " 2654"Certain units (such as trolls) will automatically heal 8HP every turn. If " 2655"the unit is poisoned, the poison will be cured instead." 2656msgstr "" 2657"\n" 2658"<ref>dst=ability_regeneration text='Regenerado'</ref>: Kelkaj milit-unuoj " 2659"(ekz. troloj) dum ĉiu turno resaniĝoj je 8 punktoj." 2660 2661# 2662# 2663#. [topic]: id=healing 2664#: data/core/help.cfg:429 2665#, fuzzy 2666msgid "" 2667"\n" 2668"• <bold>text='Healing units'</bold>: Units with the " 2669"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each " 2670"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</" 2671"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or " 2672"prevent Poison from causing that unit damage." 2673msgstr "" 2674"\n" 2675"Kuracado de milit-unuoj: milit-unuo kun kapablo <ref>dst=ability_heals " 2676"text='resanigi'</ref> resanigos dum ĉiu tiro je 8 punktojn de sano kaj " 2677"protektos kontraŭ veneno. Kuraceblaj estas nur milit-unuoj de sama ludanto " 2678"sur najbaraj kampetoj, kaj milit-unuo povas esti resanigita maksimume je 4 " 2679"punktojn de sano dum unu turno." 2680 2681# 2682# 2683#. [topic]: id=healing 2684#: data/core/help.cfg:430 2685#, fuzzy 2686msgid "" 2687"\n" 2688"• <bold>text='Curing units'</bold>: Units with the " 2689"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison " 2690"in all allied adjacent units (in preference to healing, if it has that " 2691"ability as well)." 2692msgstr "" 2693"\n" 2694"Kurac- milit-unuoj: milit-unuo kun kapablo <ref>dst=ability_cures " 2695"text='sanigo'</ref> resanigos dum ĉiu tiro aliancigitajn milit-unuoj je 18 " 2696"punktojn de sano entute kaj forigos venenon. Kuraceblaj estas nur milit-" 2697"unuoj de sama ludanto sur najbaraj kampetoj, kaj maksimume je 8 punktojn por " 2698"unu milit-unuo." 2699 2700#. [topic]: id=healing 2701#: data/core/help.cfg:431 2702msgid "" 2703"\n" 2704"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' " 2705"text='advances'</ref>, it will heal fully. This can happen as soon as your " 2706"unit gains enough experience, whether it is your turn or not." 2707msgstr "" 2708 2709# 2710# 2711# 2712# 2713#. [topic]: id=healing 2714#: data/core/help.cfg:432 2715#, fuzzy 2716msgid "" 2717"\n" 2718"\n" 2719"Resting can be combined with other forms of healing, but villages, " 2720"regeneration, healing and curing cannot combine with each other: the best " 2721"option will be used. Finally, units heal fully between scenarios." 2722msgstr "" 2723"\n" 2724"\n" 2725"Ripozon eblas kombini kun aliaj formoj de resanigo, sed vilaĝoj, " 2726"regeneradon kaj sanigadon ne eblas reciproke kombini. Resanigado aŭ flegado " 2727"de la milit-unuo, dividita al multaj vunditaj milit-unuoj estos malpli " 2728"efika, ol kiam estas dediĉita nur al unu. Finfine, inter unuopaj scenejoj la " 2729"milit-unuoj tute resaniĝos." 2730 2731#. [topic]: id=healing 2732#: data/core/help.cfg:434 2733msgid "" 2734"\n" 2735"\n" 2736"<bold>text='Advanced'</bold>" 2737msgstr "" 2738 2739#. [topic]: id=healing 2740#: data/core/help.cfg:436 2741msgid "" 2742"\n" 2743"\n" 2744"Unlike other forms of healing, the heals ability will not take effect on the " 2745"healed unit’s turn, but on the healer’s turn. This means that while a unit " 2746"surrounded by several healers on the same side will only receive healing " 2747"from one healer per turn, a unit surrounded by healers from several allied " 2748"sides will be healed once on each of said allied sides’ turns." 2749msgstr "" 2750 2751#. [topic]: id=wrap_up 2752#: data/core/help.cfg:444 2753msgid "Wrap Up" 2754msgstr "Konkludo" 2755 2756#. [topic]: id=wrap_up 2757#: data/core/help.cfg:445 2758#, fuzzy 2759msgid "" 2760"This concludes the fundamentals of Wesnoth. You might want to read up on " 2761"basic strategy, or familiarize yourself with <ref>dst='..traits_section' " 2762"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</" 2763"ref>, but you now know everything you need to know to play the " 2764"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!" 2765msgstr "" 2766"Tio ĉi estas fundamento de Vesnot. Vi povas tralegi pli en Baza strategio, " 2767"aŭ konatiĝi kun unuopaj <ref>dst=traits text='ecoji'</ref> a " 2768"<ref>dst=abilities text='kapabloj'</ref>, sed nun vi jam scias ĉion " 2769"bezonatan por ludi kampanjon \"Tron-heredanto\". Agrablan amuzon kaj multe " 2770"da feliĉo!" 2771 2772#. [topic]: id=license 2773#: data/core/help.cfg:450 2774msgid "License" 2775msgstr "Licenco" 2776 2777#. [topic]: id=..traits_section 2778#: data/core/help.cfg:459 2779#, fuzzy 2780msgid "" 2781"\n" 2782"\n" 2783"Most units have two traits. However, goblins have only one trait, undead " 2784"units are always assigned the single trait <italic>text='undead'</italic> " 2785"and in some cases <italic>text='fearless'</italic>, and woses do not receive " 2786"any traits. " 2787msgstr "" 2788"Plimulto el milit-unuoj havas du ecojn. Sed ekzemple Nemortintoj havas nur " 2789"unu econ 'nemortinta', kaj arbuloj havas neniun econ. Ecoj estaj subtilaj " 2790"ŝanĝoj en parametroj de milit-unuo. Kutime estas hazarde donitaj al milit-" 2791"unuo ĉe varbado." 2792 2793#. [topic]: id=..traits_section 2794#: data/core/help.cfg:459 2795msgid "" 2796"Traits are modifications that change a unit’s attributes slightly. They are " 2797"usually randomly assigned to a unit when it is recruited. The traits " 2798"available to a unit are largely determined by its <italic>text='race'</" 2799"italic>." 2800msgstr "" 2801 2802# 2803# 2804# 2805# 2806#. [topic]: id=..traits_section 2807#: data/core/help.cfg:461 2808#, fuzzy 2809msgid "" 2810"\n" 2811"\n" 2812"The traits that are available to most non‐undead units are " 2813"<ref>dst='traits_intelligent' text='intelligent'</ref>, " 2814"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' " 2815"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>." 2816msgstr "" 2817"\n" 2818"\n" 2819"Ĉiuj milit-unuoj (krom nemortintoj) povas esti <ref>dst=traits_intelligent " 2820"text=inteligentaj</ref>, <ref>dst=traits_quick text=rapidaj</ref>, " 2821"<ref>dst=traits_resilient text=rezistaj</ref>, kaj <ref>dst=traits_strong " 2822"text=fortaj</ref>." 2823 2824#. [topic]: id=..traits_section 2825#: data/core/help.cfg:463 2826#, fuzzy 2827msgid "" 2828"\n" 2829"\n" 2830"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and " 2831"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls " 2832"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</" 2833"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' " 2834"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and " 2835"<ref>dst='traits_undead' text='undead'</ref>.\n" 2836"\n" 2837msgstr "" 2838"\n" 2839"\n" 2840"Ceteraj eblaj ecoj de milit-unuoj estas <ref>dst=traits_dextrous text=Lerta</" 2841"ref>, <ref>dst=traits_loyal text=Lojala</ref>, and <ref>dst=traits_undead " 2842"text=Nemortinta</ref>.\n" 2843"\n" 2844 2845#. [topic]: id=..terrains_section 2846#: data/core/help.cfg:473 2847msgid "" 2848"\n" 2849"\n" 2850"Terrains come in two types: <italic>text='basic'</italic> and " 2851"<italic>text='mixed'</italic>." 2852msgstr "" 2853 2854#. [topic]: id=..terrains_section 2855#: data/core/help.cfg:473 2856msgid "" 2857"Game maps feature a variety of terrains that affect both unit movement and a " 2858"unit’s defensive capability in combat." 2859msgstr "" 2860 2861# 2862# 2863# 2864# 2865#. [topic]: id=..terrains_section 2866#: data/core/help.cfg:475 2867#, fuzzy 2868msgid "" 2869"\n" 2870"\n" 2871"<header>text='Basic Terrain Types'</header>" 2872msgstr "" 2873"\n" 2874"\n" 2875"<header>text='Ŝanco por trafo'</header>" 2876 2877#. [topic]: id=..terrains_section 2878#: data/core/help.cfg:477 2879msgid "" 2880"\n" 2881"\n" 2882"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " 2883"There are many more besides these — a list of the terrain types you have " 2884"discovered can be found at the end of this page.\n" 2885"\n" 2886msgstr "" 2887 2888#. [topic]: id=..terrains_section 2889#: data/core/help.cfg:481 2890msgid "" 2891"\n" 2892"\n" 2893"Every unit has a defense rating and a movement cost for each of the basic " 2894"terrain types, and these values are listed in the unit’s help page. Basic " 2895"terrain types may have unique properties like illumination effects as well." 2896msgstr "" 2897 2898# 2899# 2900# 2901# 2902#. [topic]: id=..terrains_section 2903#: data/core/help.cfg:483 2904#, fuzzy 2905msgid "" 2906"\n" 2907"\n" 2908"<header>text='Mixed Terrain Types'</header>" 2909msgstr "" 2910"\n" 2911"\n" 2912"<header>text='Ŝanco por trafo'</header>" 2913 2914#. [topic]: id=..terrains_section 2915#: data/core/help.cfg:485 2916msgid "" 2917"\n" 2918"\n" 2919"Mixed terrain types share the properties of multiple basic terrain types — " 2920"units generally receive the <italic>text='best defense'</italic> and " 2921"<italic>text='worst movement'</italic> of the underlying basic types when " 2922"they move onto a mixed type. For example, this is the case with " 2923"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, " 2924"and <italic>text='cave hills'</italic>.\n" 2925"\n" 2926msgstr "" 2927 2928#. [topic]: id=..terrains_section 2929#: data/core/help.cfg:489 2930msgid "" 2931"\n" 2932"\n" 2933"One notable exception is bridge terrains, such as <italic>text='bridges over " 2934"shallow water'</italic>, <italic>text='fords'</italic>, and " 2935"<italic>text='bridges over chasms'</italic>. Fords are easily passable to " 2936"both merfolk and humans — all units moving on a ford enjoy the best defense " 2937"and best movement out of flat and shallow water, rather than the worse " 2938"movement of the two. Similarly, bridges over chasms are passable to " 2939"nonfliers (unsurprisingly).\n" 2940"\n" 2941msgstr "" 2942 2943#. [topic]: id=..terrains_section 2944#: data/core/help.cfg:493 2945msgid "" 2946"\n" 2947"\n" 2948"Land-based villages generally give the best defense and movement as well. " 2949"These villages are mixed terrains, based on the village terrain type, " 2950"together with hill, swamp, and cave, respectively.\n" 2951"\n" 2952msgstr "" 2953 2954#. [topic]: id=..terrains_section 2955#: data/core/help.cfg:497 2956msgid "" 2957"\n" 2958"\n" 2959"Finally, water villages are generally inhospitable to land units, and do not " 2960"give defense or movement benefits associated with the village terrain type. " 2961"Instead, they count only as water tiles.\n" 2962"\n" 2963msgstr "" 2964 2965#. [topic]: id=..terrains_section 2966#: data/core/help.cfg:501 2967msgid "" 2968"\n" 2969"\n" 2970"You can see what basic types a mixed terrain is comprised of by mousing over " 2971"its hex and checking the terrain type icons displayed in the upper right " 2972"(under the default theme)." 2973msgstr "" 2974 2975#. [topic]: id=..terrains_section 2976#: data/core/help.cfg:503 2977msgid "" 2978"\n" 2979"\n" 2980"You can see what type of behavior the mixed terrain gives by mousing over " 2981"its hex and viewing the <italic>text='terrain description'</italic> by " 2982"either pressing the hotkey, or right clicking and selecting from the context " 2983"menu." 2984msgstr "" 2985 2986# 2987# 2988# 2989# 2990#. [topic]: id=..terrains_section 2991#: data/core/help.cfg:505 2992#, fuzzy 2993msgid "" 2994"\n" 2995"\n" 2996"<header>text='Defense Caps'</header>" 2997msgstr "" 2998"\n" 2999"\n" 3000"<header>text='Ŝanco por trafo'</header>" 3001 3002#. [topic]: id=..terrains_section 3003#: data/core/help.cfg:507 3004msgid "" 3005"\n" 3006"\n" 3007"Some units have <italic>text='defense caps'</italic> for a particular basic " 3008"terrain type. These units suffer a penalty on mixed terrains with that type " 3009"— their defense cannot exceed the cap." 3010msgstr "" 3011 3012#. [topic]: id=..terrains_section 3013#: data/core/help.cfg:509 3014msgid "" 3015"\n" 3016"\n" 3017"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> " 3018"has a defense rating of 30% on forests, and a defense cap for forests. Thus, " 3019"on forested hills, he has a defense rating of 30% rather than 40%, because " 3020"the mixed rating cannot exceed the cap." 3021msgstr "" 3022 3023#. [topic]: id=..terrains_section 3024#: data/core/help.cfg:511 3025msgid "" 3026"\n" 3027"\n" 3028"If a unit has a defense cap for some terrain, it is always the same as its " 3029"defense rating on that terrain (it cannot be larger)." 3030msgstr "" 3031 3032# 3033# 3034# 3035# 3036#. [topic]: id=..terrains_section 3037#: data/core/help.cfg:513 3038#, fuzzy 3039msgid "" 3040"\n" 3041"\n" 3042"<header>text='Basic Terrain Types'</header>\n" 3043"\n" 3044msgstr "" 3045"\n" 3046"\n" 3047"<header>text='Ŝanco por trafo'</header>" 3048 3049#. [topic]: id=..addons 3050#: data/core/help.cfg:526 3051msgid "" 3052"The degree of customization offered by the Wesnoth engine allows players to " 3053"create their own game content, including new scenarios, campaigns, and much " 3054"more beyond what is offered in the official content bundled with the game.\n" 3055"\n" 3056msgstr "" 3057 3058#. [topic]: id=using_addons 3059#: data/core/help.cfg:536 3060msgid "Using Add-ons" 3061msgstr "" 3062 3063# 3064# 3065# 3066# 3067#. [topic]: id=using_addons 3068#: data/core/help.cfg:537 3069#, fuzzy 3070#| msgid "" 3071#| "\n" 3072#| "\n" 3073#| "<header>text=Damage</header>" 3074msgid "" 3075"\n" 3076"\n" 3077"<header>text='Campaigns and Scenarios'</header>" 3078msgstr "" 3079"\n" 3080"\n" 3081"<header>text=Damaĝo</header>" 3082 3083#. [topic]: id=using_addons 3084#: data/core/help.cfg:537 3085msgid "" 3086"The game supports different types of add-on content, which are not all " 3087"available in every gameplay mode." 3088msgstr "" 3089 3090#. [topic]: id=using_addons 3091#: data/core/help.cfg:539 3092msgid "" 3093"\n" 3094"\n" 3095"Single-player campaigns are collections of scenarios that fit together to " 3096"tell a story. Both stand-alone scenarios—if intended to be played as such—" 3097"and regular campaigns are available from the <italic>text='Campaigns'</" 3098"italic> menu at the title screen." 3099msgstr "" 3100 3101#. [topic]: id=using_addons 3102#: data/core/help.cfg:541 3103#, fuzzy 3104#| msgid "<header>text='Units having this special attack'</header>" 3105msgid "" 3106"\n" 3107"\n" 3108"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>" 3109msgstr "<header>text='Unuoj havantaj tiun specialan atakon'</header>" 3110 3111#. [topic]: id=using_addons 3112#: data/core/help.cfg:543 3113msgid "" 3114"\n" 3115"\n" 3116"<italic>text='Multiplayer'</italic> games can be played in fully customized, " 3117"scripted scenarios or even specially designed campaigns. There are also " 3118"packs providing sets of individual multiplayer scenarios." 3119msgstr "" 3120 3121#. [topic]: id=using_addons 3122#: data/core/help.cfg:545 3123#, fuzzy 3124msgid "" 3125"\n" 3126"\n" 3127"<header>text='Multiplayer Eras and Factions'</header>" 3128msgstr "" 3129"\n" 3130"\n" 3131"<header>text='Ordo kaj nombro de atakoj'</header>" 3132 3133#. [topic]: id=using_addons 3134#: data/core/help.cfg:547 3135msgid "" 3136"\n" 3137"\n" 3138"For gameplay purposes, various races of creatures in the world cooperate " 3139"with each other in factions. Factions are grouped in balanced sets with a " 3140"common theme; for example, the main factions of Wesnoth can be found in the " 3141"included Default Era.\n" 3142"\n" 3143"In <italic>text='Multiplayer'</italic> mode, you can choose an era when " 3144"creating a new game, and players can pick from the available factions for " 3145"that era when setting up their sides and teams." 3146msgstr "" 3147 3148#. [topic]: id=using_addons 3149#: data/core/help.cfg:551 3150msgid "" 3151"\n" 3152"\n" 3153"You can see what eras you have loaded in the <ref>text='eras' dst='.." 3154"eras_section'</ref> of the help." 3155msgstr "" 3156 3157#. [topic]: id=using_addons 3158#: data/core/help.cfg:553 3159#, fuzzy 3160msgid "" 3161"\n" 3162"\n" 3163"<header>text='Modifications'</header>" 3164msgstr "" 3165"\n" 3166"\n" 3167"<header>text='Ordo kaj nombro de atakoj'</header>" 3168 3169#. [topic]: id=using_addons 3170#: data/core/help.cfg:555 3171msgid "" 3172"\n" 3173"\n" 3174"Modifications are optional scenario- and era-independent scripts that can " 3175"alter the default ruleset in various ways. You can choose and configure " 3176"modifications when creating a new game." 3177msgstr "" 3178 3179# 3180# 3181# 3182# 3183#. [topic]: id=using_addons 3184#: data/core/help.cfg:557 3185#, fuzzy 3186msgid "" 3187"\n" 3188"\n" 3189"<header>text='Cores'</header>" 3190msgstr "" 3191"\n" 3192"\n" 3193"<header>text='Ŝanco por trafo'</header>" 3194 3195#. [topic]: id=using_addons 3196#: data/core/help.cfg:559 3197msgid "" 3198"\n" 3199"\n" 3200"Cores enable total conversion of The Battle for Wesnoth. A core can replace " 3201"all the content in Wesnoth: when a different core is loaded, the regular " 3202"units, terrains and the like do not exist.\n" 3203"\n" 3204"Cores allow a significantly different game experience: for example, a World " 3205"War II campaign, or even a different game altogether, as long as it can be " 3206"represented as a hexagonal map with ’units’ in some way." 3207msgstr "" 3208 3209# 3210# 3211# 3212# 3213#. [topic]: id=using_addons 3214#: data/core/help.cfg:563 3215#, fuzzy 3216msgid "" 3217"\n" 3218"\n" 3219"<header>text='Creator Resources'</header>" 3220msgstr "" 3221"\n" 3222"\n" 3223"<header>text='Ŝanco por trafo'</header>" 3224 3225#. [topic]: id=using_addons 3226#: data/core/help.cfg:565 3227msgid "" 3228"\n" 3229"\n" 3230"Content authors can use resource packs available on the add-ons server to " 3231"enrich their own content with existing assets such as images, music, and " 3232"code. These are not generally intended for direct use in-game; however, " 3233"other playable add-ons may depend on them and suggest or require their " 3234"installation during download." 3235msgstr "" 3236 3237#. [topic]: id=installing_addons 3238#: data/core/help.cfg:574 3239msgid "Installing Add-ons" 3240msgstr "" 3241 3242#. [topic]: id=installing_addons 3243#: data/core/help.cfg:575 3244msgid "" 3245"User-made add-ons can be obtained and updated through the <italic>text='Add-" 3246"ons'</italic> option in the main menu. After connecting to the add-ons " 3247"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be " 3248"presented with a list of add-ons available on the server for downloading.\n" 3249"\n" 3250"The installation status for each add-on is shown below each entry. For add-" 3251"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</" 3252"italic> on the server, their installed and published versions will be shown " 3253"in the <italic>text='Version'</italic> column.\n" 3254"\n" 3255"To search for add-ons by keywords, type any relevant terms in any order in " 3256"the search box, separated by spaces. You can also sort the add-on list by " 3257"clicking the column headers. It is also possible to choose to only display " 3258"add-ons of specific categories by clicking on the <bold>text='Type'</bold> " 3259"dropdown.\n" 3260"\n" 3261"To install an add-on, select it from the list and click the <bold>text='+'</" 3262"bold> icon, or simply double-click on the add-on’s title. If the window is " 3263"too small to show them inline, the <bold>text='Addon Details'</bold> button " 3264"provides you with additional details about the add-on, such as its full " 3265"description, installation status, and available translations." 3266msgstr "" 3267 3268#. [topic]: id=removing_addons 3269#: data/core/help.cfg:588 3270msgid "Removing Add-ons" 3271msgstr "" 3272 3273#. [topic]: id=removing_addons 3274#: data/core/help.cfg:589 3275msgid "" 3276"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons " 3277"server connection dialog. You will be presented with options to remove any " 3278"number of add-ons you currently have installed.\n" 3279"\n" 3280"It is not possible to remove add-ons for which there is publishing " 3281"information (<italic>text='.pbl'</italic> files) attached, in order to " 3282"prevent its accidental loss. If necessary, you must manually delete the " 3283"information files or the add-ons themselves using a file manager provided by " 3284"your platform." 3285msgstr "" 3286 3287#. [topic]: id=general_commands 3288#: data/core/help.cfg:604 3289#, fuzzy 3290#| msgid "General commands" 3291msgid "General Commands" 3292msgstr "Ĝeneralaj komandoj" 3293 3294#. [topic]: id=general_commands 3295#. [topic]: id=mp_commands 3296#. [topic]: id=debug_commands 3297#: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687 3298msgid "" 3299"These commands can either be issued via the command line by prefixing them " 3300"with ':' (as shown here) or via the chat by prefixing them with '/' (press " 3301"'m' first to open the chat line).\n" 3302"\n" 3303msgstr "" 3304 3305#. [topic]: id=general_commands 3306#: data/core/help.cfg:608 3307msgid "" 3308"\n" 3309"Clear chat messages.\n" 3310"\n" 3311msgstr "" 3312 3313#. [topic]: id=general_commands 3314#: data/core/help.cfg:611 3315msgid "" 3316"\n" 3317"Switch debug mode on (does not work in multiplayer). See " 3318"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n" 3319"Debug mode is turned off by quitting the game or :nodebug.\n" 3320"\n" 3321msgstr "" 3322 3323#. [topic]: id=general_commands 3324#: data/core/help.cfg:615 3325msgid "" 3326"\n" 3327"Set or toggle player on side between human and AI player. The player/client " 3328"who controls that side needs to issue this command. If no second parameter " 3329"is supplied, toggle between human and AI. If it is ‘on’, set an AI " 3330"controller. If it is ‘off’ set a human controller. Defaults to the currently " 3331"active side if no parameter is supplied.\n" 3332"\n" 3333msgstr "" 3334 3335#. [topic]: id=general_commands 3336#: data/core/help.cfg:618 3337msgid "" 3338"\n" 3339"Display the controller status of a side.\n" 3340"\n" 3341msgstr "" 3342 3343#. [topic]: id=general_commands 3344#: data/core/help.cfg:621 3345msgid "" 3346"\n" 3347"Toggle the display of the current frames per second.\n" 3348"\n" 3349msgstr "" 3350 3351#. [topic]: id=general_commands 3352#: data/core/help.cfg:624 3353msgid "" 3354"\n" 3355"Switch a log domain to a different log level.\n" 3356"\n" 3357msgstr "" 3358 3359#. [topic]: id=general_commands 3360#: data/core/help.cfg:627 3361msgid "" 3362"\n" 3363"Redraws the screen and reloads any image files that have been changed.\n" 3364"\n" 3365msgstr "" 3366 3367#. [topic]: id=general_commands 3368#: data/core/help.cfg:630 3369msgid "" 3370"\n" 3371"Bring up theme selection menu.\n" 3372"\n" 3373msgstr "" 3374 3375#. [topic]: id=general_commands 3376#: data/core/help.cfg:633 3377msgid "" 3378"\n" 3379"Quit the scenario (without prompting).\n" 3380"\n" 3381msgstr "" 3382 3383#. [topic]: id=general_commands 3384#: data/core/help.cfg:636 3385msgid "" 3386"\n" 3387"Save the game (without prompting).\n" 3388"\n" 3389msgstr "" 3390"\n" 3391"Savi la ludon (sendemande).\n" 3392"\n" 3393 3394#. [topic]: id=general_commands 3395#: data/core/help.cfg:639 3396msgid "" 3397"\n" 3398"Save the game and quit the scenario (without prompting)." 3399msgstr "" 3400 3401#. [topic]: id=mp_commands 3402#: data/core/help.cfg:648 3403msgid "Multiplayer Commands" 3404msgstr "" 3405 3406#. [topic]: id=mp_commands 3407#: data/core/help.cfg:651 3408msgid "" 3409"\n" 3410"Ban a user in a multiplayer game by the IP address used by that username and " 3411"kick him. Can be used on users not in the game but on the server. (Of course " 3412"they won’t be kicked then.)\n" 3413"\n" 3414msgstr "" 3415 3416#. [topic]: id=mp_commands 3417#: data/core/help.cfg:654 3418msgid "" 3419"\n" 3420"Change the controller for side (write here the number of the side) to " 3421"username (write here the nickname of the player or observer). You can check " 3422"what side belongs to which player in the <bold>text='Scenario Settings'</" 3423"bold> dialog (Press the <bold>text='More'</bold> button in the " 3424"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host " 3425"can change control of any side.\n" 3426"\n" 3427msgstr "" 3428 3429#. [topic]: id=mp_commands 3430#: data/core/help.cfg:657 3431msgid "" 3432"\n" 3433"Launch a dialog to assist the host in changing the human controllers of " 3434"sides.\n" 3435"\n" 3436msgstr "" 3437 3438#. [topic]: id=mp_commands 3439#: data/core/help.cfg:660 3440msgid "" 3441"\n" 3442"Toggle the idle state for a side. The host may make a side idle after a " 3443"network disconnection.\n" 3444"\n" 3445msgstr "" 3446 3447#. [topic]: id=mp_commands 3448#: data/core/help.cfg:663 3449msgid "" 3450"\n" 3451"Kick a user in multiplayer. They will be able to rejoin the game. If you " 3452"just want to change control of their side(s) use the :control command " 3453"instead.\n" 3454"\n" 3455msgstr "" 3456 3457#. [topic]: id=mp_commands 3458#: data/core/help.cfg:666 3459msgid "" 3460"\n" 3461"Send a private message to a user. When in a game, it is not possible to send " 3462"private messages to players who are currently controlling a side in the same " 3463"game.\n" 3464"\n" 3465msgstr "" 3466 3467#. [topic]: id=mp_commands 3468#: data/core/help.cfg:669 3469msgid "" 3470"\n" 3471"Mute a specific observer. If no username is supplied the muted usernames are " 3472"displayed.\n" 3473"\n" 3474msgstr "" 3475 3476#. [topic]: id=mp_commands 3477#: data/core/help.cfg:672 3478msgid "" 3479"\n" 3480"Toggle muting/silencing of all observers on/off.\n" 3481"\n" 3482msgstr "" 3483 3484#. [topic]: id=mp_commands 3485#: data/core/help.cfg:675 3486msgid "" 3487"\n" 3488"Unban a user in a multiplayer game by the IP address used by that username. " 3489"Can be used on users not in the game but on the server.\n" 3490"\n" 3491msgstr "" 3492 3493#. [topic]: id=mp_commands 3494#: data/core/help.cfg:678 3495msgid "" 3496"\n" 3497"Unmute a specific observer. If no username is supplied the list of muted " 3498"observers is cleared." 3499msgstr "" 3500 3501#. [topic]: id=debug_commands 3502#: data/core/help.cfg:686 3503msgid "Debug Mode Commands" 3504msgstr "" 3505 3506#. [topic]: id=debug_commands 3507#: data/core/help.cfg:689 3508msgid "" 3509"\n" 3510"Brings up a menu for choosing a scenario to immediately advance to in a " 3511"campaign.\n" 3512"\n" 3513msgstr "" 3514 3515#. [topic]: id=debug_commands 3516#: data/core/help.cfg:692 3517msgid "" 3518"\n" 3519"Create a unit of the specified type on the selected hex.\n" 3520"\n" 3521msgstr "" 3522 3523#. [topic]: id=debug_commands 3524#: data/core/help.cfg:695 3525msgid "" 3526"\n" 3527"Toggle fog/shroud for the current side.\n" 3528"\n" 3529msgstr "" 3530 3531#. [topic]: id=debug_commands 3532#: data/core/help.cfg:698 3533msgid "" 3534"\n" 3535"Adds the specified amount to the current side’s gold.\n" 3536"\n" 3537msgstr "" 3538 3539#. [topic]: id=debug_commands 3540#: data/core/help.cfg:701 3541msgid "" 3542"\n" 3543"Immediately advances to the next scenario in a campaign.\n" 3544"\n" 3545msgstr "" 3546 3547#. [topic]: id=debug_commands 3548#: data/core/help.cfg:704 3549msgid "" 3550"\n" 3551"Manually set a gamestate variable to value.\n" 3552"\n" 3553msgstr "" 3554 3555#. [topic]: id=debug_commands 3556#: data/core/help.cfg:707 3557msgid "" 3558"\n" 3559"Show a gamestate variable.\n" 3560"\n" 3561msgstr "" 3562 3563#. [topic]: id=debug_commands 3564#: data/core/help.cfg:710 3565msgid "" 3566"\n" 3567"Manually fire the specified event.\n" 3568"\n" 3569msgstr "" 3570 3571#. [topic]: id=debug_commands 3572#: data/core/help.cfg:713 3573msgid "" 3574"\n" 3575"Modifies the specified property of the selected unit. Example: :unit " 3576"hitpoints=100\n" 3577"\n" 3578msgstr "" 3579 3580#. [topic]: id=debug_commands 3581#: data/core/help.cfg:716 3582msgid "" 3583"\n" 3584"Makes the selected unit level up N times. Example: :unit advances=2" 3585msgstr "" 3586 3587# 3588# 3589#. [heals]: id=healing 3590#: data/core/macros/abilities.cfg:12 3591#, fuzzy 3592msgid "" 3593"Allows the unit to heal adjacent allied units at the beginning of our turn.\n" 3594"\n" 3595"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " 3596"from taking effect for that turn.\n" 3597"This ability will not cure an affected unit of poison, however, only delay " 3598"its effect." 3599msgstr "" 3600"Kuracas:\n" 3601"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " 3602"komence de tiro.\n" 3603"\n" 3604"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " 3605"vivojn.\n" 3606"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " 3607"8 vivojn.\n" 3608"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " 3609"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." 3610 3611# 3612# 3613#. [heals]: id=healing 3614#: data/core/macros/abilities.cfg:30 3615#, fuzzy 3616msgid "" 3617"This unit combines herbal remedies with magic to heal units more quickly " 3618"than is normally possible on the battlefield.\n" 3619"\n" 3620"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " 3621"from taking effect for that turn.\n" 3622"This ability will not cure an affected unit of poison, however, only delay " 3623"its effect." 3624msgstr "" 3625"Kuracas:\n" 3626"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj " 3627"komence de tiro.\n" 3628"\n" 3629"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 " 3630"vivojn.\n" 3631"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute " 3632"8 vivojn.\n" 3633"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas " 3634"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci." 3635 3636#. [heals]: id=curing 3637#: data/core/macros/abilities.cfg:47 3638msgid "cures" 3639msgstr "kuraco" 3640 3641#. [heals]: id=curing 3642#: data/core/macros/abilities.cfg:48 3643#, fuzzy 3644msgid "female^cures" 3645msgstr "sentima" 3646 3647#. [heals]: id=curing 3648#: data/core/macros/abilities.cfg:49 3649msgid "" 3650"A curer can cure a unit of poison, although that unit will receive no " 3651"additional healing on the turn it is cured of the poison." 3652msgstr "" 3653 3654#. [regenerate]: id=regenerates 3655#: data/core/macros/abilities.cfg:70 3656msgid "regenerates" 3657msgstr "regenero" 3658 3659#. [regenerate]: id=regenerates 3660#: data/core/macros/abilities.cfg:71 3661#, fuzzy 3662msgid "female^regenerates" 3663msgstr "regenero" 3664 3665#. [regenerate]: id=regenerates 3666#: data/core/macros/abilities.cfg:72 3667#, fuzzy 3668msgid "" 3669"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " 3670"the poison instead of healing." 3671msgstr "" 3672"Regeneras:\n" 3673"milit-unuo mem resaniĝos dum turno je 8 vivoj. Se estas venenigita, anstataŭ " 3674"resanigo forigos venenon." 3675 3676#. [resistance]: id=steadfast 3677#: data/core/macros/abilities.cfg:91 3678msgid "steadfast" 3679msgstr "obstina" 3680 3681#. [resistance]: id=steadfast 3682#: data/core/macros/abilities.cfg:92 3683#, fuzzy 3684msgid "female^steadfast" 3685msgstr "obstina" 3686 3687#. [resistance]: id=steadfast 3688#: data/core/macros/abilities.cfg:93 3689#, fuzzy 3690#| msgid "" 3691#| "Steadfast:\n" 3692#| "This unit’s resistances are doubled, up to a maximum of 50%, when " 3693#| "defending. Vulnerabilities are not affected." 3694msgid "" 3695"This unit’s resistances are doubled, up to a maximum of 50%, when defending. " 3696"Vulnerabilities are not affected." 3697msgstr "" 3698"Persistema:\n" 3699"Tiu ĉi milit-unuo havas dum defendo duoblan reziston,do maksimume 50%" 3700 3701#. [leadership]: id=leadership 3702#: data/core/macros/abilities.cfg:106 3703msgid "leadership" 3704msgstr "komandado" 3705 3706#. [leadership]: id=leadership 3707#: data/core/macros/abilities.cfg:107 3708#, fuzzy 3709msgid "female^leadership" 3710msgstr "komandado" 3711 3712# 3713# 3714#. [leadership]: id=leadership 3715#: data/core/macros/abilities.cfg:108 3716#, fuzzy 3717msgid "" 3718"This unit can lead your own units that are next to it, making them fight " 3719"better.\n" 3720"\n" 3721"Adjacent own units of lower level will do more damage in battle. When a unit " 3722"adjacent to, of a lower level than, and on the same side as a unit with " 3723"Leadership engages in combat, its attacks do 25% more damage times the " 3724"difference in their levels." 3725msgstr "" 3726"Komandado:\n" 3727"Tiu ĉi milit-unuo kapablas gvidi ĉirkaŭajn milit-unuojn, ili batalas pli " 3728"bone.\n" 3729"\n" 3730"Aliancaj milit-unuoj malplinivelaj kaŭzas ĉe najbaraj kampoj pli altan " 3731"damaĝon. Se via milit-unuo troviĝas apud alianca malplinivela milit-unuo " 3732"kun komandado, kaŭzos dum atako je 25% pli grandan damaĝon por ĉiu " 3733"niveldiferenco de la milit-unuoj." 3734 3735#. [skirmisher]: id=skirmisher 3736#: data/core/macros/abilities.cfg:125 3737msgid "skirmisher" 3738msgstr "energia" 3739 3740#. [skirmisher]: id=skirmisher 3741#: data/core/macros/abilities.cfg:126 3742#, fuzzy 3743msgid "female^skirmisher" 3744msgstr "energia" 3745 3746#. [skirmisher]: id=skirmisher 3747#: data/core/macros/abilities.cfg:127 3748#, fuzzy 3749msgid "" 3750"This unit is skilled in moving past enemies quickly, and ignores all enemy " 3751"Zones of Control." 3752msgstr "" 3753"Energia:\n" 3754"Tiu ĉi milit-unuo estas alkutimiĝita moviĝi inter malamikoj kaj ignoras " 3755"ĉiujn kontrolzonojn. " 3756 3757#. [illuminates]: id=illumination 3758#: data/core/macros/abilities.cfg:140 3759msgid "illuminates" 3760msgstr "lumigo" 3761 3762#. [illuminates]: id=illumination 3763#: data/core/macros/abilities.cfg:141 3764#, fuzzy 3765msgid "female^illuminates" 3766msgstr "lumigo" 3767 3768# 3769# 3770#. [illuminates]: id=illumination 3771#: data/core/macros/abilities.cfg:142 3772#, fuzzy 3773#| msgid "" 3774#| "Illuminates:\n" 3775#| "This unit illuminates the surrounding area, making lawful units fight " 3776#| "better, and chaotic units fight worse.\n" 3777#| "\n" 3778#| "Any units adjacent to this unit will fight as if it were dusk when it is " 3779#| "night, and as if it were day when it is dusk." 3780msgid "" 3781"This unit illuminates the surrounding area, making lawful units fight " 3782"better, and chaotic units fight worse.\n" 3783"\n" 3784"Any units adjacent to this unit will fight as if it were dusk when it is " 3785"night, and as if it were day when it is dusk." 3786msgstr "" 3787"Lumigas:\n" 3788"Tiu ĉi milit-unuo lumigas ĉirkaŭaĵon, tial tagaj (ordemaj) milit-unuoj " 3789"batalos pli bone kaj noktaj (kaosaj) pli malbone.\n" 3790"\n" 3791"milit-unuo sur najbara kampo batalos dum nokto kiel dum krepusko, kaj dum " 3792"krepusko kiel dum tago." 3793 3794#. [teleport]: id=teleport 3795#: data/core/macros/abilities.cfg:154 3796msgid "teleport" 3797msgstr "teleportado" 3798 3799#. [teleport]: id=teleport 3800#: data/core/macros/abilities.cfg:155 3801#, fuzzy 3802msgid "female^teleport" 3803msgstr "inteligenta" 3804 3805#. [teleport]: id=teleport 3806#: data/core/macros/abilities.cfg:156 3807#, fuzzy 3808msgid "" 3809"This unit may teleport between any two empty villages owned by its side " 3810"using one of its moves." 3811msgstr "" 3812"Teleportado:\n" 3813"Tiu ĉi milit-unuo kapablas dum unu paŝo transporti el unu vilaĝo en alian." 3814 3815#. [hides]: id=ambush 3816#: data/core/macros/abilities.cfg:185 3817msgid "ambush" 3818msgstr "invado" 3819 3820#. [hides]: id=ambush 3821#: data/core/macros/abilities.cfg:186 3822#, fuzzy 3823msgid "female^ambush" 3824msgstr "lojala" 3825 3826# 3827# 3828#. [hides]: id=ambush 3829#: data/core/macros/abilities.cfg:187 3830#, fuzzy 3831msgid "" 3832"This unit can hide in forest, and remain undetected by its enemies.\n" 3833"\n" 3834"Enemy units cannot see this unit while it is in forest, except if they have " 3835"units next to it. Any enemy unit that first discovers this unit immediately " 3836"loses all its remaining movement." 3837msgstr "" 3838"Embusko:\n" 3839"milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n" 3840"Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, " 3841"nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." 3842 3843#. [hides]: id=nightstalk 3844#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 3845msgid "nightstalk" 3846msgstr "nokta embusko" 3847 3848# 3849# 3850#. [hides]: id=nightstalk 3851#: data/core/macros/abilities.cfg:206 3852#, fuzzy 3853msgid "" 3854"The unit becomes invisible during night.\n" 3855"\n" 3856"Enemy units cannot see this unit at night, except if they have units next to " 3857"it. Any enemy unit that first discovers this unit immediately loses all its " 3858"remaining movement." 3859msgstr "" 3860"Nokta embusko:La milit-unuo dum nokto nevidebla.\n" 3861"\n" 3862"Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon dum nokto, " 3863"nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." 3864 3865#. [hides]: id=concealment 3866#: data/core/macros/abilities.cfg:223 3867msgid "concealment" 3868msgstr "embusko" 3869 3870#. [hides]: id=concealment 3871#: data/core/macros/abilities.cfg:224 3872#, fuzzy 3873msgid "female^concealment" 3874msgstr "embusko" 3875 3876# 3877# 3878#. [hides]: id=concealment 3879#: data/core/macros/abilities.cfg:225 3880#, fuzzy 3881msgid "" 3882"This unit can hide in villages (with the exception of water villages), and " 3883"remain undetected by its enemies, except by those standing next to it.\n" 3884"\n" 3885"Enemy units cannot see this unit while it is in a village, except if they " 3886"have units next to it. Any enemy unit that first discovers this unit " 3887"immediately loses all its remaining movement." 3888msgstr "" 3889"Embusko:\n" 3890"milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n" 3891"Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, " 3892"nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo." 3893 3894#. [hides]: id=submerge 3895#: data/core/macros/abilities.cfg:242 3896msgid "submerge" 3897msgstr "subakviĝi" 3898 3899#. [hides]: id=submerge 3900#: data/core/macros/abilities.cfg:243 3901#, fuzzy 3902msgid "female^submerge" 3903msgstr "potenca" 3904 3905#. [hides]: id=submerge 3906#: data/core/macros/abilities.cfg:244 3907#, fuzzy 3908#| msgid "" 3909#| "Submerge:\n" 3910#| "This unit can hide in deep water, and remain undetected by its enemies.\n" 3911#| "\n" 3912#| "Enemy units cannot see this unit while it is in deep water, except if " 3913#| "they have units next to it. Any enemy unit that first discovers this unit " 3914#| "immediately loses all its remaining movement." 3915msgid "" 3916"This unit can hide in deep water, and remain undetected by its enemies.\n" 3917"\n" 3918"Enemy units cannot see this unit while it is in deep water, except if they " 3919"have units next to it. Any enemy unit that first discovers this unit " 3920"immediately loses all its remaining movement." 3921msgstr "" 3922"Subakviĝi:\n" 3923"La unuo povas sin kaŝi en profunda akvo kaj malamikoj ne trovos ĝin.\n" 3924"\n" 3925"Malamikoj ne vidas la unuon dum ĝi estas en profunda akvo, krom se ili estas " 3926"kontakte kun ĝi. Kontraŭlo kiu malfermas ĝin tuj perdos ĉiujn restatajn " 3927"movojn." 3928 3929#. [dummy]: id=feeding 3930#: data/core/macros/abilities.cfg:261 3931msgid "feeding" 3932msgstr "nutro" 3933 3934#. [dummy]: id=feeding 3935#: data/core/macros/abilities.cfg:262 3936#, fuzzy 3937msgid "female^feeding" 3938msgstr "sentima" 3939 3940#. [dummy]: id=feeding 3941#: data/core/macros/abilities.cfg:263 3942msgid "" 3943"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " 3944"except units that are immune to plague." 3945msgstr "" 3946 3947#. [berserk]: id=berserk 3948#: data/core/macros/abilities.cfg:274 3949msgid "berserk" 3950msgstr "furioza" 3951 3952#. [berserk]: id=berserk 3953#: data/core/macros/abilities.cfg:275 3954#, fuzzy 3955#| msgid "" 3956#| "Berserk:\n" 3957#| "Whether used offensively or defensively, this attack presses the " 3958#| "engagement until one of the combatants is slain, or 30 rounds of attacks " 3959#| "have occurred." 3960msgid "" 3961"Whether used offensively or defensively, this attack presses the engagement " 3962"until one of the combatants is slain, or 30 rounds of attacks have occurred." 3963msgstr "" 3964"Furiozo:\n" 3965"Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el " 3966"kontraŭuloj." 3967 3968#. [damage]: id=backstab 3969#: data/core/macros/abilities.cfg:285 3970msgid "backstab" 3971msgstr "embuska" 3972 3973#. [damage]: id=backstab 3974#: data/core/macros/abilities.cfg:286 3975#, fuzzy 3976msgid "" 3977"When used offensively, this attack deals double damage if there is an enemy " 3978"of the target on the opposite side of the target, and that unit is not " 3979"incapacitated (turned to stone or otherwise paralyzed)." 3980msgstr "" 3981"Embuska:\n" 3982"Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne " 3983"troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)" 3984 3985#. [plague]: id=plague({TYPE}), type={TYPE} 3986#. [plague]: id=plague, type=Walking Corpse 3987#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315 3988msgid "plague" 3989msgstr "kontaĝo" 3990 3991#. [plague]: id=plague({TYPE}), type={TYPE} 3992#: data/core/macros/abilities.cfg:305 3993#, fuzzy 3994#| msgid "" 3995#| "Plague:\n" 3996#| "When a unit is killed by a Plague attack, that unit is replaced with a " 3997#| "Walking Corpse on the same side as the unit with the Plague attack. This " 3998#| "doesn’t work on Undead or units in villages." 3999msgid "" 4000"When a unit is killed by a Plague attack, that unit is replaced with a unit " 4001"on the same side as the unit with the Plague attack. This doesn’t work on " 4002"Undead or units in villages." 4003msgstr "" 4004"Plago:\n" 4005"Se unuo estas murdita per plag-atako, ĝi fariĝos Irantan Kadavron kaj " 4006"batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas ĉe " 4007"nemortintoj kaj unuoj en vilaĝo." 4008 4009#. [plague]: id=plague, type=Walking Corpse 4010#: data/core/macros/abilities.cfg:316 4011#, fuzzy 4012#| msgid "" 4013#| "Plague:\n" 4014#| "When a unit is killed by a Plague attack, that unit is replaced with a " 4015#| "Walking Corpse on the same side as the unit with the Plague attack. This " 4016#| "doesn’t work on Undead or units in villages." 4017msgid "" 4018"When a unit is killed by a Plague attack, that unit is replaced with a " 4019"Walking Corpse on the same side as the unit with the Plague attack. This " 4020"doesn’t work on Undead or units in villages." 4021msgstr "" 4022"Plago:\n" 4023"Se unuo estas murdita per plag-atako, ĝi fariĝos Irantan Kadavron kaj " 4024"batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas ĉe " 4025"nemortintoj kaj unuoj en vilaĝo." 4026 4027#. [slow]: id=slow 4028#: data/core/macros/abilities.cfg:326 4029msgid "slows" 4030msgstr "malrapidigo" 4031 4032#. [slow]: id=slow 4033#: data/core/macros/abilities.cfg:327 4034msgid "" 4035"This attack slows the target until it ends a turn. Slow halves the damage " 4036"caused by attacks and the movement cost for a slowed unit is doubled. A unit " 4037"that is slowed will feature a snail icon in its sidebar information when it " 4038"is selected." 4039msgstr "" 4040 4041#. [petrifies]: id=petrifies 4042#: data/core/macros/abilities.cfg:336 4043#, fuzzy 4044msgid "petrifies" 4045msgstr "Batoj" 4046 4047#. [petrifies]: id=petrifies 4048#: data/core/macros/abilities.cfg:337 4049#, fuzzy 4050msgid "" 4051"This attack petrifies the target, turning it to stone. Units that have been " 4052"petrified may not move or attack." 4053msgstr "" 4054"Ŝtonigo:\n" 4055"Tiu ĉi atako faros el viktimo ŝtonon. Ŝtonigitaj milit-unuoj povas nek " 4056"moviĝi nek ataki." 4057 4058#. [chance_to_hit]: id=marksman 4059#: data/core/macros/abilities.cfg:346 4060msgid "marksman" 4061msgstr "pafisto" 4062 4063#. [chance_to_hit]: id=marksman 4064#: data/core/macros/abilities.cfg:347 4065#, fuzzy 4066#| msgid "" 4067#| "Marksman:\n" 4068#| "When used offensively, this attack always has at least a 60% chance to " 4069#| "hit." 4070msgid "" 4071"When used offensively, this attack always has at least a 60% chance to hit." 4072msgstr "" 4073"Preciza pafanto:\n" 4074"Ĉe atako la milit-unuo havas ŝancon almenaŭ 60% trafi." 4075 4076#. [chance_to_hit]: id=magical 4077#: data/core/macros/abilities.cfg:359 4078msgid "magical" 4079msgstr "magia" 4080 4081#. [chance_to_hit]: id=magical 4082#: data/core/macros/abilities.cfg:360 4083#, fuzzy 4084#| msgid "" 4085#| "Magical:\n" 4086#| "This attack always has a 70% chance to hit regardless of the defensive " 4087#| "ability of the unit being attacked." 4088msgid "" 4089"This attack always has a 70% chance to hit regardless of the defensive " 4090"ability of the unit being attacked." 4091msgstr "" 4092"Magia:\n" 4093"Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo." 4094 4095#. [swarm]: id=swarm 4096#: data/core/macros/abilities.cfg:371 4097#, fuzzy 4098msgid "swarm" 4099msgstr "frapo" 4100 4101#. [swarm]: id=swarm 4102#: data/core/macros/abilities.cfg:372 4103msgid "" 4104"The number of strikes of this attack decreases when the unit is wounded. The " 4105"number of strikes is proportional to the percentage of its of maximum HP the " 4106"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " 4107"number of strikes." 4108msgstr "" 4109 4110#. [damage]: id=charge 4111#: data/core/macros/abilities.cfg:381 4112msgid "charge" 4113msgstr "fento" 4114 4115#. [damage]: id=charge 4116#: data/core/macros/abilities.cfg:382 4117#, fuzzy 4118msgid "" 4119"When used offensively, this attack deals double damage to the target. It " 4120"also causes this unit to take double damage from the target’s counterattack." 4121msgstr "" 4122"Fento:\n" 4123"Tiu ĉi atako kaŭzas al malamiko duoblan vundon. Sed tio signifas ankaŭ " 4124"duoblan vundon ĉe malamika kontraŭatako." 4125 4126#. [drains]: id=drains 4127#: data/core/macros/abilities.cfg:394 4128msgid "drains" 4129msgstr "elsuĉo" 4130 4131#. [drains]: id=drains 4132#: data/core/macros/abilities.cfg:395 4133#, fuzzy 4134#| msgid "" 4135#| "Drain:\n" 4136#| "This unit drains health from living units, healing itself for half the " 4137#| "amount of damage it deals (rounded down)." 4138msgid "" 4139"This unit drains health from living units, healing itself for half the " 4140"amount of damage it deals (rounded down)." 4141msgstr "" 4142"Elsuĉo:\n" 4143"Tiu ĉi milit-unuo suĉas sano el vivaj milit-unuoj kaj sanigas sin mem je " 4144"duono de kaŭzita vundo." 4145 4146#. [firststrike]: id=firststrike 4147#: data/core/macros/abilities.cfg:404 4148#, fuzzy 4149#| msgid "firststrike" 4150msgid "first strike" 4151msgstr "unua bato" 4152 4153#. [firststrike]: id=firststrike 4154#: data/core/macros/abilities.cfg:405 4155#, fuzzy 4156#| msgid "" 4157#| "First Strike:\n" 4158#| "This unit always strikes first with this attack, even if they are " 4159#| "defending." 4160msgid "" 4161"This unit always strikes first with this attack, even if they are defending." 4162msgstr "" 4163"Unua atako:\n" 4164"Per ĉi tiu atako la milit-unuo ĉiam atakas kiel unua, ankaŭ ĉe defendado." 4165 4166#. [poison]: id=poison 4167#: data/core/macros/abilities.cfg:414 4168msgid "poison" 4169msgstr "veneno" 4170 4171#. [poison]: id=poison 4172#: data/core/macros/abilities.cfg:415 4173#, fuzzy 4174msgid "" 4175"This attack poisons living targets. Poisoned units lose 8 HP every turn " 4176"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " 4177"a unit." 4178msgstr "" 4179"Veneno:\n" 4180"Tiu ĉi atako venenigos viktimon. Venenigita milit-unuo perdas 8 vivojn dum " 4181"tiro, ĝis resaniĝo aŭ ĝis restos al ĝi nur unu vivo." 4182 4183#. [advancement]: id=amla_default 4184#: data/core/macros/amla.cfg:10 4185msgid "Max HP bonus +3, Max XP +20%" 4186msgstr "Maks. BP +3, maks. SP +20%" 4187 4188#. [time]: id=midday 4189#. [time]: id=midday_hour 4190#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 4191msgid "Midday" 4192msgstr "" 4193 4194#. [time]: id=midnight 4195#. [time]: id=midnight_hour 4196#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 4197msgid "Midnight" 4198msgstr "" 4199 4200#. [time]: id=second_watch_hour1 4201#: data/core/macros/schedules.cfg:203 4202#, fuzzy 4203#| msgid "Second Watch" 4204msgid "Second Watch — First Hour" 4205msgstr "La dua patrolo" 4206 4207#. [time]: id=second_watch_hour2 4208#: data/core/macros/schedules.cfg:215 4209#, fuzzy 4210#| msgid "Second Watch" 4211msgid "Second Watch — Second Hour" 4212msgstr "La dua patrolo" 4213 4214#. [time]: id=second_watch_hour3 4215#: data/core/macros/schedules.cfg:227 4216#, fuzzy 4217#| msgid "Second Watch" 4218msgid "Second Watch — Third Hour" 4219msgstr "La dua patrolo" 4220 4221#. [time]: id=second_watch_hour4 4222#: data/core/macros/schedules.cfg:239 4223#, fuzzy 4224#| msgid "Second Watch" 4225msgid "Second Watch — Fourth Hour" 4226msgstr "La dua patrolo" 4227 4228#. [time]: id=second_watch_hour5 4229#: data/core/macros/schedules.cfg:251 4230#, fuzzy 4231#| msgid "Second Watch" 4232msgid "Second Watch — Fifth Hour" 4233msgstr "La dua patrolo" 4234 4235#. [time]: id=second_watch_hour6 4236#: data/core/macros/schedules.cfg:263 4237#, fuzzy 4238#| msgid "Second Watch" 4239msgid "Second Watch — Sixth Hour" 4240msgstr "La dua patrolo" 4241 4242#. [time]: id=morning_hour1 4243#: data/core/macros/schedules.cfg:287 4244msgid "Morning — First Hour" 4245msgstr "" 4246 4247#. [time]: id=morning_hour2 4248#: data/core/macros/schedules.cfg:299 4249msgid "Morning — Second Hour" 4250msgstr "" 4251 4252#. [time]: id=morning_hour3 4253#: data/core/macros/schedules.cfg:311 4254msgid "Morning — Third Hour" 4255msgstr "" 4256 4257#. [time]: id=morning_hour4 4258#: data/core/macros/schedules.cfg:320 4259msgid "Morning — Fourth Hour" 4260msgstr "" 4261 4262#. [time]: id=afternoon_hour1 4263#: data/core/macros/schedules.cfg:338 4264msgid "Afternoon — First Hour" 4265msgstr "" 4266 4267#. [time]: id=afternoon_hour2 4268#: data/core/macros/schedules.cfg:347 4269msgid "Afternoon — Second Hour" 4270msgstr "" 4271 4272#. [time]: id=afternoon_hour3 4273#: data/core/macros/schedules.cfg:356 4274msgid "Afternoon — Third Hour" 4275msgstr "" 4276 4277#. [time]: id=afternoon_hour4 4278#: data/core/macros/schedules.cfg:365 4279msgid "Afternoon — Fourth Hour" 4280msgstr "" 4281 4282#. [time]: id=afternoon_hour5 4283#: data/core/macros/schedules.cfg:374 4284msgid "Afternoon — Fifth Hour" 4285msgstr "" 4286 4287#. [time]: id=afternoon_hour6 4288#: data/core/macros/schedules.cfg:385 4289msgid "Afternoon — Sixth Hour" 4290msgstr "" 4291 4292#. [time]: id=first_watch_hour1 4293#: data/core/macros/schedules.cfg:408 4294msgid "First Watch — First Hour" 4295msgstr "" 4296 4297#. [time]: id=first_watch_hour2 4298#: data/core/macros/schedules.cfg:420 4299msgid "First Watch — Second Hour" 4300msgstr "" 4301 4302#. [time]: id=first_watch_hour3 4303#: data/core/macros/schedules.cfg:432 4304msgid "First Watch — Third Hour" 4305msgstr "" 4306 4307#. [time]: id=first_watch_hour4 4308#: data/core/macros/schedules.cfg:444 4309msgid "First Watch — Fourth Hour" 4310msgstr "" 4311 4312#. [time]: id=dawn1 4313#: data/core/macros/schedules.cfg:498 4314#, fuzzy 4315#| msgid "First Watch" 4316msgid "First Dawn" 4317msgstr "La unua patrolo" 4318 4319#. [time]: id=dawn2 4320#: data/core/macros/schedules.cfg:509 4321#, fuzzy 4322#| msgid "Second Watch" 4323msgid "Second Dawn" 4324msgstr "La dua patrolo" 4325 4326#. [time]: id=morning1 4327#: data/core/macros/schedules.cfg:520 4328#, fuzzy 4329#| msgid "Morning" 4330msgid "First Morning" 4331msgstr "Mateno" 4332 4333#. [time]: id=morning2 4334#: data/core/macros/schedules.cfg:532 4335#, fuzzy 4336#| msgid "Morning" 4337msgid "Second Morning" 4338msgstr "Mateno" 4339 4340#. [time]: id=midday1 4341#: data/core/macros/schedules.cfg:544 4342#, fuzzy 4343#| msgid "First Watch" 4344msgid "First Midday" 4345msgstr "La unua patrolo" 4346 4347#. [time]: id=midday2 4348#: data/core/macros/schedules.cfg:556 4349#, fuzzy 4350#| msgid "Second Watch" 4351msgid "Second Midday" 4352msgstr "La dua patrolo" 4353 4354#. [time]: id=afternoon1 4355#: data/core/macros/schedules.cfg:568 4356#, fuzzy 4357#| msgid "Afternoon" 4358msgid "First Afternoon" 4359msgstr "Posttagmezo" 4360 4361#. [time]: id=afternoon2 4362#: data/core/macros/schedules.cfg:580 4363#, fuzzy 4364#| msgid "Afternoon" 4365msgid "Second Afternoon" 4366msgstr "Posttagmezo" 4367 4368#. [time]: id=dusk1 4369#: data/core/macros/schedules.cfg:592 4370#, fuzzy 4371#| msgid "firststrike" 4372msgid "First Dusk" 4373msgstr "unua bato" 4374 4375#. [time]: id=dusk2 4376#: data/core/macros/schedules.cfg:603 4377#, fuzzy 4378#| msgid "Second Watch" 4379msgid "Second Dusk" 4380msgstr "La dua patrolo" 4381 4382#. [time]: id=short_dark 4383#: data/core/macros/schedules.cfg:614 4384msgid "The Short Dark" 4385msgstr "" 4386 4387#. [time]: id=long_dark1 4388#: data/core/macros/schedules.cfg:626 4389msgid "The Long Dark (1)" 4390msgstr "" 4391 4392#. [time]: id=long_dark2 4393#: data/core/macros/schedules.cfg:638 4394msgid "The Long Dark (2)" 4395msgstr "" 4396 4397#. [time]: id=long_dark3 4398#: data/core/macros/schedules.cfg:650 4399msgid "The Long Dark (3)" 4400msgstr "" 4401 4402#. [time]: id=long_dark4 4403#: data/core/macros/schedules.cfg:664 4404msgid "The Long Dark (4)" 4405msgstr "" 4406 4407#: data/core/macros/special-notes.cfg:3 4408msgid "" 4409"\n" 4410"\n" 4411"Special Notes:" 4412msgstr "" 4413"\n" 4414"\n" 4415"Specialaj notoj:" 4416 4417#: data/core/macros/special-notes.cfg:8 4418msgid "" 4419" Spirits have very unusual resistances to damage, and move quite slowly over " 4420"open water." 4421msgstr "" 4422 4423#: data/core/macros/special-notes.cfg:11 4424msgid "" 4425" This unit’s arcane attack deals tremendous damage to magical creatures, and " 4426"even some to mundane creatures." 4427msgstr "" 4428 4429#: data/core/macros/special-notes.cfg:14 4430msgid " This unit is capable of basic healing." 4431msgstr "" 4432 4433#: data/core/macros/special-notes.cfg:17 4434msgid " This unit is capable of rapid healing." 4435msgstr "" 4436 4437#: data/core/macros/special-notes.cfg:20 4438msgid "" 4439" This unit is capable of healing those around it, and curing them of poison." 4440msgstr "" 4441 4442#: data/core/macros/special-notes.cfg:23 4443msgid "" 4444" This unit is capable of neutralizing the effects of poison in units around " 4445"it." 4446msgstr "" 4447 4448#: data/core/macros/special-notes.cfg:26 4449msgid "" 4450" This unit regenerates, which allows it to heal as though always stationed " 4451"in a village." 4452msgstr "" 4453 4454#: data/core/macros/special-notes.cfg:29 4455msgid "" 4456" The steadiness of this unit reduces damage from some attacks, but only " 4457"while defending." 4458msgstr "" 4459 4460#: data/core/macros/special-notes.cfg:32 4461msgid "" 4462" The leadership of this unit enables adjacent units of the same side to deal " 4463"more damage in combat, though this only applies to units of lower level." 4464msgstr "" 4465 4466#: data/core/macros/special-notes.cfg:35 4467msgid "" 4468" This unit’s skill at skirmishing allows it to ignore enemies’ zones of " 4469"control and thus move unhindered around them." 4470msgstr "" 4471 4472#: data/core/macros/special-notes.cfg:38 4473msgid " Illumination increases the lighting level in adjacent areas." 4474msgstr "" 4475 4476#: data/core/macros/special-notes.cfg:41 4477#, fuzzy 4478msgid "" 4479" This unit can use one move to teleport between any two empty villages " 4480"controlled by its side." 4481msgstr "" 4482"Teleportado:\n" 4483"Tiu ĉi milit-unuo kapablas dum unu paŝo transporti el unu vilaĝo en alian." 4484 4485#: data/core/macros/special-notes.cfg:44 4486msgid "" 4487" In woodlands, this unit’s ambush skill renders it invisible to enemies " 4488"unless it is immediately adjacent or has revealed itself by attacking." 4489msgstr "" 4490 4491#: data/core/macros/special-notes.cfg:47 4492msgid " This unit is able to hide at night, leaving no trace of its presence." 4493msgstr "" 4494 4495#: data/core/macros/special-notes.cfg:50 4496msgid "" 4497" This unit can hide in villages (with the exception of water villages), and " 4498"remain undetected by its enemies, except by those standing next to it." 4499msgstr "" 4500 4501#: data/core/macros/special-notes.cfg:53 4502msgid "" 4503" This unit can move unseen in deep water, requiring no air from the surface." 4504msgstr "" 4505 4506#: data/core/macros/special-notes.cfg:56 4507msgid "" 4508" This unit gains 1 hitpoint added to its maximum whenever it kills a living " 4509"unit." 4510msgstr "" 4511 4512#: data/core/macros/special-notes.cfg:59 4513msgid "" 4514" Whenever its berserk attack is used, this unit continues to push the attack " 4515"until either it or its enemy lies dead." 4516msgstr "" 4517 4518#: data/core/macros/special-notes.cfg:62 4519#, fuzzy 4520msgid "" 4521" If there is an enemy of the target on the opposite side of the target while " 4522"attacking it, this unit may backstab, inflicting double damage by creeping " 4523"around behind that enemy." 4524msgstr "" 4525"Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne " 4526"troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)" 4527 4528#: data/core/macros/special-notes.cfg:65 4529msgid "" 4530" Foes who lose their life to the plague will rise again in unlife, unless " 4531"they are standing on a village." 4532msgstr "" 4533 4534#: data/core/macros/special-notes.cfg:68 4535msgid "" 4536" This unit is able to slow its enemies, halving their movement speed and " 4537"attack damage until they end a turn." 4538msgstr "" 4539 4540#: data/core/macros/special-notes.cfg:71 4541msgid "" 4542" The ability to turn the living to stone makes this unit extremely dangerous." 4543msgstr "" 4544 4545#: data/core/macros/special-notes.cfg:74 4546msgid "" 4547" This unit’s marksmanship gives it a high chance of hitting targeted " 4548"enemies, but only on the attack." 4549msgstr "" 4550 4551#: data/core/macros/special-notes.cfg:77 4552msgid "" 4553" This unit has magical attacks, which always have a high chance of hitting " 4554"an opponent." 4555msgstr "" 4556 4557#: data/core/macros/special-notes.cfg:80 4558msgid "" 4559" The swarming attacks of this unit become less deadly whenever its members " 4560"are wounded." 4561msgstr "" 4562 4563# 4564# 4565# 4566# 4567#: data/core/macros/special-notes.cfg:83 4568msgid "" 4569" Using a charging attack doubles both damage dealt and received; this does " 4570"not affect defensive retaliation." 4571msgstr "" 4572" Kavalira atako per lanco dum sturmo duobligas damaĝon (ankaŭ ricevatan). " 4573"Tio ne validas ĉe defendaj kontraŭatakoj." 4574 4575#: data/core/macros/special-notes.cfg:86 4576msgid "" 4577" During battle, this unit can drain life from victims to renew its own " 4578"health." 4579msgstr "" 4580 4581#: data/core/macros/special-notes.cfg:89 4582msgid "" 4583" The length of this unit’s weapon allows it to strike first in melee, even " 4584"in defense." 4585msgstr "" 4586 4587#: data/core/macros/special-notes.cfg:92 4588msgid "" 4589" The victims of this unit’s poison will continually take damage until they " 4590"can be cured in town or by a unit which cures." 4591msgstr "" 4592 4593#: data/core/macros/special-notes.cfg:95 4594msgid "" 4595" This unit has a defense cap on certain terrain types — it cannot achieve a " 4596"higher defense rating on mixed terrains with such terrain types." 4597msgstr "" 4598 4599#. [trait]: id=loyal 4600#: data/core/macros/traits.cfg:8 4601msgid "loyal" 4602msgstr "lojala" 4603 4604#. [trait]: id=loyal 4605#: data/core/macros/traits.cfg:9 4606msgid "female^loyal" 4607msgstr "lojala" 4608 4609#. [trait]: id=loyal 4610#: data/core/macros/traits.cfg:10 4611msgid "Zero upkeep" 4612msgstr "Nula soldo" 4613 4614# 4615# 4616# 4617# 4618#. [trait]: id=loyal 4619#: data/core/macros/traits.cfg:11 4620#, fuzzy 4621msgid "" 4622"\n" 4623"\n" 4624"During campaigns, certain units may opt to join the player’s forces of their " 4625"own volition. These units are marked with the loyal trait. Although they may " 4626"require payment to be recalled, they never incur any upkeep costs. This can " 4627"make them invaluable during a long campaign, when gold is in short supply. " 4628"This trait is never given to recruited units, so it may be unwise to dismiss " 4629"such units or to send them to a foolish death." 4630msgstr "" 4631"\n" 4632"\n" 4633"Dum kampanjo povas propravole al viaj milit-unuoj kunigi certaj milit-" 4634"unuoj. Ilia eco estas fideleco. Iam necesas pagi por ilia alvoko, sed neniam " 4635"soldon. Dank´al tio ili povas esti tre utilaj dum longdaŭraj kampanjoj, kiam " 4636"mankas oro. Varbitaj milit-unuoj ĉi econ neniam havas; tial ne saĝas " 4637"maldungi tiun milit-unuon, aŭ sendi ĝin al senutila morto." 4638 4639#. [trait]: id=loyal 4640#: data/core/macros/traits.cfg:11 4641#, fuzzy 4642msgid "" 4643"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an " 4644"upkeep cost at the end of every turn, which is equal to their level. Loyal " 4645"units do not incur this cost." 4646msgstr "" 4647"Lojalaj milit-unuoj ne postulas soldon. Plimulto de milit-unuoj postulas " 4648"soldon je fino de ĉiu turno, laŭ alteco de ilia rango. Lojalaj milit-unuoj " 4649"ne kalkuliĝas en ĉi kostoj." 4650 4651#. [trait]: id=undead 4652#: data/core/macros/traits.cfg:25 4653msgid "undead" 4654msgstr "nemortinta" 4655 4656# undead 4657#. [trait]: id=undead 4658#: data/core/macros/traits.cfg:26 4659msgid "female^undead" 4660msgstr "nemortinta" 4661 4662#. [trait]: id=undead 4663#. [trait]: id=mechanical 4664#. [trait]: id=elemental 4665#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53 4666#: data/core/macros/traits.cfg:79 4667msgid "Immune to drain, poison, and plague" 4668msgstr "Imuneco kontraŭ elsuĉo, veneno kaj plago" 4669 4670#. [trait]: id=undead 4671#: data/core/macros/traits.cfg:28 4672#, fuzzy 4673msgid "" 4674"\n" 4675"\n" 4676"Undead units generally have undead as their only trait. Since undead units " 4677"are the bodies of the dead, risen to fight again, poison has no effect upon " 4678"them. This can make them invaluable in dealing with foes who use poison in " 4679"conjunction with their attacks." 4680msgstr "" 4681"\n" 4682"\n" 4683"Nemortintoj havas kutime nur unu econ:'nemortinta'. Ĉar nemortintaj unuoj " 4684"estas vivigitaj kadavroj senditaj en batalon, veneno ne efikas al ili. Do, " 4685"ili povas esti ege utilaj kontraŭ malamikoj uzantaj venenigajn atakojn." 4686 4687#. [trait]: id=undead 4688#: data/core/macros/traits.cfg:28 4689#, fuzzy 4690msgid "" 4691"<italic>text='Undead'</italic> units are immune to poison, drain, and plague." 4692msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." 4693 4694#. [trait]: id=mechanical 4695#: data/core/macros/traits.cfg:51 4696msgid "mechanical" 4697msgstr "mekanika" 4698 4699#. [trait]: id=mechanical 4700#: data/core/macros/traits.cfg:52 4701msgid "female^mechanical" 4702msgstr "mekanika" 4703 4704#. [trait]: id=mechanical 4705#: data/core/macros/traits.cfg:54 4706msgid "" 4707"\n" 4708"\n" 4709"Mechanical units generally have mechanical as their only trait. Since " 4710"mechanical units don’t really have life, drain, poison, and plague have no " 4711"effect upon them." 4712msgstr "" 4713 4714#. [trait]: id=mechanical 4715#: data/core/macros/traits.cfg:54 4716#, fuzzy 4717msgid "" 4718"<italic>text='Mechanical'</italic> units are immune to poison, drain, and " 4719"plague." 4720msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." 4721 4722#. [trait]: id=elemental 4723#: data/core/macros/traits.cfg:77 4724#, fuzzy 4725msgid "elemental" 4726msgstr "embusko" 4727 4728#. [trait]: id=elemental 4729#: data/core/macros/traits.cfg:78 4730#, fuzzy 4731msgid "female^elemental" 4732msgstr "lojala" 4733 4734#. [trait]: id=elemental 4735#: data/core/macros/traits.cfg:80 4736msgid "" 4737"\n" 4738"\n" 4739"Elemental units generally have elemental as their only trait. Since " 4740"elemental units are energy-based beings, drain, poison, and plague have no " 4741"effect upon them." 4742msgstr "" 4743 4744#. [trait]: id=elemental 4745#: data/core/macros/traits.cfg:80 4746#, fuzzy 4747msgid "" 4748"<italic>text='Elemental'</italic> units are immune to poison, drain, and " 4749"plague." 4750msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." 4751 4752#. [trait]: id=strong 4753#: data/core/macros/traits.cfg:102 4754msgid "strong" 4755msgstr "forta" 4756 4757#. [trait]: id=strong 4758#: data/core/macros/traits.cfg:103 4759msgid "female^strong" 4760msgstr "potenca" 4761 4762# 4763# 4764# 4765# 4766#. [trait]: id=strong 4767#: data/core/macros/traits.cfg:104 4768#, fuzzy 4769msgid "" 4770"\n" 4771"\n" 4772"While useful for any close-combat unit, strong is most effective for units " 4773"who have a high number of swings such as the elvish fighter. Strong units " 4774"can be very useful when a tiny bit of extra damage is all that is needed to " 4775"turn a damaging stroke into a killing blow." 4776msgstr "" 4777"\n" 4778"\n" 4779"Forto utilas por ĉiu miksbatalanta milit-unuo, do plejparte por tiuj, kiuj " 4780"donas multe da batoj, kiel ekzemple elf-batalanto. Fortaj milit-unuoj tre " 4781"utilas en momentoj, kiam plia eta vundo povas decidi, ĉu la bato estos " 4782"mortiga." 4783 4784#. [trait]: id=strong 4785#: data/core/macros/traits.cfg:104 4786#, fuzzy 4787msgid "" 4788"<italic>text='Strong'</italic> units do 1 more damage for every successful " 4789"strike in melee combat, and have 1 additional hitpoint." 4790msgstr "" 4791"Fortaj unuoj kaŭzas en kontaktbatalo je 1 pli grandan damaĝon ĉe ĉiu sukcesa " 4792"trafo, kaj havas 1 kroman BP." 4793 4794#. [trait]: id=dextrous 4795#: data/core/macros/traits.cfg:123 4796msgid "dextrous" 4797msgstr "lerta" 4798 4799#. [trait]: id=dextrous 4800#: data/core/macros/traits.cfg:124 4801msgid "female^dextrous" 4802msgstr "lerta" 4803 4804# 4805# 4806# 4807# 4808#. [trait]: id=dextrous 4809#: data/core/macros/traits.cfg:125 4810#, fuzzy 4811msgid "" 4812"\n" 4813"\n" 4814"Dextrous is a trait possessed only by elves. The elven people are known for " 4815"their uncanny grace, and their great facility with the bow. Some, however, " 4816"are gifted with natural talent that exceeds their brethren. These elves " 4817"inflict an additional point of damage with each arrow." 4818msgstr "" 4819"\n" 4820"\n" 4821"Lertecon, kiel specialan econ posedas nur elfoj. Elfoj estas nacio fama per " 4822"ĉarmo kaj granda lerteco ĉe uzado de pafarko. Kelkaj el ili posedas eĉ pli " 4823"grandan talenton ol iliaj kunuloj. Ĉi tiuj elfoj ĉe ĉiu trafo de sago kaŭzas " 4824"je 1 punkto pli grandan damaĝon." 4825 4826#. [trait]: id=dextrous 4827#: data/core/macros/traits.cfg:125 4828#, fuzzy 4829msgid "" 4830"<italic>text='Dextrous'</italic> units do 1 more damage for every successful " 4831"strike in ranged combat." 4832msgstr "" 4833"Lerta milit-unuo kaŭzas je 1 punkto pli grandan damaĝon ĉe ĉiu sukcesa " 4834"distanca trafo." 4835 4836#. [trait]: id=quick 4837#: data/core/macros/traits.cfg:140 4838msgid "quick" 4839msgstr "rapida" 4840 4841#. [trait]: id=quick 4842#: data/core/macros/traits.cfg:141 4843msgid "female^quick" 4844msgstr "rapida" 4845 4846# 4847# 4848# 4849# 4850#. [trait]: id=quick 4851#: data/core/macros/traits.cfg:142 4852#, fuzzy 4853msgid "" 4854"\n" 4855"\n" 4856"Quick is the most noticeable trait, particularly in slower moving units such " 4857"as trolls or heavy infantry. Units with the quick trait often have greatly " 4858"increased mobility in rough terrain, which can be important to consider when " 4859"deploying your forces. Also, quick units aren’t quite as tough as units " 4860"without this trait and are subsequently less good at holding contested " 4861"positions." 4862msgstr "" 4863"\n" 4864"\n" 4865"Rapideco estas la plej bone videbla eco, prefere ĉe malgrandaj milit-unuoj, " 4866"kiel estas troloj, aŭ peza infanterio. Rapidaj milit-unuoj povas esti pli " 4867"rapidaj en penigaj terenoj; konsideru tion dum dislokigado viaj fortoj. Sed " 4868"rapidaj milit-unuoj ne eltenos tiel multe, kiel ordinaraj, kaj tial ne tiel " 4869"taŭgas por defendo de konkeritaj pozicioj." 4870 4871#. [trait]: id=quick 4872#: data/core/macros/traits.cfg:142 4873#, fuzzy 4874msgid "" 4875"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less " 4876"hitpoints than usual." 4877msgstr "" 4878"Rapidaj milit-unuoj posedas 1 punkton de movo pli, sed je 10% malpli da " 4879"sano, kiel kutimaj." 4880 4881#. [trait]: id=intelligent 4882#: data/core/macros/traits.cfg:160 4883msgid "intelligent" 4884msgstr "inteligenta" 4885 4886#. [trait]: id=intelligent 4887#: data/core/macros/traits.cfg:161 4888msgid "female^intelligent" 4889msgstr "inteligenta" 4890 4891# 4892# 4893# 4894# 4895#. [trait]: id=intelligent 4896#: data/core/macros/traits.cfg:162 4897#, fuzzy 4898msgid "" 4899"\n" 4900"\n" 4901"<italic>text='Intelligent'</italic> units are very useful at the beginning " 4902"of a campaign as they can advance to higher levels more quickly. Later in " 4903"campaigns Intelligent is not quite as useful because the <italic>text='After " 4904"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as " 4905"advancing a level. If you have many ‘maximum level’ units you may wish to " 4906"recall units with more desirable traits." 4907msgstr "" 4908"\n" 4909"\n" 4910"Inteligentaj milit-unuoj utilas ĉe komenco de kampanjo, ĉar eblas ilin " 4911"rapide avancigi sur pli altaj niveloj. Pli poste jam inteligentaj milit-" 4912"unuoj ne tiel utilas, ĉar avancado post atingo de maksimaj kapabloj jam ne " 4913"tiel gravas, kiel avanco sur pli alta nivelo. Se vi posedas sufiĉon da tupoj " 4914"\"sur limo\" de kapabloj, eble vi volos alvoki milit-unuojn kun pli utilaj " 4915"ecoj." 4916 4917#. [trait]: id=intelligent 4918#: data/core/macros/traits.cfg:162 4919msgid "Intelligent units require 20% less experience than usual to advance." 4920msgstr "Inteligentaj milit-unuoj bezonas je 20% malpli da spertoj por avanco." 4921 4922#. [trait]: id=resilient 4923#: data/core/macros/traits.cfg:176 4924msgid "resilient" 4925msgstr "rezista" 4926 4927#. [trait]: id=resilient 4928#: data/core/macros/traits.cfg:177 4929msgid "female^resilient" 4930msgstr "rezista" 4931 4932# 4933# 4934# 4935# 4936#. [trait]: id=resilient 4937#: data/core/macros/traits.cfg:178 4938msgid "" 4939"\n" 4940"\n" 4941"Resilient units can be useful at all stages of a campaign, and this is a " 4942"useful trait for all units. Resilient is often most helpful as a trait when " 4943"it occurs in a unit that has some combination of low hitpoints, good " 4944"defense, or high resistances. Resilient units are especially useful for " 4945"holding strategic positions against opponents." 4946msgstr "" 4947"\n" 4948"\n" 4949"Rezistaj milit-unuoj povas utili en ĉiuj fazoj de kampanjo, kaj tio estas " 4950"eco taŭga por ĉiu milit-unuo. La plej utila estas, se ĝi aperos ĉe milit-" 4951"unuo kun kombino de malalta traf-sukceso, kun bona defendo aŭ alta " 4952"rezisto. Rezistaj milit-unuoj taŭgas por teni poziciojn kontraŭ malamikoj." 4953 4954#. [trait]: id=resilient 4955#: data/core/macros/traits.cfg:178 4956#, fuzzy 4957msgid "" 4958"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and " 4959"gain 1 more per level." 4960msgstr "Persistaj milit-unuoj havas je 7 punktoj pli da sano ol la kutimam." 4961 4962#. [trait]: id=healthy 4963#: data/core/macros/traits.cfg:197 4964msgid "healthy" 4965msgstr "sana" 4966 4967#. [trait]: id=healthy 4968#: data/core/macros/traits.cfg:198 4969msgid "female^healthy" 4970msgstr "sana" 4971 4972#. [trait]: id=healthy 4973#: data/core/macros/traits.cfg:199 4974msgid "Always rest heals" 4975msgstr "" 4976 4977#. [trait]: id=healthy 4978#: data/core/macros/traits.cfg:200 4979msgid "" 4980"\n" 4981"\n" 4982"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 " 4983"more per level. They will also heal 2 hitpoints each turn, regardless of " 4984"whether they engaged in combat the turn before." 4985msgstr "" 4986 4987#. [trait]: id=healthy 4988#: data/core/macros/traits.cfg:200 4989msgid "" 4990"Renowned for their vitality, some dwarves are sturdier than others and can " 4991"rest even when traveling." 4992msgstr "" 4993 4994#. [trait]: id=fearless 4995#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 4996msgid "fearless" 4997msgstr "sentima" 4998 4999#. [trait]: id=fearless 5000#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 5001msgid "female^fearless" 5002msgstr "sentima" 5003 5004#. [trait]: id=fearless 5005#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241 5006msgid "Fights normally during unfavorable times of day/night" 5007msgstr "" 5008 5009#. [trait]: id=fearless 5010#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242 5011msgid "Aversion to light and dark holds no sway over these brave individuals." 5012msgstr "" 5013 5014#. [trait]: id=feral 5015#: data/core/macros/traits.cfg:255 5016#, fuzzy 5017msgid "feral" 5018msgstr "Muro de groto" 5019 5020# undead 5021#. [trait]: id=feral 5022#: data/core/macros/traits.cfg:256 5023#, fuzzy 5024msgid "female^feral" 5025msgstr "nemortinta" 5026 5027#. [trait]: id=feral 5028#: data/core/macros/traits.cfg:257 5029msgid "Receives only 50% defense in land-based villages" 5030msgstr "" 5031 5032#. [trait]: id=feral 5033#: data/core/macros/traits.cfg:258 5034msgid "" 5035"Dwellings of sentient beings are not easily used for cover by feral " 5036"creatures of low intelligence. As a result, <italic>text='feral'</italic> " 5037"units receive a maximum of 50% defense in any land-based village regardless " 5038"of base terrain." 5039msgstr "" 5040 5041#. [trait]: id=weak 5042#: data/core/macros/traits.cfg:274 5043msgid "weak" 5044msgstr "" 5045 5046# undead 5047#. [trait]: id=weak 5048#: data/core/macros/traits.cfg:275 5049#, fuzzy 5050msgid "female^weak" 5051msgstr "nemortinta" 5052 5053#. [trait]: id=weak 5054#: data/core/macros/traits.cfg:276 5055#, fuzzy 5056msgid "" 5057"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease " 5058"in hitpoints and melee damage." 5059msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon." 5060 5061#. [trait]: id=slow 5062#: data/core/macros/traits.cfg:293 5063#, fuzzy 5064msgid "slow" 5065msgstr "malrapidigo" 5066 5067#. [trait]: id=slow 5068#: data/core/macros/traits.cfg:294 5069#, fuzzy 5070msgid "female^slow" 5071msgstr "lojala" 5072 5073#. [trait]: id=slow 5074#: data/core/macros/traits.cfg:295 5075msgid "" 5076"\n" 5077"\n" 5078"Thick-bodied and clumsy, slow individuals of goblins and other species take " 5079"a movement penalty but are compensated for it with a slight increase in " 5080"endurance." 5081msgstr "" 5082 5083#. [trait]: id=slow 5084#: data/core/macros/traits.cfg:295 5085#, fuzzy 5086msgid "" 5087"<italic>text='Slow'</italic> units have 1 less movement point but 5% more " 5088"hitpoints." 5089msgstr "" 5090"Rapidaj milit-unuoj posedas 1 punkton de movo pli, sed je 10% malpli da " 5091"sano, kiel kutimaj." 5092 5093#. [trait]: id=dim 5094#: data/core/macros/traits.cfg:313 5095#, fuzzy 5096msgid "dim" 5097msgstr "Meza" 5098 5099#. [trait]: id=dim 5100#: data/core/macros/traits.cfg:314 5101#, fuzzy 5102msgid "female^dim" 5103msgstr "sentima" 5104 5105#. [trait]: id=dim 5106#: data/core/macros/traits.cfg:315 5107msgid "" 5108"\n" 5109"\n" 5110"Dim is a trait all too common in goblins and other lesser species. There are " 5111"reasons these species are lesser, and this is one of them." 5112msgstr "" 5113 5114#. [trait]: id=dim 5115#: data/core/macros/traits.cfg:315 5116msgid "" 5117"Units with trait <italic>text='dim'</italic> suffer a 20% increase in " 5118"experience required to advance." 5119msgstr "" 5120 5121#. [trait]: id=aged 5122#: data/core/macros/traits.cfg:329 5123#, fuzzy 5124msgid "aged" 5125msgstr "distance" 5126 5127#. [trait]: id=aged 5128#: data/core/macros/traits.cfg:330 5129#, fuzzy 5130msgid "female^aged" 5131msgstr "sentima" 5132 5133#. [trait]: id=aged 5134#: data/core/macros/traits.cfg:331 5135msgid "" 5136"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and " 5137"suffer from a 1 point decrease in movement and melee damage." 5138msgstr "" 5139 5140#: data/core/units.cfg:11 5141msgid "" 5142"Despite orcs’ reliance on raw strength, few of their children are destined " 5143"to grow to possess any. Goblins are, despite their appearance, born as " 5144"siblings to the orcs and members of the same race. While other races usually " 5145"bear children singly or in pairs, orcs will have large litters of children " 5146"all at once, causing their populations to explode. Within any litter, there " 5147"will be only one or two who grow to the strength of a “true orc”, a few who " 5148"are born slightly smaller and weaker, and the rest, often a full half of any " 5149"litter, are much weaker and destined to be goblins. Almost as newborns the " 5150"class system of orcish society is visible, with the weak put in their place " 5151"by their stronger siblings. The stronger ones will routinely grab most of " 5152"the food and thus grow stronger still, while their weaker siblings do not." 5153msgstr "" 5154 5155#. [race]: id=bats 5156#: data/core/units.cfg:46 5157msgid "race^Bat" 5158msgstr "Vesperto" 5159 5160#. [race]: id=bats 5161#: data/core/units.cfg:47 5162msgid "race+female^Bat" 5163msgstr "Vespertino" 5164 5165#. [race]: id=bats 5166#: data/core/units.cfg:48 5167msgid "race^Bats" 5168msgstr "Vespertoj" 5169 5170#. [race]: id=bats 5171#: data/core/units.cfg:49 5172msgid "" 5173"Bats come in many shapes and sizes, and most are fairly harmless, feeding on " 5174"insects and other small animals. The larger and more vicious breeds are " 5175"known to pose a threat to humans and other races as well as their livestock, " 5176"especially when encountered in groups. Typically nocturnal, they are often " 5177"kept (and occasionally tamed) by those who share their love of the night." 5178msgstr "" 5179 5180#. [race]: id=drake 5181#: data/core/units.cfg:58 5182msgid "race^Drake" 5183msgstr "Drako" 5184 5185#. [race]: id=drake 5186#: data/core/units.cfg:59 5187msgid "race+female^Drake" 5188msgstr "Drakino" 5189 5190#. [race]: id=drake 5191#: data/core/units.cfg:60 5192msgid "race^Drakes" 5193msgstr "Drakoj" 5194 5195#. [race]: id=drake 5196#: data/core/units.cfg:61 5197msgid "" 5198"Drakes are large, winged and fire-breathing creatures, reminiscent of true " 5199"dragons. On average, an adult drake stands around three meters tall and " 5200"easily weighs more than a man and a horse combined. Their skin is made up of " 5201"hard scales, resistant to most physical strikes except piercing and cold " 5202"damage. Most drakes are capable of true flight and can travel long distances " 5203"quickly. However, their sheer weight and bulk limits their flight ability " 5204"somewhat, making them ungainly in the air. Where possible, they make use of " 5205"terrain features such as hills, mountains and trees as launch points in " 5206"order to gain greater height and speed. Fortunately for their enemies, they " 5207"are still quite clumsy creatures and surprisingly slow in combat. This, " 5208"combined with their large size, renders them easy targets for those who dare " 5209"attack them.\n" 5210"\n" 5211"Drakes are inherently magical creatures, with a mysterious internal fire " 5212"fueling their very lives. This can easily be witnessed when one of their " 5213"kind perishes in combat; its internal fire is released, burning their " 5214"remains in to ashes. Their internal fire is also their greatest weakness; it " 5215"makes them extremely vulnerable to cold attacks. Despite their magical " 5216"nature, drakes are incapable of channeling magic in a controlled manner. " 5217"While the magic imbued within a drake’s body enables it to spit fire and " 5218"gives it life, they have no willful control over the functions of this " 5219"magic.\n" 5220"\n" 5221"<header>text='Society'</header>\n" 5222"Drakes are a relatively warlike race and their societies can be best " 5223"described as cultured martial societies. The core of a drake tribe is a " 5224"small group of veteran warriors headed by a mutually respected — or simply " 5225"feared — dominant who rules the society with an iron fist. Every drake is " 5226"expected to earn their place in the strict hierarchy, to obey their " 5227"superiors and command their inferiors. Entry to the ruling elite is only " 5228"possible through challenging and defeating a superior in single combat, " 5229"which is the way the hierarchy within the elite itself is established. The " 5230"use of deception of any kind towards any fellow drake is, without exception, " 5231"seen as cowardly and unacceptable.\n" 5232"\n" 5233"While their warlike nature and sense of territory drives them to defend " 5234"their territories savagely, drakes rarely invade or trespass on areas " 5235"already occupied by the other major races. Instead, they settle in " 5236"unpopulated areas to establish their own territory there. They primarily " 5237"feed on large game they hunt in the lowlands around their homes, but " 5238"hatchlings and lower caste drakes are known to feed also on certain kinds of " 5239"moss and fungi they cultivate deep in their caverns. Drakes value armor- and " 5240"weapon-smithing, but neither know nor need other science and culture besides " 5241"this. Nonetheless, the few implements they do fashion are almost unrivaled " 5242"in quality, only matched by those produced in the finest Dwarvish " 5243"foundries.\n" 5244"\n" 5245"Drakes hatch from eggs and usually live naturally between 20 to 30 years. " 5246"Death in battle is the most preferred way for a drake to leave this world. " 5247"Unlike the elder members of other races, drakes naturally grow more " 5248"aggressive and reckless towards the ends of their natural lives, perhaps to " 5249"help ensure their place in the heroic legends of their kind.\n" 5250"\n" 5251"<header>text='Geography'</header>\n" 5252"Drakes originated from an archipelago of volcanic islands called " 5253"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' " 5254"text='Great Ocean'</ref>. A combination of population pressure and the " 5255"subsidence of many of their home islands has caused colonies of drakes to " 5256"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. " 5257"Drakes tend to make their homes in mountain caverns near volcanoes to " 5258"protect their eggs, hatchings and forges. While drakes naturally prefer " 5259"warmth, their internal fire is more than capable of sustaining them even in " 5260"a relatively cold climate, a feature which has allowed them to populate even " 5261"some of the mountains of the far north of the Great Continent." 5262msgstr "" 5263 5264#. [race]: id=dwarf 5265#: data/core/units.cfg:94 5266msgid "race^Dwarf" 5267msgstr "Nano" 5268 5269#. [race]: id=dwarf 5270#: data/core/units.cfg:95 5271msgid "race+female^Dwarf" 5272msgstr "Nanino" 5273 5274#. [race]: id=dwarf 5275#: data/core/units.cfg:96 5276msgid "race^Dwarves" 5277msgstr "Nanoj" 5278 5279#. [race]: id=dwarf 5280#: data/core/units.cfg:97 5281msgid "" 5282"The dwarves are a race famed for their miners, blacksmiths, merchants and " 5283"warriors. Considered as the third oldest race on the great continent after " 5284"the elves and trolls, their early history is shrouded in mystery. Legends " 5285"tell of a time long forgotten when their people began emerging from their " 5286"underground world through caves. Nothing is known about their life prior to " 5287"their arrival, or their reasons for entering the surface world, but they " 5288"have been an integral part of the history of the continent since. Soon after " 5289"their emergence from the underground, the dwarves entered into conflict with " 5290"the original inhabitants of the land, the elves. The original reason for " 5291"their dispute has been lost to history, but the two races have since fought " 5292"three long wars, interrupted by a few decades of peace. During these wars " 5293"the dwarves could not dislodge the elves from the deep forests in the south, " 5294"but managed to consolidate their position in hills and the mountains in the " 5295"north of the continent, known now as the Northlands. Since then they have " 5296"constructed fantastic fortifications and settlements deep within the " 5297"mountains and crags of their territory.\n" 5298"\n" 5299"Possibly due to their isolation, the dwarves are generally distrustful or " 5300"hostile towards most other races, particularly the elves. The single " 5301"exception to this temperament is towards humans. This could be traced back " 5302"to the era of Haldric I and the arrival of humans and orcs to the continent. " 5303"At this point the dwarves began allowing some humans, mostly dissidents and " 5304"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " 5305"Northlands. Their motivation was unsurprising. The plight of these " 5306"individuals reminded the dwarves of their early history of persecution, " 5307"eliciting a sense of solidarity. The dwarves also had much to gain in " 5308"forming a bond with these outcasts. They would settle in areas where dwarves " 5309"disliked living themselves; plains, forests, and swamps, freeing them from " 5310"defending these areas.\n" 5311"\n" 5312"Dwarves are of small stature by human measure, but they are by no means " 5313"fragile. Their warriors, tough and powerful are both feared and respected " 5314"throughout the continent for their prowess in battle. In addition, dwarves " 5315"are known for their calculating intellects and superb craftsmanship. Dwarven " 5316"smiths are renowned for their deadly weapons and heavy armor. These " 5317"accouterments are unrivaled in quality, possibly only matched by those " 5318"produced by drake armorers. Their intelligence and natural inquisitiveness " 5319"has also made them the most technically advanced race on the continent. One " 5320"of their most famous, and feared, discoveries was a mysterious powder that " 5321"produces an immense explosion when exposed to fire or sparks. Certain dwarf " 5322"warriors use this powder to hurl small objects at tremendous speeds. Given " 5323"their technological inclinations, many dwarves tend to distrust magic users. " 5324"However, some practice a form of magic based on the engraving of runes. " 5325"Called runesmiths, they use these carvings to enchant items in order to " 5326"augment certain aspects of their natures." 5327msgstr "" 5328 5329#. [race]: id=elf 5330#: data/core/units.cfg:114 5331msgid "race^Elf" 5332msgstr "Elfo" 5333 5334#. [race]: id=elf 5335#: data/core/units.cfg:115 5336msgid "race+female^Elf" 5337msgstr "Elfino" 5338 5339#. [race]: id=elf 5340#: data/core/units.cfg:116 5341msgid "race^Elves" 5342msgstr "Elfoj" 5343 5344#. [race]: id=elf 5345#: data/core/units.cfg:118 5346msgid "" 5347"Compared to humans, elves are somewhat taller, more agile but less sturdy. " 5348"They have slightly pointy ears, pale skin and usually blond hair. Few " 5349"differences between humans and elves are more pronounced than the Elves’ " 5350"unusually long life — most, unless claimed by illness, accident or war, live " 5351"a full two and a half centuries. While some elves possessing a high magical " 5352"aptitude have been known to live an additional full century, most elves " 5353"begin to grow physically frail at some point between 250 and 300 years of " 5354"age and pass away rapidly (generally within a year or two) thereafter.\n" 5355"\n" 5356"Elves are naturally imbued with magic to a small degree. Though most are " 5357"unable to channel it directly, its latent presence gives them their keen " 5358"senses and long life. Many elves have magic-driven talents such as " 5359"marksmanship or stealth, allowing them to achieve tasks that most normal " 5360"beings would find astonishing. Those elves that learn to wield this power in " 5361"more general ways can become truly formidable in its use. Many choose to use " 5362"their gift to heal others.\n" 5363"\n" 5364"A few elves, venturing far down the paths of magic and mysticism, become " 5365"sensitive to the presence of cold iron and can even be burned by it. Elvish " 5366"legend hints that this was more common in the far past.\n" 5367"\n" 5368"Elves spend much of their time honing their talents and skills. Those not " 5369"adept at the magical arts typically devote their time honing their physical " 5370"skills. As a result, elves excel at archery, which is perhaps their most " 5371"important method of warfare. Most elvish troops carry a bow and no other " 5372"race can rival their archers in speed and accuracy. All elves also share an " 5373"intense affection for unspoiled nature. They often feel uncomfortable in " 5374"open, unvegetated spaces. They live primarily in the forests of the Great " 5375"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and " 5376"the great northern woods of which the Lintanir Forest is the southernmost " 5377"edge.\n" 5378"\n" 5379"Elves are the eldest race of the continent, with the possible exception of " 5380"trolls. Many of their settlements cannot be reliably dated, undoubtedly " 5381"having existed for over a millennium." 5382msgstr "" 5383 5384#. [race]: id=falcon 5385#: data/core/units.cfg:135 5386#, fuzzy 5387#| msgid "race^Human" 5388msgid "race^Falcon" 5389msgstr "Homo" 5390 5391#. [race]: id=falcon 5392#: data/core/units.cfg:136 5393#, fuzzy 5394#| msgid "race+female^Human" 5395msgid "race+female^Falcon" 5396msgstr "Homino" 5397 5398#. [race]: id=falcon 5399#: data/core/units.cfg:137 5400#, fuzzy 5401#| msgid "race^Humans" 5402msgid "race^Falcons" 5403msgstr "Homoj" 5404 5405#. [race]: id=falcon 5406#: data/core/units.cfg:138 5407msgid "" 5408"Falcons are birds of prey, noted for their exceptional speed and agility. " 5409"Lighter and with less powerful talons than other raptors, falcons instead " 5410"favor the use of their beak to kill their targets. Their keen eye and " 5411"capacity for domestication makes them a populous and well-known creature, " 5412"used both by nobles in sport, and by nomads or tribes who find them useful " 5413"in hunting for food. Falcons occasionally find a role on the field of war as " 5414"well, with certain falconers training their birds to distinguish between " 5415"friend and foe, making them a useful asset to aid in an army’s charge." 5416msgstr "" 5417 5418#. [race]: id=goblin 5419#: data/core/units.cfg:148 5420msgid "race^Goblin" 5421msgstr "Goblino" 5422 5423#. [race]: id=goblin 5424#: data/core/units.cfg:149 5425msgid "race+female^Goblin" 5426msgstr "Goblinino" 5427 5428#. [race]: id=goblin 5429#: data/core/units.cfg:150 5430msgid "race^Goblins" 5431msgstr "Goblinoj" 5432 5433#. [race]: id=goblin 5434#: data/core/units.cfg:151 5435msgid "" 5436"\n" 5437"\n" 5438"Goblins are puny and quite frail, rarely growing past the size and stature " 5439"of a human child.\n" 5440"\n" 5441"Goblins are born into a lifetime of near-slavery to their larger kin, and " 5442"used as sword-fodder in battle. They thrive in spite of their tragic fate; " 5443"in part because they are so very numerous, and also because their brother " 5444"orcs are well aware how dependent they are on the goblins. They perform the " 5445"bulk of manual labor needed by the orcs, with the sole exception of jobs " 5446"that require the brute strength of true orcs. Those the orcs revel in as " 5447"proof of their prowess." 5448msgstr "" 5449 5450#. [race]: id=gryphon 5451#: data/core/units.cfg:168 5452msgid "race^Gryphon" 5453msgstr "Grifo" 5454 5455#. [race]: id=gryphon 5456#: data/core/units.cfg:169 5457msgid "race+female^Gryphon" 5458msgstr "Grifino" 5459 5460#. [race]: id=gryphon 5461#: data/core/units.cfg:170 5462msgid "race^Gryphons" 5463msgstr "Grifoj" 5464 5465#. [race]: id=gryphon 5466#: data/core/units.cfg:171 5467msgid "" 5468"Gryphons are broad, powerful beasts with traits shared from both terrestrial " 5469"predators and birds of prey. While occasionally tamed and ridden by the " 5470"daring, gryphons are very territorial and aggressive, particularly regarding " 5471"their nests.\n" 5472"\n" 5473"The means by which gryphons are able to fly despite their great weight has " 5474"been a source of debate for centuries, but it remains as mysterious as their " 5475"origins." 5476msgstr "" 5477 5478#. [race]: id=human 5479#: data/core/units.cfg:189 5480msgid "race^Human" 5481msgstr "Homo" 5482 5483#. [race]: id=human 5484#: data/core/units.cfg:190 5485msgid "race+female^Human" 5486msgstr "Homino" 5487 5488#. [race]: id=human 5489#: data/core/units.cfg:191 5490msgid "race^Humans" 5491msgstr "Homoj" 5492 5493#. [race]: id=human 5494#: data/core/units.cfg:192 5495msgid "" 5496"The race of men is an extremely diverse one. Although they originally came " 5497"from the Old Continent, men have spread all over the world and split into " 5498"many different cultures and races. Although they are not imbued with magic " 5499"like other creatures, humans can learn to wield it and are able to learn " 5500"more types than most others. They have no extra special abilities or " 5501"aptitudes except their versatility and drive. While often at odds with other " 5502"races, they can occasionally form alliances with the less aggressive races " 5503"such as elves and dwarves. The less scrupulous among them do not shrink back " 5504"from hiring orcish mercenaries, either. They have no natural enemies, " 5505"although the majority of men, like most people of all races, have an " 5506"instinctive dislike of the undead. Men are shorter than the elves, but " 5507"taller still than dwarves. Their skin color can vary, from almost white to " 5508"dark brown.\n" 5509"\n" 5510"<header>text='Subjects of the Crown'</header>\n" 5511"Many different groups of men exist, but the majority of them on the Great " 5512"Continent live under the rule of the Crown of Wesnoth. The humans first " 5513"appeared on the Great Continent from a land far across the ocean to the " 5514"West, the Green Isle, and soon established their capital at the inland city " 5515"of Weldyn. Over the following centuries they have built up a number cities " 5516"across the continent. The soldiers from the Crown of Wesnoth protect the " 5517"country, forming the most organized military force in the known world. Its " 5518"warriors come from the main provinces, where all men are conscripted at an " 5519"early age.\n" 5520"\n" 5521"<header>text='The Clansmen'</header>\n" 5522"The eastern provinces of Wesnoth, known as the Clan Homelands, have a " 5523"geography consisting of more open plains and rolling hills than the western, " 5524"more civilized provinces. They are home to the Horse Clans, who are allied " 5525"with the Crown of Wesnoth but operate independently and maintain their own " 5526"identity. Some consider them to be a tributary state, which sends food and " 5527"soldiers to Crown in exchange for protection. Others say they are on equal " 5528"footing with the western half of Wesnoth. In any case, the eastern provinces " 5529"do not have a conscript army the way Western Wesnoth does. Training for " 5530"fighting is part of the way of life of the Clans; the parents teach the " 5531"children to ride horses, fight and shoot a bow from an early age. In " 5532"general, the Clan warriors are less organized than the civilized fighters, " 5533"and the strengths and weaknesses of these groups complement each other." 5534msgstr "" 5535 5536#. [race]: id=dunefolk 5537#. [race]: id=khalifate # wmllint: noconvert 5538#: data/core/units.cfg:208 data/core/units.cfg:233 5539#, fuzzy 5540#| msgid "race^Human" 5541msgid "race^Dunefolk Human" 5542msgstr "Homo" 5543 5544#. [race]: id=dunefolk 5545#. [race]: id=khalifate # wmllint: noconvert 5546#: data/core/units.cfg:209 data/core/units.cfg:234 5547#, fuzzy 5548#| msgid "race+female^Human" 5549msgid "race+female^Dunefolk Human" 5550msgstr "Homino" 5551 5552#. [race]: id=dunefolk 5553#. [race]: id=khalifate # wmllint: noconvert 5554#: data/core/units.cfg:210 data/core/units.cfg:235 5555#, fuzzy 5556#| msgid "race+plural^Undead" 5557msgid "race+plural^Dunefolk" 5558msgstr "Nemortintoj" 5559 5560#. [race]: id=dunefolk 5561#: data/core/units.cfg:211 5562msgid "" 5563"An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay " 5564"claim to the river valleys and oases of the Sandy Wastes. How they came to " 5565"inhabit this far corner of the Great Continent is unknown. Their legends " 5566"tell of many long and perilous travels through far-flung lands, but the true " 5567"origin of their people is a topic of endless and heated debate among even " 5568"the most erudite of their scholars.\n" 5569"\n" 5570"Whatever their origin, the Dunefolk have thrived. Bustling cities stand " 5571"proudly in the largest fertile regions. Skilled artisans, fine smiths, and " 5572"wealthy merchants form the backbone of the urban economy. Each of these " 5573"cities also enjoys a degree of independence less common in the more " 5574"centralized nations to the north, many even maintaining their own standing " 5575"armies. In times of need, however, each and all rally to a higher authority " 5576"designated to protect the superior interest of the nation.\n" 5577"\n" 5578"Those who have not settled in these urban centers still adhere to the " 5579"lifestyle of their ancestors, roaming the dunes and leading their herds from " 5580"one watering hole to another. They are most active during the early hours of " 5581"dawn and the onset of dusk, when the wastelands are neither too hot nor too " 5582"cold. Their skill at moving through the sands is excellent even by Dunefolk " 5583"standards. Although sometimes regarded with contempt by their city " 5584"counterparts, they provide an invaluable service as mobile, light troops in " 5585"war, or as escorts for trading caravans during times of peace.\n" 5586"\n" 5587"The Dunefolk’s inclination towards trade and exploration has allowed their " 5588"cities to amass immense fortunes, a fact regarded both with admiration and " 5589"envy by other races. Mutual interests have fostered cordial relations with " 5590"neighboring Naga tribes, but more secretive races such as Drakes and Elves " 5591"have always considered Dunefolk expeditions to be too intrusive, especially " 5592"when they venture close to territorial boundaries. It is not uncommon for " 5593"caravans to fall prey to troll ambushes in the mountains, something that has " 5594"given rise to countless tales of unimaginable treasure amassed in hidden " 5595"caves.\n" 5596"\n" 5597"As a result of living in hostile environments for centuries, the Dunefolk " 5598"have developed rational methods of enquiry through which they continue to " 5599"improve their understanding of the world. Their study of herbal medicine " 5600"keeps their warriors and workers fresh and healthy. Their knowledge of " 5601"alchemy allows them to tame fire and wield it as a deadly weapon in battle. " 5602"At the same time, this analytical mindset has distanced them from magical " 5603"arts; to the rational mind, magic is uncontrollable, unpredictable, and " 5604"hence unreliable. For this reason, the Dunefolk especially loathe the " 5605"perversions of necromancy and the dark arts, even more so than other races.\n" 5606"\n" 5607"The Dunefolk’s inquisitive and explorative nature does not preclude military " 5608"strength. Not only do they field nimble light troops, cataphracts, and " 5609"heavily armored infantry, but their keen knowledge of technology grants them " 5610"a decisive advantage over their opponents. When facing the Dunefolk in " 5611"battle, however, the most fearsome sight is certainly their deployment of " 5612"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " 5613"their synergy with these creatures allows for great versatility in combat. " 5614"The origins of this tradition likely lie in the heritage of the Dunefolk’s " 5615"distant past in the exotic far corners of Irdya." 5616msgstr "" 5617 5618#. [race]: id=khalifate # wmllint: noconvert 5619#: data/core/units.cfg:236 5620msgid "This race does not have a description yet." 5621msgstr "" 5622 5623#. [race]: id=lizard 5624#: data/core/units.cfg:247 5625msgid "race^Saurian" 5626msgstr "Saŭro" 5627 5628#. [race]: id=lizard 5629#: data/core/units.cfg:248 5630msgid "race+female^Saurian" 5631msgstr "Saŭrino" 5632 5633#. [race]: id=lizard 5634#: data/core/units.cfg:249 5635msgid "race^Saurians" 5636msgstr "Saŭroj" 5637 5638#. [race]: id=lizard 5639#: data/core/units.cfg:250 5640msgid "" 5641"Saurians are lizard-like creatures. Smaller and more slender than humans, " 5642"they rarely stand taller than a ten year old child, though from tip of snout " 5643"to end of tail a Saurian can be as long as the average man is tall. Light " 5644"and nimble, the warriors prefer to fight as they hunt — slipping through " 5645"enemy lines to target the weak and the injured while evading their " 5646"attackers.\n" 5647"\n" 5648"<header>text='Society'</header>\n" 5649"Saurians are very mysterious creatures due to their tendency to live in " 5650"areas inhospitable to others, such as swamps. Fatalistic in the extreme, " 5651"Saurians believe all the events in a life can be predicted by the use of a " 5652"complex form of astrology.\n" 5653"\n" 5654"Saurian culture is sharply segregated between the genders. Within each " 5655"gender the members compete, and through skill, determination, and reputation " 5656"establish a clear pecking order, with a chief at the top. On those occasions " 5657"when the two genders interact they do not contest for dominance; instead, " 5658"the situation determines the dominant gender. The chief of the males is " 5659"alpha within the clan's village or encampment while the chief of females is " 5660"dominant anywhere else. This continues down the rank structure with each " 5661"male or female being dominant over any member of the opposite gender with " 5662"lower rank and submitting to members of the opposite gender with higher " 5663"rank.\n" 5664"\n" 5665"The segregation and alternating gender-dominance of Saurian society is an " 5666"outgrowth of their clearly defined gender roles. It is the responsibility of " 5667"the female to hunt and find food, skills which ultimately train them to be " 5668"warriors: the skirmishers, flankers, and ambushers other races so fear. " 5669"Males, meanwhile, are responsible for guarding the clutch — the eggs left by " 5670"the females. While this leaves time for the males to develop and hone the " 5671"arts of astrology, healing, and magic, it also exposes them to significant " 5672"danger, as they are stationary targets for a Saurian clan's number one enemy " 5673"— other Saurian clans.\n" 5674"\n" 5675"New Saurian clans are started when the proper astrological signs are read. " 5676"Called a “hatching,” each female indicated by the conjunction selects a " 5677"group of individuals with lower rank and leave their source clan. Frequently " 5678"all females with a specific trait will be indicated, causing multiple clans " 5679"to “hatch” at the same time. Selection is a simple process: no group leaving " 5680"can be larger than any other, all the groups together cannot be larger than " 5681"the group being left, and higher ranking allows a female to overrule another " 5682"female's choice of who they take.\n" 5683"\n" 5684"Because of their rapid population growth, frequent splits in clans, and the " 5685"fact that cannibalism is not taboo, violence is one of the defining features " 5686"of Saurian life. This limits the growth of the Saurian culture to fits and " 5687"starts, as much of their knowledge is passed by oral tradition and their " 5688"possessions must be mobile.\n" 5689"\n" 5690"<header>text='Geography'</header>\n" 5691"Saurians can live in many different areas, though swamps are by far their " 5692"most common habitat.\n" 5693"\n" 5694"<header>text='Biology'</header>\n" 5695"Saurians live spectacularly short lives by comparison to most of the other " 5696"races of Wesnoth, reaching full adulthood within three years and often dying " 5697"by the time they are 10 to 15 years old. By far, the most common cause of " 5698"death is violence. Saurian females produce clutches of about 20 eggs roughly " 5699"once a year, which creates constant population pressure and would stress " 5700"most carnivores' food supply. Hunters and scavengers, Saurians have " 5701"extremely strong jaws and have a very powerful digestive system with highly " 5702"acidic fluids, making them capable of eating and digesting all of their prey " 5703"including skin, teeth, horns and bones. Further, they have no aversion to " 5704"eating carrion and even committing cannibalism, which are both regular " 5705"occurrences." 5706msgstr "" 5707 5708#. [race]: id=mechanical 5709#: data/core/units.cfg:276 5710msgid "race^Mechanical" 5711msgstr "Mekanika" 5712 5713#. [race]: id=mechanical 5714#: data/core/units.cfg:277 5715msgid "race+plural^Mechanical" 5716msgstr "Mekanikaj" 5717 5718#. [race]: id=mechanical 5719#: data/core/units.cfg:278 5720msgid "" 5721"Animated neither by natural life nor by necromancy, the term " 5722"<italic>text='mechanical'</italic> describes a created artifact of an " 5723"intelligent being. Most mechanical things neither move nor think on their " 5724"own, but some do so as a result of magical enchantment." 5725msgstr "" 5726 5727#. [race]: id=merman 5728#: data/core/units.cfg:287 5729msgid "race^Merman" 5730msgstr "Marfeo" 5731 5732#. [race]: id=merman 5733#: data/core/units.cfg:288 5734msgid "race^Mermaid" 5735msgstr "Marfeinoj" 5736 5737#. [race]: id=merman 5738#: data/core/units.cfg:289 5739#, fuzzy 5740#| msgid "race^Troll" 5741msgid "race^Merfolk" 5742msgstr "Trolo" 5743 5744#. [race]: id=merman 5745#: data/core/units.cfg:291 5746msgid "" 5747"Something like a fusion between humans and fish, the merfolk are an " 5748"enigmatic race with both piscine and humanoid attributes. They have strong " 5749"tails that lend themselves to quick movement in any watery environment while " 5750"their dextrous hands and intelligent minds allow fine craftsmanship and " 5751"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " 5752"without difficulty. Despite being able to survive on land, they are much " 5753"quicker and more agile in the water and will rarely be found far from the " 5754"ocean. They are typically wary of dry land, as they are awkward and clumsy " 5755"there and they struggle greatly to move over rough or forested terrain." 5756msgstr "" 5757 5758#. [race]: id=monster 5759#: data/core/units.cfg:299 5760msgid "race^Monster" 5761msgstr "Monstro" 5762 5763#. [race]: id=monster 5764#: data/core/units.cfg:300 5765#, fuzzy 5766#| msgid "race^Monster" 5767msgid "race+female^Monster" 5768msgstr "Monstro" 5769 5770#. [race]: id=monster 5771#: data/core/units.cfg:301 5772msgid "race^Monsters" 5773msgstr "Monstroj" 5774 5775#. [race]: id=monster 5776#: data/core/units.cfg:302 5777msgid "" 5778"The term “monster” incorporates many hideous beasts that haunt the caves, " 5779"wilderness, ocean depths, and other climes of the world. They figure largely " 5780"in the tales and nightmares of its denizens, as well." 5781msgstr "" 5782 5783#. [race]: id=naga 5784#: data/core/units.cfg:309 5785msgid "race^Naga" 5786msgstr "Nago" 5787 5788#. [race]: id=naga 5789#: data/core/units.cfg:310 5790#, fuzzy 5791#| msgid "race^Nagani" 5792msgid "race^Nagini" 5793msgstr "Nagino" 5794 5795#. [race]: id=naga 5796#: data/core/units.cfg:311 5797msgid "race^Nagas" 5798msgstr "Nagoj" 5799 5800#. [race]: id=naga 5801#: data/core/units.cfg:312 5802msgid "" 5803"The serpentine nagas are one of the least understood races of the Great " 5804"Continent. Part of this is due to their xenophobic nature and part is due to " 5805"their alien environment. Nagas are one of the few races capable of any " 5806"meaningful mobility in water, giving them access to a whole world " 5807"effectively forbidden to land dwellers and further separating them from the " 5808"terrestrial beings that they shun. Still, they are not true creatures of the " 5809"sea, and their inability to breathe water leaves them in trepidation of the " 5810"abyss. Living in coastal areas gives them an escape route on land against " 5811"denizens of the deep while keeping them out of reach of those who travel by " 5812"foot, wing, and hoof. Although nagas are somewhat frail in form, they are " 5813"often faster and more nimble than their opponents. They sometimes find " 5814"themselves at odds with merfolk when their territories overlap, but overall " 5815"nagas tend to favor swamps and rivers as much as open water." 5816msgstr "" 5817 5818#. [race]: id=ogre 5819#: data/core/units.cfg:320 5820msgid "race^Ogre" 5821msgstr "Ogro" 5822 5823#. [race]: id=ogre 5824#: data/core/units.cfg:321 5825msgid "race+female^Ogre" 5826msgstr "Ogrino" 5827 5828#. [race]: id=ogre 5829#: data/core/units.cfg:322 5830msgid "race^Ogres" 5831msgstr "Ogroj" 5832 5833#. [race]: id=ogre 5834#: data/core/units.cfg:323 5835msgid "" 5836"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " 5837"the Great Continent. Physically, they resemble humans and orcs but are " 5838"larger and stronger. Even their adolescents are more than a match for most " 5839"men. Ogres are distrusted in many populated areas and usually either avoid " 5840"them or are driven out by force. Instead, they lurk the mountainous areas on " 5841"the edges of civilization, where hungry ogre bandits provide a constant " 5842"threat to travelers and caravans. While ogres are not particularly " 5843"intelligent or quick, their toughness and physical strength make them a " 5844"valuable asset in the armies of other races. They are especially valued by " 5845"more ruthless commanders who don’t mind the ogres’ brutality. Little is " 5846"known about their biology or society, if they can truly be said to have one, " 5847"but they are said to attack alongside wolves and other beasts. Whether this " 5848"is a sign of cooperation, domestication, or simply mutual opportunism is not " 5849"known." 5850msgstr "" 5851 5852#. [race]: id=orc 5853#: data/core/units.cfg:331 5854msgid "race^Orc" 5855msgstr "Orko" 5856 5857#. [race]: id=orc 5858#: data/core/units.cfg:332 5859msgid "race+female^Orc" 5860msgstr "Orkino" 5861 5862#. [race]: id=orc 5863#: data/core/units.cfg:333 5864msgid "race^Orcs" 5865msgstr "Orkoj" 5866 5867#. [race]: id=orc 5868#: data/core/units.cfg:334 5869msgid "" 5870"In appearance, orcs resemble humans but with some bestial features. They are " 5871"taller, sturdier and stronger than humans. They are warlike, savage, and " 5872"cruel by nature. Their blood is darker and thicker than that of humans, and " 5873"they have little care for personal hygiene or their personal appearance. " 5874"Although Orcs are violent even among themselves, they are pack-oriented; an " 5875"orc never travels alone or lives in groups smaller than half a dozen.\n" 5876"\n" 5877"<header>text='Society'</header>\n" 5878"Almost every orc is a member of a tribe or a clan. Relations between " 5879"neighboring tribes are usually violent, except in cases of a mutual enemy " 5880"threatens their existence or prospects of great plunder override mutual " 5881"animosity. Occasionally, a single strong chieftain may emerge to lead " 5882"multiple tribes from time to time, usually through intimidation of " 5883"followers. An orc tribe in times of peace tends to focus almost solely on " 5884"strengthening itself in preparation for the next armed conflict. Orcs are " 5885"known to possess a crude system of writing — usually in blood — although " 5886"it’s most commonly used to trade insults or threats among tribal leaders.\n" 5887"\n" 5888"Orc societies are based on little else but strength; might makes right, and " 5889"a leader leads and survives only as long as no one manages to wrest the " 5890"title from him. A constant struggle for power simmers among potential tribal " 5891"chiefs. An orcish leader rarely lives more than a handful of years to enjoy " 5892"his absolute authority before being killed for his position — although " 5893"history knows some notable exceptions. Orcs hold no particular honor code " 5894"and while indisputable raw strength is usually the preferred method of " 5895"displaying power, assassination, poisoning and backstabbing are completely " 5896"viable means to further one’s own goals.\n" 5897"\n" 5898"Orcs mostly live in rural areas, often in foothills or mountainous regions, " 5899"sometimes in caves. They grow no crops nor keep livestock, but are competent " 5900"hunters as a result of their physical stature and brutality. Due to their " 5901"large numbers they are capable of hunting an area virtually clean of " 5902"anything larger than rodents in relatively short period of time. Due to this " 5903"and their unstable leadership, orcish tribes tend to lead a semi-nomadic " 5904"lifestyle, never settling in one region for too long. The larger tribes may " 5905"establish themselves firmly in an area for years or even decades and build " 5906"large encampments almost resembling cities, but even these are easily " 5907"dismantled and abandoned if there is a need to relocate the horde.\n" 5908"\n" 5909"The oldest known orcs have been around 50 to 60 years of age, but very few " 5910"individuals ever live to see over two or three decades before meeting their " 5911"end either in war or by the hand of one of their kin. The oldest orcs are " 5912"often shamans, which are perhaps the only ones most of their kind sees as " 5913"being trustworthy and neutral. The origins of this custom are unknown, as " 5914"the shamans do not directly contribute much to orcish societies but only act " 5915"as advisors — not something orcs tend to otherwise tolerate. Shamans are in " 5916"many ways the opposite of most other orcs: they are often physically " 5917"withered and frail in comparison and lack skill in battle.\n" 5918"\n" 5919msgstr "" 5920 5921#. [race]: id=orc 5922#: data/core/units.cfg:345 5923msgid "" 5924"\n" 5925"\n" 5926"Orcs who were not the strongest of their litter tend to specialize in other " 5927"skills, like archery or assassination." 5928msgstr "" 5929 5930#. [race]: id=troll 5931#: data/core/units.cfg:354 5932msgid "race^Troll" 5933msgstr "Trolo" 5934 5935#. [race]: id=troll 5936#: data/core/units.cfg:355 5937msgid "race+female^Troll" 5938msgstr "Trolino" 5939 5940#. [race]: id=troll 5941#: data/core/units.cfg:356 5942msgid "race^Trolls" 5943msgstr "Troloj" 5944 5945#. [race]: id=troll 5946#: data/core/units.cfg:357 5947msgid "" 5948"Trolls are ancient creatures, one of the oldest known races known to inhabit " 5949"the Great Continent. They are large, slow, simple-minded, and live extremely " 5950"long lives inside deep caves or atop high mountains. The most unique " 5951"characteristic of trolls is an internal vitality that sustains and heals " 5952"them from within. As a result they live very different lives from almost any " 5953"known creature. Trolls have few real needs: they require little food or " 5954"water, and thus they have little incentive to pursue much besides protection " 5955"from those who are hostile towards them. This in turn means they rarely have " 5956"to worry about anything and can spend much of their time sleeping or in " 5957"contemplation. Trolls have a curious affinity with nature. They do not " 5958"relate with living things like elves do, but instead with earth and stone. " 5959"They are also somewhat curious of their surroundings and many younger whelps " 5960"even enjoy traveling and seeing the world. As trolls grow older they tend to " 5961"become increasingly passive, gradually losing interest in their environment " 5962"and spending more of their time sleeping in a quiet, familiar corner of " 5963"their home cave. This is until they finally pass away as their bodies " 5964"themselves slowly turn into lifeless statues of stone.\n" 5965"\n" 5966"Trolls are seen by many as being little more than yet another race of savage " 5967"monsters. This common misconception is in part perpetuated by orcish " 5968"successes in persuading trolls to join their armies. Because they are rather " 5969"simple and do not understand the ways of other races or sometimes cannot " 5970"even tell them apart, it is usually easy for an orcish band to convince a " 5971"group of trolls that by joining them they get to exact revenge on those that " 5972"have before hunted them. These new recruits are then directed to attack " 5973"whoever the orcs themselves are currently in conflict with, whether " 5974"previously a foe of the trolls or not, accumulating even more enemies for " 5975"the misled trolls. The most common enemy of trolls are dwarves, and the " 5976"animosity between these two races is ancient.\n" 5977"\n" 5978"<header>text='Geography'</header>\n" 5979"Trolls have inhabited the mountains of the Great Continent longer than the " 5980"dwarves who migrated there. Trolls are a common sight on the mountain ranges " 5981"north and east of Wesnoth, and wherever Orcish hordes travel." 5982msgstr "" 5983 5984#. [race]: id=undead 5985#: data/core/units.cfg:377 5986msgid "race^Undead" 5987msgstr "Nemortinto" 5988 5989#. [race]: id=undead 5990#: data/core/units.cfg:378 5991msgid "race+female^Undead" 5992msgstr "Nemotrtinto" 5993 5994#. [race]: id=undead 5995#: data/core/units.cfg:379 5996msgid "race+plural^Undead" 5997msgstr "Nemortintoj" 5998 5999#. [race]: id=undead 6000#: data/core/units.cfg:380 6001msgid "" 6002"Undead are not really a single race of creatures, although often treated as " 6003"such. Almost any dead creature can, by a sufficiently skilled necromancer, " 6004"be reanimated and rise again in undeath. Undead are for the most part " 6005"unnatural but mindless constructs, obeying whoever created them without " 6006"question nor thought. A greater mystery of necromancy is in how constructs " 6007"are sustained without continuous effort from the necromancer. An undead " 6008"creature does not require the constant attention of the necromancer to " 6009"command and sustain, but can work autonomously according to the commands of " 6010"its master. Only rarely, perhaps once every few months, does the necromancer " 6011"need to maintain his creation.\n" 6012"\n" 6013"Necromancy is almost solely limited to humans. Even the legends of magically " 6014"apt races like elves and merfolk tell of very few of their kind who have " 6015"ever delved in the dark arts. It is surmised that necromantic magic requires " 6016"great adaptability and a flexible mind, extremes of which are most commonly " 6017"found in humans. The ultimate goal of most necromancers is to turn the same " 6018"art of preserving and imbuing life upon themselves, to alter themselves at " 6019"whatever cost, to ultimately escape death by preserving their own mind and " 6020"spirit.\n" 6021"\n" 6022"<header>text='Geography'</header>\n" 6023"While undead lords arrived on the Great Continent in considerable numbers " 6024"only in the wake of Haldric I, they were not completely unheard of by elves " 6025"and dwarves before that." 6026msgstr "" 6027 6028#. [race]: id=wolf 6029#: data/core/units.cfg:393 6030msgid "race^Wolf" 6031msgstr "" 6032 6033#. [race]: id=wolf 6034#: data/core/units.cfg:394 6035#, fuzzy 6036#| msgid "race+female^Elf" 6037msgid "race+female^Wolf" 6038msgstr "Elfino" 6039 6040#. [race]: id=wolf 6041#: data/core/units.cfg:395 6042msgid "race^Wolves" 6043msgstr "" 6044 6045#. [race]: id=wolf 6046#: data/core/units.cfg:396 6047msgid "" 6048"Wolves are predatory canines encountered frequently in the wilderness. " 6049"Quick, tough, and durable, a solitary wolf suffices to maim or kill " 6050"civilians and untrained soldiers with ease, but it is their tendency to " 6051"travel in packs and attack in an organized manner that makes them " 6052"particularly fearsome to travelers. They tend to stay away from " 6053"civilization, though, only occasionally venturing close to prey upon " 6054"livestock." 6055msgstr "" 6056 6057#. [race]: id=wose 6058#: data/core/units.cfg:405 6059msgid "race^Wose" 6060msgstr "Arbulo" 6061 6062#. [race]: id=wose 6063#: data/core/units.cfg:406 6064msgid "race^Woses" 6065msgstr "Arbuloj" 6066 6067#. [race]: id=wose 6068#: data/core/units.cfg:407 6069msgid "" 6070"The mighty wose resides within the deepest forests of the known world. To " 6071"the untrained eye, the wose appears to be nothing more than an oddly shaped, " 6072"yet noble, tree. As guardians of the forest, the woses share a connection to " 6073"the woodlands deeper than even the elves’. While the woses are a peaceful " 6074"race, disturbance of the ancient forests, which they tend, will incite the " 6075"wrath of nature itself. Woses are slow moving creatures that may spend " 6076"centuries standing in one location undisturbed by the ebb and flow of time.\n" 6077"\n" 6078"Although they practice no magic of their own, the woses share a deep " 6079"connection to faerie. What little is known of this ancient race comes from " 6080"elvish scholars who believe that this mystical power, which the mightiest " 6081"elves have dedicated their lives to master, is inherent to the wose. Though " 6082"woses resemble them, they share no ancestry with trees. Woses are believed " 6083"to be some of the oldest creatures in the world, perhaps even more ancient " 6084"than the forests in which they dwell, and it is thought that the power of " 6085"faerie has given these beings the eternal task of serving as wardens of the " 6086"forest.\n" 6087"\n" 6088"Woses are not warlike in the least and are ill-accustomed to combat. They " 6089"will however respond with indiscriminate violence in defense of their " 6090"forested territory. Woses are slow moving and are vulnerable away from the " 6091"woodlands. Due to their close connection with faerie, woses are particularly " 6092"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " 6093"physical assault has left it grievously vulnerable to flame. Their thick " 6094"bark and ability to harness the power of faerie to regenerate quickly when " 6095"injured allows the wose to survive an enemy onslaught long enough to respond " 6096"with a crushing might belied by its peaceful, plodding nature. Within its " 6097"forest home, the wose can disappear amongst the trees and ambush even the " 6098"best-trained elvish scout.\n" 6099"\n" 6100"The life span of the wose is unknown, although the most ancient members of " 6101"this race have lived many hundreds of years and have grown to massive " 6102"heights. It is thought that unless a wose falls in battle, it will find no " 6103"natural end. Content to pass the centuries standing like a sentry, " 6104"uninterested in the goings-on of the civilized world, the wose will stir " 6105"only to march to the defense of the natural world and the forests it calls " 6106"home." 6107msgstr "" 6108 6109#: data/lua/feeding.lua:31 data/lua/feeding.lua:44 6110msgid "+1 max HP" 6111msgstr "+1 maksimuma BP" 6112 6113#: src/help/help.cpp:181 6114msgid "Close" 6115msgstr "Fermu" 6116 6117#: src/help/help.cpp:184 6118msgid "The Battle for Wesnoth Help" 6119msgstr "Instrukcioj al Batalo por Vesnot" 6120 6121#: src/help/help.cpp:241 6122msgid "Parse error when parsing help text: " 6123msgstr "Eraro ĉe analizado de helpteksto:" 6124 6125# 6126# 6127# 6128# 6129#, fuzzy 6130#~ msgid "" 6131#~ " option at the title screen.\n" 6132#~ "\n" 6133#~ "<header>text='What you get'</header>" 6134#~ msgstr "" 6135#~ "\n" 6136#~ "\n" 6137#~ "<header>text='Ŝanco por trafo'</header>" 6138 6139# 6140# 6141# 6142# 6143#, fuzzy 6144#~ msgid "" 6145#~ "\n" 6146#~ "\n" 6147#~ "<header>text='Pure Map Mode'</header>" 6148#~ msgstr "" 6149#~ "\n" 6150#~ "\n" 6151#~ "<header>text='Ŝanco por trafo'</header>" 6152 6153# 6154# 6155# 6156# 6157#, fuzzy 6158#~ msgid "" 6159#~ "\n" 6160#~ "\n" 6161#~ "<header>text='Scenario Mode'</header>" 6162#~ msgstr "" 6163#~ "\n" 6164#~ "\n" 6165#~ "<header>text='Ŝanco por trafo'</header>" 6166 6167#, fuzzy 6168#~| msgid "" 6169#~| "Berserk:\n" 6170#~| "Whether used offensively or defensively, this attack presses the " 6171#~| "engagement until one of the combatants is slain, or 30 rounds of attacks " 6172#~| "have occurred." 6173#~ msgid "" 6174#~ "Whether used offensively or defensively, this attack presses the " 6175#~ "engagement until one of the champions is slain, or 30 rounds of attacks " 6176#~ "have occurred." 6177#~ msgstr "" 6178#~ "Furiozo:\n" 6179#~ "Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el " 6180#~ "kontraŭuloj." 6181 6182#, fuzzy 6183#~| msgid "firststrike" 6184#~ msgid "true strike" 6185#~ msgstr "unua bato" 6186 6187#, fuzzy 6188#~| msgid "" 6189#~| "Magical:\n" 6190#~| "This attack always has a 70% chance to hit regardless of the defensive " 6191#~| "ability of the unit being attacked." 6192#~ msgid "" 6193#~ "This attack always has a 70% chance to hit regardless of the defensive " 6194#~ "ability of the champion being attacked." 6195#~ msgstr "" 6196#~ "Magia:\n" 6197#~ "Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo." 6198 6199#~ msgid "race^Mermen" 6200#~ msgstr "Marfeoj" 6201 6202#~ msgid "ingame_help_item^Contributors" 6203#~ msgstr "Kontribuantoj" 6204 6205#, fuzzy 6206#~| msgid "race^Human" 6207#~ msgid "race^Khalifate Human" 6208#~ msgstr "Homo" 6209 6210#, fuzzy 6211#~| msgid "race+female^Human" 6212#~ msgid "race+female^Khalifate Human" 6213#~ msgstr "Homino" 6214 6215#, fuzzy 6216#~| msgid "race+plural^Mechanical" 6217#~ msgid "race+plural^Khalifate" 6218#~ msgstr "Mekanikaj" 6219 6220#, fuzzy 6221#~ msgid "female^nightstalk" 6222#~ msgstr "nokta embusko" 6223 6224#, fuzzy 6225#~| msgid "" 6226#~| "Plague:\n" 6227#~| "When a unit is killed by a Plague attack, that unit is replaced with a " 6228#~| "unit identical to and on the same side as the unit with the Plague " 6229#~| "attack. This doesn’t work on Undead or units in villages." 6230#~ msgid "" 6231#~ "When a unit is killed by a Plague attack, that unit is replaced with a " 6232#~ "unit identical to and on the same side as the unit with the Plague " 6233#~ "attack. This doesn’t work on Undead or units in villages." 6234#~ msgstr "" 6235#~ "Plago:\n" 6236#~ "Se unuo estas murdita per plag-atako, fariĝos el ĝi egala milit-unuo kaj " 6237#~ "batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas " 6238#~ "ĉe nemortintoj kaj unuoj en vilaĝo." 6239 6240#~ msgid "Intelligent" 6241#~ msgstr "Inteligenta" 6242 6243#~ msgid "Quick" 6244#~ msgstr "Rapida" 6245 6246#~ msgid "Resilient" 6247#~ msgstr "Rezistema" 6248 6249#~ msgid "Strong" 6250#~ msgstr "Forta" 6251 6252#~ msgid "Fearless" 6253#~ msgstr "Sentima" 6254 6255#, fuzzy 6256#~ msgid "Feral" 6257#~ msgstr "Muro de groto" 6258 6259#~ msgid "Loyal" 6260#~ msgstr "Fidela" 6261 6262#~ msgid "trait^Undead" 6263#~ msgstr "Nemortinta" 6264 6265#~ msgid "trait^Mechanical" 6266#~ msgstr "Mekanika" 6267 6268#, fuzzy 6269#~ msgid "trait^Elemental" 6270#~ msgstr "embusko" 6271 6272#~ msgid "Dextrous" 6273#~ msgstr "Lerta" 6274 6275#~ msgid "Healthy" 6276#~ msgstr "Sana" 6277 6278#, fuzzy 6279#~ msgid "Dim" 6280#~ msgstr "Meza" 6281 6282#, fuzzy 6283#~ msgid "Slow" 6284#~ msgstr "Bremsigita" 6285 6286#, fuzzy 6287#~| msgid "trait^Undead" 6288#~ msgid "trait^Aged" 6289#~ msgstr "Nemortinta" 6290 6291#, fuzzy 6292#~ msgid "" 6293#~ "In combat, your units will inevitably take damage. When a unit " 6294#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This " 6295#~ "can happen as you finish fighting an enemy, whether it is your turn or " 6296#~ "not. Wesnoth offers several other ways for your units to heal, all of " 6297#~ "which take place at the beginning of your turn, before you take action." 6298#~ msgstr "" 6299#~ "Viaj milit-unuoj en bataloj nepre estos vunditaj. Se estas milit-unuo " 6300#~ "<ref>dst=experience_and_advancement text='avancita'</ref>, plene ĝi " 6301#~ "resaniĝos. Tio povas okazi en batalo kun kontraŭlo, aŭ dum via aŭ " 6302#~ "kontraŭla tiro. Vesnot ebligas kuraci milit-unuon ankaŭ alimaniere. Tio " 6303#~ "eblas fari komence de ĉiu turno, antaŭ ol vi ektiros." 6304 6305#, fuzzy 6306#~ msgid "Factions" 6307#~ msgstr "Frakcio" 6308 6309#~ msgid "Overview" 6310#~ msgstr "Trarigardo" 6311 6312#~ msgid "Fundamentals of Gameplay" 6313#~ msgstr "Bazaj reguloj de la ludo" 6314 6315#, fuzzy 6316#~ msgid "" 6317#~ "\n" 6318#~ "\n" 6319#~ "To begin with, it’s best to click the <bold>text='Tutorial'</bold> button " 6320#~ "at the main menu. This will take you to the interactive tutorial, which " 6321#~ "will teach you the basics of Wesnoth. After this, it is recommended that " 6322#~ "you play the Heir to the Throne campaign first — click " 6323#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</" 6324#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite " 6325#~ "challenging, you may wish to start on easy." 6326#~ msgstr "" 6327#~ "\n" 6328#~ "\n" 6329#~ "Komence taŭgas premi butonon <italic>text=Instruado</italic> en la ĉefa " 6330#~ "menuo. Tio startos interaktivan trejnadon, kiu instruos vin fundamentojn " 6331#~ "de Vesnot. Poste ni rekomendas unue ludi kampanjon Tronheredanto - premu " 6332#~ "<italic>text=Kampanjo</italic> kaj poste <italic>text='Heredanto de la " 6333#~ "Trono'</italic>. Batalo por Vesnot' povas esti relative komplika, tial vi " 6334#~ "prefere elektu <italic>text=facila</italic>n nivelon. " 6335 6336#, fuzzy 6337#~ msgid "" 6338#~ "These pages outline all you need to know to play <italic>text='Battle for " 6339#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind " 6340#~ "the game. As you play the game, new information is added to these pages " 6341#~ "as you come across new aspects of the game. For more detailed information " 6342#~ "on special situations and exceptions, please follow the links included." 6343#~ msgstr "" 6344#~ "Tiu ĉi paĝo enhavas ĉion, kion vi bezonas scii por ludi Batalon por " 6345#~ "Vesnot. Enhavas instrukciojn kaj bazajn lud-mekaniaĵojn. Dum ludo sur ĉi " 6346#~ "tiuj paĝoj aperados novaj informoj, samtempe kiel vi renkontados novajn " 6347#~ "paĝojn de ludo. Pli detalajn informojn pri eksterordinaraj situacioj vi " 6348#~ "trovos sur sekvaj paĝoj." 6349 6350#, fuzzy 6351#~ msgid "" 6352#~ "\n" 6353#~ "\n" 6354#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that " 6355#~ "follow on from each other, telling a story. In a campaign, you often need " 6356#~ "to play more carefully, preserving your best troops so that they can be " 6357#~ "used again in later scenarios in the campaign." 6358#~ msgstr "" 6359#~ "\n" 6360#~ "\n" 6361#~ "Militekspedicio konsistas el kelkaj sinsekvaj scenejoj. Kutime vi devas " 6362#~ "ludi pli atenteme kaj ŝpari viajn la plej bonajn milit-unuojn por sekva " 6363#~ "uzoado en postaj partoj." 6364 6365#, fuzzy 6366#~ msgid "" 6367#~ "The game takes place over a series of battles, called " 6368#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against " 6369#~ "the troops of one or more adversaries. You can play against the computer, " 6370#~ "or with friends who each take turns sitting at the computer (hotseat " 6371#~ "play). If your computer is connected to a computer network, you can also " 6372#~ "play against other people connected to that network. If your computer has " 6373#~ "a connection to the Internet, you can play against other people across " 6374#~ "the Internet." 6375#~ msgstr "" 6376#~ "La ludo konsistas el serio de bataloj nomitaj scenejoj. Ĉiu scenejo " 6377#~ "staras viajn bataltrupojn kontraŭ bataltrupoj de unu, aŭ kelkajn " 6378#~ "kontraŭlojn. Vi povas ludi mem kontraŭ komputilo, aŭ altereni kun amikoj " 6379#~ "sidantaj ĉe komputilo (tn. varma seĝo). Se via komputilo estas konektita " 6380#~ "al loka reto, vi povas ludi ankaŭ kontraŭ ceteraj retuzantoj. Se vi havas " 6381#~ "komputilon konektitan al interreto, vi povas ludi kontraŭ ceteraj homoj " 6382#~ "en interreto." 6383 6384#~ msgid "Experience and Advancement" 6385#~ msgstr "Spertoj kaj avanco" 6386 6387#~ msgid "Help" 6388#~ msgstr "Helpo" 6389 6390#~ msgid "<header>text='Units having this special attack'</header>" 6391#~ msgstr "<header>text='Unuoj havantaj tiun specialan atakon'</header>" 6392 6393#~ msgid "<header>text='Units having this ability'</header>" 6394#~ msgstr "<header>text='Unuoj havantaj tiun kapablon'</header>" 6395 6396#, fuzzy 6397#~ msgid "Leaders:" 6398#~ msgstr "Komandanto:" 6399 6400#, fuzzy 6401#~ msgid "Recruits:" 6402#~ msgstr "Varbitaj:" 6403 6404#~ msgid "Era:" 6405#~ msgstr "Erao:" 6406 6407#, fuzzy 6408#~ msgid "Factions:" 6409#~ msgstr "Frakcio" 6410 6411#, fuzzy 6412#~| msgid "Terrain" 6413#~ msgid "Base Terrain: " 6414#~ msgstr "Tereno" 6415 6416#~ msgid "level" 6417#~ msgstr "Nivelo" 6418 6419#~ msgid "Advances from: " 6420#~ msgstr "Avanca de: " 6421 6422#, fuzzy 6423#~ msgid "Variations: " 6424#~ msgstr "Frakcio" 6425 6426#~ msgid "race^Miscellaneous" 6427#~ msgstr "Diversaj" 6428 6429#~ msgid "Race: " 6430#~ msgstr "Raso:" 6431 6432#~ msgid "Abilities: " 6433#~ msgstr "Kapabloj:" 6434 6435#, fuzzy 6436#~ msgid "Ability Upgrades: " 6437#~ msgstr "Kapabloj:" 6438 6439#~ msgid "HP: " 6440#~ msgstr "Sano:" 6441 6442#~ msgid "Moves: " 6443#~ msgstr "Movoj:" 6444 6445#~ msgid "Cost: " 6446#~ msgstr "Kostoj:" 6447 6448#~ msgid "Alignment: " 6449#~ msgstr "Aparteneco:" 6450 6451#~ msgid "Required XP: " 6452#~ msgstr "Bezonataj spertoj:" 6453 6454#~ msgid "unit help^Attacks" 6455#~ msgstr "Atakoj" 6456 6457#~ msgid "unit help^Name" 6458#~ msgstr "Nomo" 6459 6460#~ msgid "Type" 6461#~ msgstr "Tipo" 6462 6463#~ msgid "Strikes" 6464#~ msgstr "Batoj" 6465 6466#~ msgid "Range" 6467#~ msgstr "Efikdistanco" 6468 6469#~ msgid "Special" 6470#~ msgstr "Speciale" 6471 6472#~ msgid "Resistances" 6473#~ msgstr "Rezistoj" 6474 6475#~ msgid "Attack Type" 6476#~ msgstr "Ataktipo" 6477 6478#~ msgid "Resistance" 6479#~ msgstr "Rezisto" 6480 6481#~ msgid "Terrain" 6482#~ msgstr "Tereno" 6483 6484#~ msgid "Defense" 6485#~ msgstr "Defendo" 6486 6487#~ msgid "Movement Cost" 6488#~ msgstr "Kosto de movo" 6489 6490#~ msgid " < Back" 6491#~ msgstr "< Reen" 6492 6493#~ msgid "Forward >" 6494#~ msgstr "Plu >" 6495 6496#~ msgid "Reference to unknown topic: " 6497#~ msgstr "Referenco al nekonata temo:" 6498 6499#, fuzzy 6500#~ msgid "Caste" 6501#~ msgstr "Kastelo" 6502 6503#, fuzzy 6504#~ msgid "Breeding Pen" 6505#~ msgstr "nutro" 6506 6507#, fuzzy 6508#~ msgid "Hatchling" 6509#~ msgstr "Sanigado" 6510 6511#, fuzzy 6512#~ msgid "Fledgling" 6513#~ msgstr "Sanigado" 6514 6515#, fuzzy 6516#~ msgid "Intendant" 6517#~ msgstr "Inteligenta" 6518 6519#, fuzzy 6520#~ msgid "Swarm" 6521#~ msgstr "frapo" 6522 6523#, fuzzy 6524#~ msgid "Swarming" 6525#~ msgstr "frapo" 6526 6527# 6528#, fuzzy 6529#~ msgid "" 6530#~ "<italic>text='Grassland'</italic> represents open plains, whether " 6531#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " 6532#~ "is both very easy to move across, but is also difficult to defend oneself " 6533#~ "in. Typically, those units that perform best on grassland are either " 6534#~ "cavalry, or very agile units which take advantage of the open space.\n" 6535#~ "\n" 6536#~ "Most units have defense of 30 to 40% on grassland." 6537#~ msgstr "" 6538#~ "Herbejoj simbolas malfermitajn ebenaĵojn, kultivitaj, aŭ lasitaj por " 6539#~ "paŝtado, aŭ sovaĝaj. En malfermita spaco eblas facile moviĝi, sed " 6540#~ "malfacile defendi. Sur ebenaĵo kutime bone batalas rajd-milit-unuoj, aŭ " 6541#~ "ege viglaj milit-unuoj, por kiuj malfermita spaco taŭgas.\n" 6542#~ "\n" 6543#~ "Plimulto el milit-unuoj havas sur ebenaĵo defendon 30-40%" 6544 6545#~ msgid "Road" 6546#~ msgstr "Vojo" 6547 6548#, fuzzy 6549#~ msgid "" 6550#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many " 6551#~ "travelers passing over them. As far as gameplay is concerned, roads " 6552#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n" 6553#~ "\n" 6554#~ msgstr "" 6555#~ "Vojoj konsistas el tretita argilo kreitaj de multaj pasantoj. Koncerne " 6556#~ "lud-ruloj, la vojoj estas tio sama kiel <ref>dst=terrain_grassland text=" 6557#~ "\"ebenaĵoj\"</ref>." 6558 6559#~ msgid "Forest" 6560#~ msgstr "Arbaro" 6561 6562# 6563#, fuzzy 6564#~ msgid "" 6565#~ "<italic>text='Forests'</italic> represent any woodland with significant " 6566#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " 6567#~ "down, forests do offer better defense to most units than open ground. " 6568#~ "Cavalry, however, have so much trouble navigating them that any benefit " 6569#~ "gained by stealth is negated. Elves are an exception to this general rule " 6570#~ "for forests. Not only do they possess full movement in forests, but they " 6571#~ "also gain a considerable defensive bonus. Dwarves are another exception " 6572#~ "to this rule; though they are able to plow through the forests without " 6573#~ "much loss of speed, their utter unfamiliarity with the terrain causes " 6574#~ "them to receive no defensive bonus.\n" 6575#~ "\n" 6576#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " 6577#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " 6578#~ "units. Dwarves generally receive only 30% defense in forests.\n" 6579#~ "\n" 6580#~ msgstr "" 6581#~ "Arbaroj estas areo kun sufiĉa ligna kreskaĵaro, kiu malrapidigas iradon. " 6582#~ "Malgraŭ tio, ke arbaro preskaŭ ĉiujn malrapidigas, ofte proponas al milit-" 6583#~ "unuoj pli bonan defendon ol ebligas malfermitaj ebenaĵoj. Ekz. kavalerio " 6584#~ "en arbaro malfacile orientiĝas, kaj tial perdas ia ajn utilon el ŝirmo. " 6585#~ "Sed elfoj estas escepto. Ne nur ili povas moviĝi rapide, sed akiras " 6586#~ "konsiderindan defend- bonifikon. Ankaŭ nanoj estas escepto: malgraŭ tio " 6587#~ "ke ili kapablas rapide trahaki tra arbaro, la tereno estas por ili tiel " 6588#~ "ne konata, ke ili ne scias uzi ĝin por defendo." 6589 6590#~ msgid "Hills" 6591#~ msgstr "Montetoj" 6592 6593# 6594# 6595#, fuzzy 6596#~ msgid "" 6597#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, " 6598#~ "with enough dips and rises in the ground to provide some cover. Hills are " 6599#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " 6600#~ "enough familiarity with the terrain that they can pass through it without " 6601#~ "being slowed down. Cavalry have enough trouble navigating the terrain " 6602#~ "that any defensive aid lent by cover is negated.\n" 6603#~ "\n" 6604#~ "Most units have about 50% defense in hills, whereas cavalry are limited " 6605#~ "to 40%. Dwarves enjoy 60% defense in hills.\n" 6606#~ "\n" 6607#~ msgstr "" 6608#~ "Montetoj simbolas relative malebenan terenon, kie troviĝas valoj kaj " 6609#~ "montoj kreantaj kaŝejoj. Plimulto el milit-unuoj en montaro malfacile " 6610#~ "moviĝas. Nanoj, troloj kaj orkoj tie sentiĝas kvazaŭ hejme, kaj povas " 6611#~ "rapide trairadi sen malrapidigo. Rajdistoj kutime ne bone orientiĝas en " 6612#~ "ĉi tiu tereno, kaj tial ricevas nenian defend-bonifikon." 6613 6614#~ msgid "Mountains" 6615#~ msgstr "Montoj" 6616 6617# 6618# 6619#, fuzzy 6620#~ msgid "" 6621#~ "<italic>text='Mountains'</italic> are steep enough that units often have " 6622#~ "to climb over obstacles to move. By this nature, they provide a " 6623#~ "considerable defensive bonus for most troops, but they also severely " 6624#~ "impede any passage through them. Most cavalry simply cannot enter " 6625#~ "mountainous terrain; however, elvish cavalry is an exception to this, as " 6626#~ "are the goblin wolf riders. Both dwarves and trolls are native to " 6627#~ "mountainous terrain, and have a very easy time getting around.\n" 6628#~ "\n" 6629#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " 6630#~ "70%." 6631#~ msgstr "" 6632#~ "Montoj estas kutime krutaj, kaj milit-unuoj devas tie tragrimpi diversajn " 6633#~ "barojn. Montoj tial ebligas altan defend-bonifikon por plimulto da milit-" 6634#~ "unuoj, sed samtempe malarapidigas movon. Plimulto el rajd-milit-unuoj sur " 6635#~ "ĉi tiun terenon ne povas veni; escepto estas elf-rajdantoj kaj gobloj-" 6636#~ "luprajdantoj. Nanoj kaj troloj ĉi tie estas hejme, kaj tial ili en montoj " 6637#~ "facile moviĝas." 6638 6639#~ msgid "Swamp" 6640#~ msgstr "Marĉo" 6641 6642# 6643# 6644#, fuzzy 6645#~ msgid "" 6646#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps " 6647#~ "slow down nearly everyone, and inhibit their ability to defend " 6648#~ "themselves. An exception to this is any race bodily skilled in navigating " 6649#~ "water; these receive both full movement and a defensive bonus. Those that " 6650#~ "make their living in the wetlands are also adept at using this terrain " 6651#~ "for cover.\n" 6652#~ "\n" 6653#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " 6654#~ "all generally enjoy 60%." 6655#~ msgstr "" 6656#~ "Marĉoj prezentiĝas per diversaj specoj de malseka tero. Marĉoj " 6657#~ "malrapidigas ĉiujn kaj malebligas efikan defendon. Escepto estas estaĵoj " 6658#~ "adaptitaj al moviĝo en akvo; ili moviĝas rapide kaj posedas protekt-" 6659#~ "bonifikon.Plimulto el milit-unuoj akiras en marĉoj defend-bonifikon 30%. " 6660#~ "Maraj homoj, nagoj kaj saŭroj akiras 60%." 6661 6662#~ msgid "Shallow Water" 6663#~ msgstr "Malprofunda akvo" 6664 6665# 6666# 6667#, fuzzy 6668#~ msgid "" 6669#~ "<italic>text='Shallow water'</italic> represents any body of water deep " 6670#~ "enough to come up to roughly a man’s waist. This is enough to slow down " 6671#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " 6672#~ "water reaches up almost to their heads, have an extremely hard time of " 6673#~ "this. The exception is any race whose bodies naturally lend themselves to " 6674#~ "swimming, for which they receive a considerable defensive bonus and full " 6675#~ "movement.\n" 6676#~ "\n" 6677#~ "Most units make do with 20 to 30% defense in shallow water, whereas both " 6678#~ "naga and mermen enjoy 60%." 6679#~ msgstr "" 6680#~ "Malprofunda akvo signifas, ke akvonivelo atingas nur ĝis talio al " 6681#~ "plenkreskulo. Tio sufiĉas por malrapidigo preskaŭ por ĉiuj, kaj faras " 6682#~ "ilin tre vundeblajn. Ĉar ĉe nanoj akvo atingas ĝis kolo, estas tio tre " 6683#~ "malfacila por ili. Escepto estas estuloj kun korpoj akomoditaj por naĝi.\n" 6684#~ "\n" 6685#~ "Plimulto el milit-unuoj havas en malprofunda akvo defendon 20-30%, nagoj " 6686#~ "kaj maraj homoj havas 60%." 6687 6688#~ msgid "Deep Water" 6689#~ msgstr "Profunda akvo" 6690 6691# 6692# 6693#, fuzzy 6694#~ msgid "" 6695#~ "<italic>text='Deep water'</italic> represents any body of water deep " 6696#~ "enough to cover a man’s head. Most units cannot enter deep water: it is " 6697#~ "the domain of units which can either fly, or are exceptionally strong " 6698#~ "swimmers.\n" 6699#~ "\n" 6700#~ "Mermen and naga both receive 50% defense in deep water, with full " 6701#~ "movement." 6702#~ msgstr "" 6703#~ "Profunda akvo signifas nivelon superantan kapon de plenkreskulo. Plimulto " 6704#~ "el milit-unuoj ne povas eniri en tiel profundan akvon; tio estas " 6705#~ "ekskluziva areo de flugantaj kaj bone naĝantaj milit-unuoj." 6706 6707# 6708# 6709#, fuzzy 6710#~ msgid "" 6711#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is " 6712#~ "covered by snow or ice. Most units are slowed down on it, and have a " 6713#~ "harder time defending themselves. Note that swimming units, even those " 6714#~ "who can breathe underwater, cannot swim underneath ice.\n" 6715#~ "\n" 6716#~ "Most units have 20 to 40% defense in frozen terrain." 6717#~ msgstr "" 6718#~ "Neĝo prezentas ebenan areon, kiu estas frosigita - ĉu daŭre (ekz. " 6719#~ "tundro), aŭ portempe (ekz. neĝkovrita herbejo). Neĝo malrapidigas " 6720#~ "plimulto el milit-unuoj kaj malfaciligas defendon." 6721 6722#~ msgid "Castle" 6723#~ msgstr "Kastelo" 6724 6725# 6726# 6727#, fuzzy 6728#~ msgid "" 6729#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. " 6730#~ "Nearly all units receive a considerable bonus to their defense by being " 6731#~ "stationed in a castle, and most units receive full movement in a castle. " 6732#~ "Stationing units in a castle represents its defensive capability. Without " 6733#~ "a unit in each wall hex, an enemy can simply sneak into the castle " 6734#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" 6735#~ "\n" 6736#~ "Most units have about 60% defense in a castle.\n" 6737#~ "\n" 6738#~ msgstr "" 6739#~ "Kasteloj estas ia ajn daŭraj fortikaĵoj. Preskaŭ ĉiu milit-unuo ricevas " 6740#~ "en kastelo grandan bonifikon por defendo, kaj povas moviĝi plenrapide. " 6741#~ "Bone defendita estas nur tiu kastelo, en kiu estas multaj milit-unuoj. Se " 6742#~ "estas randa kampeto de kastelo vaka, malamiko povas simple tragliti enen " 6743#~ "sen batalo, kaj akiras per tio saman defend-bonifikon kiel ĉiuj aliaj.\n" 6744#~ "\n" 6745#~ "Plimulto el milit-unuoj havas en kastelo defendon ĉirkaŭ 60%." 6746 6747#~ msgid "Sand" 6748#~ msgstr "Sablo" 6749 6750# 6751# 6752#, fuzzy 6753#~ msgid "" 6754#~ "The instability of <italic>text='sand'</italic> makes it harder for most " 6755#~ "units to cross, and leaves them wide open to attack. In contrast, the " 6756#~ "wide feet or snakelike bodies of the reptilian races make sand much " 6757#~ "easier for them to navigate.\n" 6758#~ "\n" 6759#~ "Most units receive 20 to 40% defense in sand." 6760#~ msgstr "" 6761#~ "Sablo malrapidigas movon por plimulto da milit-unuoj kaj malebligas " 6762#~ "plenan defendon. Nur milit-unuoj kun larĝaj plandoj aŭ serpentaj korpoj " 6763#~ "moviĝas en sablo facile.\n" 6764#~ "\n" 6765#~ "Plimulto el milit-unuoj havas en sablo defendon 20-30%." 6766 6767#~ msgid "Desert" 6768#~ msgstr "Dezerto" 6769 6770#, fuzzy 6771#~ msgid "" 6772#~ "<italic>text='Deserts'</italic> have a somewhat different composition " 6773#~ "than small sand pits or beaches, however for gameplay purposes they are " 6774#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>." 6775#~ msgstr "" 6776#~ "Dezertoj havas diferencan konsiston ol malgrandaj sablaj kavoj aŭ plaĝoj, " 6777#~ "sed ludon influas simile. Rigardu ref>dst=terrain_sand text='sablo'</ref>." 6778 6779#~ msgid "Cave" 6780#~ msgstr "Groto" 6781 6782# 6783# 6784#, fuzzy 6785#~ msgid "" 6786#~ "<italic>text='Cave'</italic> terrain represents any underground cavern " 6787#~ "with enough room for a unit to pass. Most units are wholly unfamiliar " 6788#~ "with the terrain, and thus are both slowed down and hindered in defense. " 6789#~ "Dwarves and trolls, who make their homes in caves, both have a relatively " 6790#~ "easy time navigating this terrain, especially dwarves, who by dint of " 6791#~ "their small size can navigate many obstacles that other races cannot. " 6792#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' " 6793#~ "text='illuminated'</ref>.\n" 6794#~ "\n" 6795#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." 6796#~ msgstr "" 6797#~ "Kaverna tereno prezentas ia ajn subteran koridoron, en kiu povas eniĝi " 6798#~ "milit-milit-unuo. Plimulto da milit-unuoj ne havas spertojn kun ĉi " 6799#~ "tereno, kaj tial estas malrapidaj kaj malfacile defendas sin. Nanoj kaj " 6800#~ "troloj vivas en kavoj, tial ili ĉi tie relative facile moviĝas; precipe " 6801#~ "nanoj, kiuj dank´al malgrandeco facile evitas multajn barojn.\n" 6802#~ "\n" 6803#~ "Plimulto el milit-unuoj havas en kavoj defendon 20-30%, nanoj havas 50%" 6804 6805# 6806# 6807#, fuzzy 6808#~ msgid "" 6809#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of " 6810#~ "water and wind, carrying erosive particles that carve the rock. It " 6811#~ "resembles a scraggy underground cavern which reduces efficiency of most " 6812#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " 6813#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " 6814#~ "who by dint of their small size have the full advantage of navigation in " 6815#~ "such topography. Occasionally caves are " 6816#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n" 6817#~ "\n" 6818#~ "Most units have about 50% defense in rocky caves, whereas cavalry are " 6819#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." 6820#~ msgstr "" 6821#~ "Kaverna tereno prezentas ia ajn subteran koridoron, en kiu povas eniĝi " 6822#~ "milit-milit-unuo. Plimulto da milit-unuoj ne havas spertojn kun ĉi " 6823#~ "tereno, kaj tial estas malrapidaj kaj malfacile defendas sin. Nanoj kaj " 6824#~ "troloj vivas en kavoj, tial ili ĉi tie relative facile moviĝas; precipe " 6825#~ "nanoj, kiuj dank´al malgrandeco facile evitas multajn barojn.\n" 6826#~ "\n" 6827#~ "Plimulto el milit-unuoj havas en kavoj defendon 20-30%, nanoj havas 50%" 6828 6829#~ msgid "Illuminated Cave" 6830#~ msgstr "Lumigita kaverno" 6831 6832#~ msgid "Village" 6833#~ msgstr "Vilaĝo" 6834 6835# 6836# 6837#, fuzzy 6838#~ msgid "" 6839#~ "<italic>text='Villages'</italic> represent any group of buildings, human " 6840#~ "or otherwise. Almost all units, even cavalry, have an easy time " 6841#~ "navigating villages, and most units gain a defensive bonus from being " 6842#~ "stationed in a village. Villages allow units the resources to clean and " 6843#~ "tend to their wounds, which allows any unit stationed therein to heal " 6844#~ "eight hitpoints each turn, or to be cured of poison.\n" 6845#~ "\n" 6846#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " 6847#~ "only 40%.\n" 6848#~ "\n" 6849#~ msgstr "" 6850#~ "Vilaĝo prezentas ia ajn domaron, ĉu homan aŭ ne. Preskaŭ ĉiuj milit-unuoj " 6851#~ "facile moviĝas tra vilaĝo, kaj plimulto el milit-unuoj ricevas dum " 6852#~ "restado en vilaĝo defend-bonifikon. Vilaĝoj samtempe donas al milit-unuoj " 6853#~ "rimedoj por flegi vundojn, kio ebligas al ĉiu milit-unuo restanta en " 6854#~ "vilaĝo resanigi po 8 punktoj dum ĉiu turno, aŭ resanĝi el veneniĝo." 6855 6856#~ msgid "Submerged Village" 6857#~ msgstr "Subakvigita vilaĝo" 6858 6859# 6860# 6861#, fuzzy 6862#~ msgid "" 6863#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and " 6864#~ "nagas. While water-dwelling creatures are at home here, land-dwellers " 6865#~ "have a hard time navigating and defending these villages. However, like " 6866#~ "any village, the facilites are available to all creatures which allow " 6867#~ "units to tend to their wounds. Any unit stationed in a village can heal " 6868#~ "eight hitpoints each turn, or be cured of poison.\n" 6869#~ "\n" 6870#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " 6871#~ "based units usually have a low defense." 6872#~ msgstr "" 6873#~ "Vilaĝo prezentas ia ajn domaron, ĉu homan aŭ ne. Preskaŭ ĉiuj milit-unuoj " 6874#~ "facile moviĝas tra vilaĝo, kaj plimulto el milit-unuoj ricevas dum " 6875#~ "restado en vilaĝo defend-bonifikon. Vilaĝoj samtempe donas al milit-unuoj " 6876#~ "rimedoj por flegi vundojn, kio ebligas al ĉiu milit-unuo restanta en " 6877#~ "vilaĝo resanigi po 8 punktoj dum ĉiu turno, aŭ resanĝi el veneniĝo." 6878 6879#, fuzzy 6880#~ msgid "" 6881#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge " 6882#~ "which, as the name implies, cannot be crossed simply by walking. Chasms " 6883#~ "are noted for sheer walls which would take days to traverse. As far as " 6884#~ "gameplay is concerned, only units capable of flying can cross this " 6885#~ "terrain." 6886#~ msgstr "" 6887#~ "Kanjono estas tera fendaĵo ege profunda. La kanjonoj havas krutajn " 6888#~ "deklivojn, tragrimpi ilin daŭrus multaj tagoj. Efektive en ludo la " 6889#~ "kanjonoj estas traireblaj nu porr flugantaj milit-unuoj." 6890 6891#~ msgid "Lava" 6892#~ msgstr "Lafo" 6893 6894#, fuzzy 6895#~ msgid "" 6896#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> " 6897#~ "are fairly obvious. As far as movement is concerned, lava is equivalent " 6898#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can " 6899#~ "only be crossed by those units capable of flying a considerable distance " 6900#~ "above it. The molten magma also produces a substantial glow, illuminating " 6901#~ "the area immediately above it. This provides an attack bonus for lawful " 6902#~ "units and removes the attack bonus from chaotic units." 6903#~ msgstr "" 6904#~ "Danĝero rezultanta el provo trairi varmegan lafon estas evidenta por ĉiu. " 6905#~ "Tra ĉi tiu tereno povas trairi nur milit-unuoj kiuj kapablas sufiĉe alte " 6906#~ "flugi." 6907 6908#~ msgid "River Ford" 6909#~ msgstr "Rivera vadejo" 6910 6911#~ msgid "" 6912#~ "When a river happens to be extremely shallow, passing over it is a " 6913#~ "trivial matter for land based units. Moreover, any creature best adapted " 6914#~ "to swimming has full mobility even at such places in the river. As far as " 6915#~ "gameplay is concerned, a river ford is treated as either grassland or " 6916#~ "shallow water, choosing whichever one offers the best defensive and " 6917#~ "movement bonuses for the unit on it." 6918#~ msgstr "Se rivero estas malprofunda, por " 6919 6920#, fuzzy 6921#~ msgid "Coastal Reef" 6922#~ msgstr "Kastelo" 6923 6924#~ msgid "Bridge" 6925#~ msgstr "Ponto" 6926 6927# 6928#, fuzzy 6929#~ msgid "" 6930#~ "To those capable of building one, the ability to lay a " 6931#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature " 6932#~ "of waterways, whose fords come and go with the rise and fall of the " 6933#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " 6934#~ "which is no laughing matter in the cold months of the year.\n" 6935#~ "\n" 6936#~ "For those who go by land or sea, a bridge is the best of both worlds — " 6937#~ "for gameplay purposes, it is treated either as grassland or the " 6938#~ "underlying water, whichever offers the best movement and defensive " 6939#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " 6940#~ "and a land unit are not capable of occupying a bridge hex at the same " 6941#~ "time." 6942#~ msgstr "" 6943#~ "Konstrui ponton donas al loĝantaro eblon eviti vadi en akvo. Trairi " 6944#~ "riveron kun seka piedo precipe agrablas dum la plej malvarmaj monatoj de " 6945#~ "jaro." 6946 6947#, fuzzy 6948#~ msgid "Impassable" 6949#~ msgstr "Netrapaseblaj montoj" 6950 6951#~ msgid "" 6952#~ "Berserk:\n" 6953#~ "Whether used offensively or defensively, this attack presses the " 6954#~ "engagement until one of the combatants is slain, or 30 rounds of attacks " 6955#~ "have occurred." 6956#~ msgstr "" 6957#~ "Furiozo:\n" 6958#~ "Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el " 6959#~ "kontraŭuloj." 6960 6961#~ msgid "" 6962#~ "Magical:\n" 6963#~ "This attack always has a 70% chance to hit regardless of the defensive " 6964#~ "ability of the unit being attacked." 6965#~ msgstr "" 6966#~ "Magia:\n" 6967#~ "Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo." 6968 6969#~ msgid "firststrike" 6970#~ msgstr "unua bato" 6971 6972#~ msgid "" 6973#~ "First Strike:\n" 6974#~ "This unit always strikes first with this attack, even if they are " 6975#~ "defending." 6976#~ msgstr "" 6977#~ "Unua atako:\n" 6978#~ "Per ĉi tiu atako la milit-unuo ĉiam atakas kiel unua, ankaŭ ĉe defendado." 6979 6980# 6981# 6982# 6983# 6984#, fuzzy 6985#~ msgid "<header>text='Race specific topics'</header>" 6986#~ msgstr "" 6987#~ "\n" 6988#~ "\n" 6989#~ "<header>text='Ŝanco por trafo'</header>" 6990