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