update British English translation

This commit is contained in:
András Salamon 2005-08-08 15:46:29 +00:00
parent 9aa8c78ae8
commit ab52e65723
3 changed files with 356 additions and 424 deletions

View file

@ -3,9 +3,9 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-08-08 14:30+0200\n"
"PO-Revision-Date: 2005-07-18 22:01+0200\n"
"PO-Revision-Date: 2005-08-08 17:16+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: none\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
@ -41,6 +41,9 @@ msgid ""
"officer in the Royal Army, have been sent to the eastern front to protect "
"the villagers and find out what is happening."
msgstr ""
"There are rumours of undead attacks on the eastern border of Wesnoth. You, an "
"officer in the Royal Army, have been sent to the eastern front to protect "
"the villagers and find out what is happening."
#: data/scenarios/Eastern_Invasion/Approaching_Weldyn.cfg:4
msgid "Approaching Weldyn"
@ -245,14 +248,14 @@ msgid "Aha! There is a small crack in the cave wall here."
msgstr "Aha! There is a small crack in the cave wall here."
#: data/scenarios/Eastern_Invasion/Captured.cfg:305
#, fuzzy
msgid ""
"So, Gweddry, you escaped too? Good. I think they have the rest of our troops "
"captive, along with the peasants following us. We should be able to rescue "
"them."
msgstr ""
"So, Gweddry, you escaped too? Good. I think they have the rest of our troops "
"captive, we should be able to rescue them."
"captive, along with the peasants following us. We should be able to rescue "
"them."
#: data/scenarios/Eastern_Invasion/Captured.cfg:309
msgid "Where are they? These caves are impossible to navigate!"
@ -309,14 +312,14 @@ msgstr "Huh? Who's there, who said that?"
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:380
#: data/scenarios/Eastern_Invasion/Tribal_Warfare.cfg:236
msgid "Holy Amulet"
msgstr ""
msgstr "Holy Amulet"
#: data/scenarios/Eastern_Invasion/Captured.cfg:429
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:192
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:383
#: data/scenarios/Eastern_Invasion/Tribal_Warfare.cfg:239
msgid "Wearing this amulet will cause every blow you deal to be holy!"
msgstr ""
msgstr "Wearing this amulet will cause every blow you deal to be holy!"
#: data/scenarios/Eastern_Invasion/Captured.cfg:430
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:193
@ -326,11 +329,8 @@ msgid "I am not suited to using this item! Let another take it."
msgstr "I am not suited to using this item! Let another take it."
#: data/scenarios/Eastern_Invasion/Captured.cfg:470
#, fuzzy
msgid "Good! We have escaped these accursed caves!"
msgstr ""
"Good! We have escaped these accursed caves! Let's get out of these mountains "
"as quickly as possible!"
msgstr "Good! We have escaped these accursed caves!"
#: data/scenarios/Eastern_Invasion/Crossing.cfg:4
msgid "The Crossing"
@ -371,14 +371,14 @@ msgstr ""
"soon. We must be across the river before that happens."
#: data/scenarios/Eastern_Invasion/Crossing.cfg:119
#, fuzzy
msgid ""
"Across this river lies the Northland. If we can get there, we may be able to "
"get some ogres to help us - but the orcs will definitely attack us before "
"that happens."
msgstr ""
"Across this river lies the Northland. If we can get there, we may be able to "
"get some ogres to help us."
"get some ogres to help us - but the orcs will definitely attack us before "
"that happens."
#: data/scenarios/Eastern_Invasion/Crossing.cfg:123
msgid "Grug say we no help you! We finish must battle orc with!"
@ -393,18 +393,16 @@ msgid "Orc foolish! Die you now!"
msgstr "Orc foolish! Die you now!"
#: data/scenarios/Eastern_Invasion/Crossing.cfg:135
#, fuzzy
msgid "I think the ogres are trying to kill the orcs. That may prove useful."
msgstr "I think the ogres are trying to kill the orcs."
msgstr "I think the ogres are trying to kill the orcs. That may prove useful."
#: data/scenarios/Eastern_Invasion/Crossing.cfg:139
#, fuzzy
msgid ""
"If we show ourselves as enemies of the orcs, they may aid us. But I think we "
"should cross the river before trying to convince these ogres to help."
msgstr ""
"If we show ourselves as enemies of the orcs, they may help us. But I think "
"we should cross the river before trying to convince these ogres to help."
"If we show ourselves as enemies of the orcs, they may aid us. But I think we "
"should cross the river before trying to convince these ogres to help."
#: data/scenarios/Eastern_Invasion/Crossing.cfg:181
msgid "Mal-Hakralan"
@ -460,22 +458,20 @@ msgid "Greetings, travelers! Welcome to my realm."
msgstr "Greetings, travellers! Welcome to my realm."
#: data/scenarios/Eastern_Invasion/Elven_Alliance.cfg:107
#, fuzzy
msgid ""
"Hello. I am wondering if you can help us fight these undead beasts that are "
"following us. We wish to go north, to the outpost of ours there."
msgstr ""
"Hello. I am wondering if you can help us fight these undead beasts that "
"attack us."
"Hello. I am wondering if you can help us fight these undead beasts that are "
"following us. We wish to go north, to the outpost of ours there."
#: data/scenarios/Eastern_Invasion/Elven_Alliance.cfg:111
#, fuzzy
msgid ""
"Certainly. Although we will not leave our forests, we will help you reach "
"this northern outpost."
msgstr ""
"Certainly. Although we will not leave our forests, we will help you reach "
"the northern outpost. The officer stationed there may aid you."
"this northern outpost."
#: data/scenarios/Eastern_Invasion/Elven_Alliance.cfg:124
msgid "Intruders!"
@ -570,13 +566,15 @@ msgstr ""
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:118
msgid "Wait, before we go anywhere - who were those undead?"
msgstr ""
msgstr "Wait, before we go anywhere - who were those undead?"
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:122
msgid ""
"It doesn't matter. They are much too powerful for us; our only hope is to "
"get away, far away. Perhaps we should go north, and meet with Owaec."
msgstr ""
"It doesn't matter. They are much too powerful for us; our only hope is to "
"get away, far away. Perhaps we should go north, and meet with Owaec."
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:147
msgid "TROL TREZZUR HOLE: KEEP OWT"
@ -603,13 +601,12 @@ msgstr ""
"by them deserves some help, I think."
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:229
#, fuzzy
msgid ""
"There is a great fortune in this chest of treasure! I can count two hundred "
"pieces of gold."
msgstr ""
"There is a great fortune in this chest of treasure! I count two hundred "
"pieces of gold!"
"There is a great fortune in this chest of treasure! I can count two hundred "
"pieces of gold."
#: data/scenarios/Eastern_Invasion/Escape_Tunnel.cfg:302
msgid "We have found you, human! Prepare to die!"
@ -802,11 +799,14 @@ msgid ""
"The trail stops soon. Look at this- mountains block our path. But, if I "
"remember correctly, there is a lake around here, with a bridge across it."
msgstr ""
"The trail stops soon. Look at this - mountains block our path. But, if I "
"remember correctly, there is a lake around here, with a bridge across it."
#: data/scenarios/Eastern_Invasion/Lake_Vrug.cfg:112
msgid ""
"So?! If the path leads nowhere, what is the point of crossing the bridge?"
msgstr ""
"So?! If the path leads nowhere, what is the point of crossing the bridge?"
#: data/scenarios/Eastern_Invasion/Lake_Vrug.cfg:116
msgid ""
@ -814,12 +814,17 @@ msgid ""
"mountains, where we may be able to live. It is far enough away from the "
"Undead that they will never find us."
msgstr ""
"The path does lead somewhere! There is a valley near here, past the northern "
"mountains, where we may be able to live. It is far enough away from the "
"Undead that they will never find us."
#: data/scenarios/Eastern_Invasion/Lake_Vrug.cfg:120
msgid ""
"Very well, we will go on, and find this valley. We don't really have any "
"other choice. Onward!"
msgstr ""
"Very well, we will go on, and find this valley. We don't really have any "
"other choice. Onward!"
#: data/scenarios/Eastern_Invasion/Lake_Vrug.cfg:142
msgid ""
@ -831,7 +836,7 @@ msgstr ""
#: data/scenarios/Eastern_Invasion/Lake_Vrug.cfg:146
msgid "The valley should be just ahead of here. We will find it soon enough!"
msgstr ""
msgstr "The valley should be just ahead of here. We will find it soon enough!"
#: data/scenarios/Eastern_Invasion/Lake_Vrug.cfg:156
msgid "This doesn't look good..."
@ -851,7 +856,7 @@ msgstr "Mal-Galkar"
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:73
msgid "Rava-Krodaz"
msgstr ""
msgstr "Rava-Krodaz"
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:88
#: data/scenarios/Eastern_Invasion/Reject.cfg:81
@ -869,24 +874,22 @@ msgid "We have come all the way to Mal-Ravanal's Capital!"
msgstr "We have come all the way to Mal-Ravanal's Capital!"
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:130
#, fuzzy
msgid ""
"Yes, but look! The undead forces are closing in behind us. As I said before, "
"we cannot kill Mal-Ravanal. It was foolish to come this far, we must turn "
"back!"
msgstr ""
"Yes, but look! The undead forces are closing in behind us. We cannot kill "
"Mal-Ravanal. We must turn back!"
"Yes, but look! The undead forces are closing in behind us. As I said before, "
"we cannot kill Mal-Ravanal. It was foolish to come this far, we must turn "
"back!"
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:135
#, fuzzy
msgid ""
"Perhaps. To retreat, we must kill one of these necromancers that follow us. "
"But, perhaps we can kill this Mal-Ravanal still. I might wish to try."
msgstr ""
"True. To retreat, we must kill one of these necromancers that follow us. "
"Still, I think we have done some good here: these enemies are delayed by our "
"actions."
"Perhaps. To retreat, we must kill one of these necromancers that follow us. "
"But, perhaps we can kill this Mal-Ravanal still. I might wish to try."
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:141
msgid "These humans have dared to come this far into my land. Crush them!"
@ -919,13 +922,12 @@ msgstr ""
"is let free, but whenever you lose a fighter, they kill one of us."
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:177
#, fuzzy
msgid ""
"This sounds dangerous. We will try to free as many of you as possible before "
"we escape from here."
msgstr ""
"This sounds like a dangerous game. We will try to free as many of you as "
"possible before we escape from here."
"This sounds dangerous. We will try to free as many of you as possible before "
"we escape from here."
#: data/scenarios/Eastern_Invasion/Mal-Ravanals_Capital.cfg:181
msgid ""
@ -945,6 +947,8 @@ msgid ""
"This is not good; we are unable to attack Mal-Ravanal at all, for his magic "
"is too strong! We must turn back, it was foolish to press the attack."
msgstr ""
"This is not good; we are unable to attack Mal-Ravanal at all, for his magic "
"is too strong! We must turn back, it was foolish to press the attack."
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:4
msgid "Northern Outpost"
@ -972,14 +976,14 @@ msgid "Hail, Gweddry!"
msgstr "Hail, Gweddry!"
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:133
#, fuzzy
msgid ""
"Hello. We have been forced from our positions by the undead. They follow us "
"even now. I think we must head north, and try to escape. Will you come with "
"us?"
msgstr ""
"Hello. We have been forced from our positions. Do you think you can help us "
"regain our outpost?"
"Hello. We have been forced from our positions by the undead. They follow us "
"even now. I think we must head north, and try to escape. Will you come with "
"us?"
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:137
msgid ""
@ -1002,12 +1006,18 @@ msgid ""
"villagers follow us into the northlands, and perhaps establish a new "
"country. Wesnoth is no longer safe."
msgstr ""
"Hoping to protect these villages is foolish; all who stay here will die. "
"However, if we can drive these bandits out, we will be able to have all the "
"villagers follow us into the northlands, and perhaps establish a new "
"country. Wesnoth is no longer safe."
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:145
msgid ""
"Well, you appear to know what you're talking about... but, I have no way to "
"remove these bandits."
msgstr ""
"Well, you appear to know what you're talking about... but, I have no way to "
"remove these bandits."
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:149
msgid ""
@ -1020,11 +1030,12 @@ msgstr ""
"won't be able to help you in battle."
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:153
#, fuzzy
msgid ""
"That sounds good; it is time to drive out some bandits. Dacyn, go cast your "
"spell!"
msgstr "It is time to drive out some bandits. Dacyn, go cast your spell!"
msgstr ""
"That sounds good; it is time to drive out some bandits. Dacyn, go cast your "
"spell!"
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:157
msgid ""
@ -1039,15 +1050,14 @@ msgid "Go, go far from here! But me and my kind will chase you, and kill you!"
msgstr "Go, go far from here! But me and my kind will chase you, and kill you!"
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:165
#, fuzzy
msgid ""
"It seems the undead have caught up with us! We will have to kill them, too, "
"if we want these villages to be safe. Well, I will see you when you defeat "
"the outlaws and undead!"
msgstr ""
"It seems undead chase us! We will have to kill them, too, if we want these "
"villages to be safe. Well, I will see you when you defeat the outlaws and "
"undead!"
"It seems the undead have caught up with us! We will have to kill them, too, "
"if we want these villages to be safe. Well, I will see you when you defeat "
"the outlaws and undead!"
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:227
msgid "They're here!"
@ -1097,6 +1107,8 @@ msgid ""
"Good job! Now, we should move onward, north. Tell the villagers to pack "
"their belongings and follow us."
msgstr ""
"Good job! Now, we should move onward, north. Tell the villagers to pack "
"their belongings and follow us."
#: data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:341
msgid ""
@ -1111,6 +1123,8 @@ msgid ""
"Well, both the outlaws and undead are defeated. We have some time to spare "
"now before more undead arrive."
msgstr ""
"Well, both the outlaws and undead are defeated. We have some time to spare "
"now before more undead arrive."
#: data/scenarios/Eastern_Invasion/Ogre_Training.cfg:4
msgid "Training the Ogres"
@ -1268,6 +1282,8 @@ msgid ""
"Dacyn, so, what are we doing back in Wesnoth? I thought you said we had to "
"escape from the Undead!"
msgstr ""
"Dacyn, so, what are we doing back in Wesnoth? I thought you said we had to "
"escape from the Undead!"
#: data/scenarios/Eastern_Invasion/The_Drowned_Plains.cfg:253
msgid ""
@ -1276,18 +1292,26 @@ msgid ""
"which we could go on, but we have no boats. We don't have any escape routes. "
"So, we might as well try to save Wesnoth, since we have no other choice."
msgstr ""
"Well, yes... but the orcs were stronger than I thought. We can't go north, "
"to the east is where the undead came from, and to the west is the sea - "
"but we have no boats. We don't have any escape routes. "
"So, we might as well try to save Wesnoth, since we have no other choice."
#: data/scenarios/Eastern_Invasion/The_Drowned_Plains.cfg:257
msgid ""
"That makes sense. Its what I wanted to do all along, save the homeland. Now, "
"my people's plains should be in our path soon."
msgstr ""
"That makes sense. It's what I wanted to do all along, save the homeland. Now, "
"my people's plains should be in our path soon."
#: data/scenarios/Eastern_Invasion/The_Drowned_Plains.cfg:261
msgid ""
"What the... swamps? Those Undead have destroyed the grasslands of my House, "
"and they shall pay for it!"
msgstr ""
"What the... swamps? Those Undead have destroyed the grasslands of my House, "
"and they shall pay for it!"
#: data/scenarios/Eastern_Invasion/The_Drowned_Plains.cfg:265
msgid ""
@ -1314,15 +1338,14 @@ msgid "What is that?!?"
msgstr "What is that?!?"
#: data/scenarios/Eastern_Invasion/The_Drowned_Plains.cfg:281
#, fuzzy
msgid ""
"I do not know, but it sounded like the dragon Khrakrahs. When it was alive, "
"it was the most powerful creature ever, living in the Northern Mountains. It "
"must have went East at one point, and been resurrected by the undead."
msgstr ""
"I do not know, but it sounded like the dragon Khrakrahs. When it was alive, "
"it was the most powerful creature ever, living in the Eastern Mountains. It "
"must have fled when the Undead came."
"it was the most powerful creature ever, living in the Northern Mountains. It "
"must have gone East at one point, and been resurrected by the undead."
#: data/scenarios/Eastern_Invasion/The_Drowned_Plains.cfg:354
msgid "Undead, undead are rising out of the ground!"
@ -1388,7 +1411,7 @@ msgstr "That is very unfair. Very well. Continue the duel!"
#: data/scenarios/Eastern_Invasion/The_Duel.cfg:184
msgid "I... lose?..."
msgstr ""
msgstr "I... lose?..."
#: data/scenarios/Eastern_Invasion/The_Duel.cfg:196
msgid "And more!"
@ -1416,20 +1439,22 @@ msgid "Resist until you get further instructions from Dacyn"
msgstr "Resist until you receive further instructions from Dacyn"
#: data/scenarios/Eastern_Invasion/The_Outpost.cfg:154
#, fuzzy
msgid ""
"Come, brothers, let us destroy these foolish men that stop us from entering "
"Wesnoth! Then, we shall raise their bodies, and they will join us in our "
"quest for revenge."
msgstr ""
"Come, brothers, let us destroy these humans that stop us from entering "
"Wesnoth!"
"Come, brothers, let us destroy these foolish men that stop us from entering "
"Wesnoth! Then, we shall raise their bodies, and they will join us in our "
"quest for revenge."
#: data/scenarios/Eastern_Invasion/The_Outpost.cfg:158
msgid ""
"Very well, Dark Archon. We shall destroy these enemies, and then on to the "
"rest of their kind."
msgstr ""
"Very well, Dark Archon. We shall destroy these enemies, and then on to the "
"rest of their kind."
#: data/scenarios/Eastern_Invasion/The_Outpost.cfg:162
msgid "No! We must hold this outpost!"
@ -1478,13 +1503,12 @@ msgid "Follow me, men! Through the trapdoor!"
msgstr "Follow me, men! Through the trapdoor!"
#: data/scenarios/Eastern_Invasion/The_Outpost.cfg:245
#, fuzzy
msgid ""
"Hurry! Before long enemy reinforcements will arrive, and we will all die! Go "
"to the trapdoor!"
msgstr ""
"Hurry! Before long enemy reinforcements will arrive, and we will all die! "
"Come to the trapdoor!"
"Hurry! Before long enemy reinforcements will arrive, and we will all die! Go "
"to the trapdoor!"
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:4
msgid "The Council"
@ -1501,7 +1525,6 @@ msgstr ""
"during the reign of Haldric VII..."
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:27
#, fuzzy
msgid ""
"The greatest seer in the land, Galdren, foresaw that some day, some day "
"soon, a great evil would spread over the land. The king, naturally, was "
@ -1509,11 +1532,13 @@ msgid ""
"a mage, versed well in combat with the spirits of darkness, to be the king's "
"advisor."
msgstr ""
"The seer told him that the only way to stop the evil was to appoint a mage, "
"versed well in combat with the spirits of darkness, to be the king's adviser."
"The greatest seer in the land, Galdren, foresaw that some day, some day "
"soon, a great evil would spread over the land. The king, naturally, was "
"worried. The seer told him that the only way to stop the evil was to appoint "
"a mage, versed well in combat with the spirits of darkness, to be the king's "
"advisor."
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:32
#, fuzzy
msgid ""
"In all the land, there were two magi of light that clearly stood out from "
"the rest. A mage from the East named Ravan, and myself. The King, wishing to "
@ -1521,13 +1546,13 @@ msgid ""
"the seer privately. None know what was said, but when he came out he "
"announced that the seer was dead, and he had chosen me as his new advisor."
msgstr ""
"The King, wishing to choose a good adviser, sent us both before Galdren. "
"Then he conversed with the seer privately. None know what was said, but when "
"he came out he announced that the seer was dead, and he had chosen me as his "
"new adviser."
"In all the land, there were two magi of light that clearly stood out from "
"the rest. A mage from the East named Ravan, and myself. The King, wishing to "
"choose a good advisor, sent us both before Galdren. Then he conversed with "
"the seer privately. None know what was said, but when he came out he "
"announced that the seer was dead, and he had chosen me as his new advisor."
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:37
#, fuzzy
msgid ""
"Ravan took this quietly enough, we all thought, but now I think that this "
"was when he began his fall. He went deep into conversation with the spirits "
@ -1538,7 +1563,8 @@ msgstr ""
"Ravan took this quietly enough, we all thought, but now I think that this "
"was when he began his fall. He went deep into conversation with the spirits "
"of darkness, hoping to discover their weaknesses, but it was they who found "
"his."
"his. In time, as all of the magi of death eventually do, he took his own "
"life and reformed himself as a lich, one of the most powerful ones ever seen."
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:42
msgid ""
@ -1605,23 +1631,26 @@ msgid ""
"At first we tried to escape them, for we knew they were too powerful; it is "
"only by horrible luck that we are back in Wesnoth at all."
msgstr ""
"At first we tried to escape them, for we knew they were too powerful; it is "
"only by horrible luck that we are back in Wesnoth at all."
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:119
msgid ""
"That simply makes you cowards. True warriors would have stayed and fought, "
"to the death!"
msgstr ""
"That simply makes you cowards. True warriors would have stayed and fought, "
"to the death!"
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:123
#, fuzzy
msgid ""
"It doesn't matter anyway. The point is, we already know we cannot defeat the "
"hordes of the enemy head-on in battle. So it seems that the only path to "
"victory is to destroy the head of these necromancers, the lich Mal-Ravanal."
msgstr ""
"Anyway, we already know we cannot defeat the hordes of the enemy head-on in "
"battle. So it seems that the only path to victory is to destroy the head of "
"these necromancers, the lich Mal-Ravanal."
"It doesn't matter anyway. The point is, we already know we cannot defeat the "
"hordes of the enemy head-on in battle. So it seems that the only path to "
"victory is to destroy the head of these necromancers, the lich Mal-Ravanal."
#: data/scenarios/Eastern_Invasion/Throne_Room.cfg:127
msgid "But as yet we have no idea how to do it!"
@ -1793,7 +1822,6 @@ msgid "Look! The road splits here. Which way shall we go?"
msgstr "Look! The road splits here. Which way shall we go?"
#: data/scenarios/Eastern_Invasion/Two_Paths.cfg:110
#, fuzzy
msgid ""
"I know this area. I was here on an earlier patrol. Just north of here there "
"is a river that leads to the northlands, where orcs live. To the west there "
@ -1802,7 +1830,8 @@ msgid ""
msgstr ""
"I know this area. I was here on an earlier patrol. Just north of here there "
"is a river that leads to the northlands, where orcs live. To the west there "
"is a path that stays inside the realm of Wesnoth."
"is a path that stays inside the realm of Wesnoth, for a time. If we travel "
"along this path, we will not have to fight orcs immediately."
#: data/scenarios/Eastern_Invasion/Two_Paths.cfg:114
msgid ""
@ -1810,6 +1839,9 @@ msgid ""
"the undead have already bypassed us, and cut off any crossing to the west of "
"here."
msgstr ""
"We should probably go north to the orcish lands immediately. I suspect that "
"the undead have already bypassed us, and cut off any crossing to the west of "
"here."
#: data/scenarios/Eastern_Invasion/Two_Paths.cfg:118
msgid ""
@ -1817,6 +1849,9 @@ msgid ""
"time to get past us in large enough numbers to make them more dangerous than "
"the orcs."
msgstr ""
"The orcs are more powerful than you suspect. I doubt the undead have had "
"time to get past us in large enough numbers to make them more dangerous than "
"the orcs."
#: data/scenarios/Eastern_Invasion/Two_Paths.cfg:122
msgid ""
@ -1857,9 +1892,8 @@ msgstr ""
"homeland!"
#: data/scenarios/Eastern_Invasion/Two_Paths.cfg:161
#, fuzzy
msgid "I was supposed to kill you all! I have failed."
msgstr "I was supposed to stop you from re-entering Wesnoth! I have failed."
msgstr "I was supposed to kill you all! I have failed."
#: data/scenarios/Eastern_Invasion/Undead_Border_Patrol.cfg:4
msgid "The Undead Border Patrol"
@ -1879,6 +1913,8 @@ msgid ""
"We have gotten out of that mountain range now, and the path northwards is "
"clear. Let us go north, now, and try to reach Owaec at the outpost."
msgstr ""
"We have gotten out of that mountain range now, and the path northwards is "
"clear. Let us go north, now, and try to reach Owaec at the outpost."
#: data/scenarios/Eastern_Invasion/Undead_Border_Patrol.cfg:97
msgid ""
@ -1887,6 +1923,10 @@ msgid ""
"can attack Wesnoth again. After we escaped, I suspect he went back east to "
"find us."
msgstr ""
"Wait. I am not sure that is the best option. If we go east now, we may be "
"able to find the lich Mal-Ravanal who attacked us, and destroy him before he "
"can attack Wesnoth again. After we escaped, I suspect he went back east to "
"find us."
#: data/scenarios/Eastern_Invasion/Undead_Border_Patrol.cfg:101
msgid ""
@ -1921,7 +1961,7 @@ msgstr "Hmm..."
#: data/scenarios/Eastern_Invasion/Undead_Border_Patrol.cfg:138
msgid "I wish to destroy the evil before it can spread. East we go!"
msgstr ""
msgstr "I wish to destroy the evil before it can spread. East we go!"
#: data/scenarios/Eastern_Invasion/Undead_Border_Patrol.cfg:142
msgid "I will not say if this is a good decision, but I will follow you."
@ -1976,30 +2016,30 @@ msgid "Mal-un-Karad"
msgstr "Mal-un-Karad"
#: data/scenarios/Eastern_Invasion/Undead_Crossing.cfg:84
#, fuzzy
msgid ""
"These fens look impassable. I don't think we will be able to continue on "
"this road; it is time to turn northwards, away from these undead."
msgstr ""
"These fens look impassable. I don't think we will be able to continue on "
"this road."
"this road; it is time to turn northwards, away from these undead."
#: data/scenarios/Eastern_Invasion/Undead_Crossing.cfg:88
msgid ""
"We must cross this river, then. We must make haste, already we have wasted "
"too much time. Undead have positioned themselves in the middle of the ford."
msgstr ""
"We must cross this river, then. We must make haste, already we have wasted "
"too much time. Undead have positioned themselves in the middle of the ford."
#: data/scenarios/Eastern_Invasion/Undead_Crossing.cfg:92
#, fuzzy
msgid ""
"Across this river lies the Northland. Ogres live there, as do orcs. We "
"should proceed with caution. The undead are dangerous, but the orcs may be "
"more dangerous still."
msgstr ""
"Across this river lies the Northland. Ogres live there, as do orcs. We "
"should proceed with caution. The undead behind us are dangerous, but the "
"orcs may be more dangerous still."
"should proceed with caution. The undead are dangerous, but the orcs may be "
"more dangerous still."
#: data/scenarios/Eastern_Invasion/Undead_Crossing.cfg:96
msgid ""
@ -2016,13 +2056,12 @@ msgstr ""
"I summon from the depths of the river those beasts which will destroy you!"
#: data/scenarios/Eastern_Invasion/Undead_Crossing.cfg:144
#, fuzzy
msgid ""
"It seems as if in addition to summoning undead this foul sorcerer has "
"learned to call up monsters from the deep!"
msgstr ""
"It seems as if in addition to summoning undead this foul sorcerer has "
"learned to call up demons!"
"learned to call up monsters from the deep!"
#: data/scenarios/Eastern_Invasion/Unexpected_Appearance.cfg:4
msgid "An Unexpected Appearance"
@ -2049,6 +2088,8 @@ msgid ""
"This is bad. We are in the middle of enemy territory, with enemies to the "
"east and west and mountains to the north and south."
msgstr ""
"This is bad. We are in the middle of enemy territory, with enemies to the "
"east and west and mountains to the north and south."
#: data/scenarios/Eastern_Invasion/Unexpected_Appearance.cfg:124
msgid "Hahaha! We have you surrounded!"
@ -2084,6 +2125,9 @@ msgid ""
"our path. We have to get out of this range, either to the east or west, then "
"head north."
msgstr ""
"I wanted to head immediately north, but it appears the mountains there block "
"our path. We have to get out of this range, either to the east or west, then "
"head north."
#: data/scenarios/Eastern_Invasion/Unexpected_Appearance.cfg:154
msgid "No! You have defeated me, and can re-enter Wesnoth!"
@ -2269,32 +2313,29 @@ msgstr "I will not accept a fight in which he will obviously cheat! I refuse!"
#: data/scenarios/Eastern_Invasion/utils/deaths.cfg:9
msgid "No! I... die..."
msgstr ""
msgstr "No! I... die..."
#: data/scenarios/Eastern_Invasion/utils/deaths.cfg:23
msgid "We are doomed..."
msgstr ""
msgstr "We are doomed..."
#: data/scenarios/Eastern_Invasion/utils/deaths.cfg:37
#, fuzzy
msgid "I... must... argh."
msgstr "I... must... advise... Gweddry..."
msgstr "I... must... argh."
#: data/scenarios/Eastern_Invasion/utils/deaths.cfg:51
msgid "Wha'? Yah fail'd to give me protecshun..."
msgstr "Wha'? Yah fail'd to give me protecshun..."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:6
#, fuzzy
msgid ""
"It was the thirtieth year of Konrad II's reign, and there were strange "
"occurrences on the eastern border of Wesnoth."
msgstr ""
"It was the thirtieth year of Konrad II's reign, and there were strange "
"events happening on the eastern border of Wesnoth."
"occurrences on the eastern border of Wesnoth."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:10
#, fuzzy
msgid ""
"Cattle and beasts of burden were found dead in the fields, and men went "
"missing from their houses, with no clues but a thin stream of black blood. "
@ -2305,19 +2346,20 @@ msgstr ""
"Cattle and beasts of burden were found dead in the fields, and men went "
"missing from their houses, with no clues but a thin stream of black blood. "
"At first the settlers suspected raiders, but there was nothing east of them "
"but a small mountain range and miles of swamp."
"but a small mountain range and miles of swamp, where no one had been seen "
"for many years."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:14
#, fuzzy
msgid ""
"The disappearances did not stop, and every day the terror grew greater. "
"Eventually, the people living in the eastern villages sent a messenger to "
"the King, asking for help. The messenger rode hard for many days and nights, "
"and finally reached the city of Weldyn."
msgstr ""
"Every day the terror grew greater, until the citizens of the eastern "
"villages were forced to send a messenger to the King. The messenger rode "
"hard for many days and nights, and finally reached the city of Weldyn."
"The disappearances did not stop, and every day the terror grew greater. "
"Eventually, the people living in the eastern villages sent a messenger to "
"the King, asking for help. The messenger rode hard for many days and nights, "
"and finally reached the city of Weldyn."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:19
msgid ""
@ -2344,30 +2386,26 @@ msgstr ""
"marsh, and the orcs had left the mountains for the lands in the North."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:29
#, fuzzy
msgid ""
"One of them, the South Guard, had been the site of the previous attacks, and "
"was still occupied. Konrad II decided to re-man the other outposts also. He "
"sent two of the most promising young officers to them."
msgstr ""
"One of them, the South Guard, had been the site of the previous attacks. "
"Konrad II decided to re-man the other outposts also. He sent two of the most "
"promising young officers to them."
"One of them, the South Guard, had been the site of the previous attacks, and "
"was still occupied. Konrad II decided to re-man the other outposts also. He "
"sent two of the most promising young officers to them."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:33
#, fuzzy
msgid ""
"To the northern outpost he sent Owaec, a clan noble. To the middle outpost, "
"he sent Gweddry, who would be accompanied by Dacyn the mage. It is with them "
"this story is concerned."
msgstr ""
"Deoran, a knight, was already in place in the southern outpost. To the "
"northern outpost he sent Owaec, a clan noble. To the middle outpost, he sent "
"Gweddry, who would be accompanied by Dacyn the mage. It is with them this "
"story is concerned."
"To the northern outpost he sent Owaec, a clan noble. To the middle outpost, "
"he sent Gweddry, who would be accompanied by Dacyn the mage. It is with them "
"this story is concerned."
#: data/scenarios/Eastern_Invasion/utils/intro.cfg:37
#, fuzzy
msgid ""
"All went well once the King's forces arrived. There were no attacks for "
"several weeks, and Gweddry's men started to grow uncautious. Then, at dawn "
@ -2378,178 +2416,3 @@ msgstr ""
"several weeks, and Gweddry's men started to grow incautious. Then, at dawn "
"one day, Gweddry and his men were roused by the startled cries of the night "
"watchmen..."
#~ msgid ""
#~ "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
#~ "the East."
#~ msgstr ""
#~ "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
#~ "the East."
#~ msgid "Holy Water"
#~ msgstr "Holy Water"
#~ msgid "This water will make all of your weapons holy for your whole life!"
#~ msgstr ""
#~ "This water will make your weapons holy for the entire span of your life!"
#~ msgid "The trail stops soon. Look at this- mountains block our path."
#~ msgstr "The trail stops soon. Look at this- mountains block our path."
#~ msgid ""
#~ "None of our troops can cross this harsh terrain. We must turn back! I "
#~ "told you from the beginning we should never have ventured north of the "
#~ "river!"
#~ msgstr ""
#~ "None of our troops can cross this harsh terrain. We must turn back! I "
#~ "told you from the beginning we should never have ventured north of the "
#~ "river!"
#~ msgid ""
#~ "No! If I remember correctly, there is a lake around here, with a bridge "
#~ "across it. We can get through the mountains that way. And remember, if we "
#~ "had stayed south of the river, the undead would have killed us by now and "
#~ "raised our corpses to fight against the king. We do not have much of a "
#~ "choice, we have to stay north of the river where we cannot be detected by "
#~ "the undead, and so we may be able to get around them and attack them "
#~ "where there are fewer enemies."
#~ msgstr ""
#~ "No! If I remember correctly, there is a lake around here, with a bridge "
#~ "across it. We can get through the mountains that way. And remember, if we "
#~ "had stayed south of the river, the undead would have killed us by now and "
#~ "raised our corpses to fight against the king. We do not have much of a "
#~ "choice, we have to stay north of the river where we cannot be detected by "
#~ "the undead, and so we may be able to get around them and attack them "
#~ "where there are fewer enemies."
#~ msgid ""
#~ "I think Dacyn is right. If we had stayed behind, we would have been "
#~ "defeated easily. Onward!"
#~ msgstr ""
#~ "I think Dacyn is right. If we had stayed behind, we would have been "
#~ "defeated easily. Onward!"
#~ msgid "Ravanal-Guard"
#~ msgstr "Ravanal-Guard"
#~ msgid ""
#~ "Good job! Now, we should move onward, north. The undead scout has warned "
#~ "us; we must get far away from these lands. I think we should go north, "
#~ "and try to reach Weldyn by a different route."
#~ msgstr ""
#~ "Good job! Now, we should move onward, north. The undead scout has warned "
#~ "us; we must get far away from these lands. I think we should go north, "
#~ "and try to reach Weldyn by a different route."
#~ msgid "What the... swamps? These were fertile plains when I was here last!"
#~ msgstr "What the... swamps? These were fertile plains when I was here last!"
#~ msgid "I can't believe I lost the duel..."
#~ msgstr "I can't believe I lost the duel..."
#~ msgid ""
#~ "What? He lost? Now we'll start to loooose alllll ourrrrr "
#~ "poweerrrrrr......."
#~ msgstr ""
#~ "What? He lost? Now we'll start to loooose alllll ourrrrr "
#~ "poweerrrrrr......."
#~ msgid "Since we have no will of our own, we must agree with you."
#~ msgstr "Since we have no will of our own, we must agree with you."
#~ msgid ""
#~ "The greatest seer in the land, Galdren, foresaw that some day, some day "
#~ "soon, a great evil would spread over the land. The king, naturally, was "
#~ "worried."
#~ msgstr ""
#~ "The greatest seer in the land, Galdren, foresaw that some day, some day "
#~ "soon, a great evil would spread over the land. The king, naturally, was "
#~ "worried."
#~ msgid ""
#~ "In all the land, there were two magi of light that clearly stood out from "
#~ "the rest. A mage from the East named Ravan, and myself."
#~ msgstr ""
#~ "In all the land, there were two magi of light that clearly stood out from "
#~ "the rest. A mage from the East named Ravan, and myself."
#~ msgid ""
#~ "In time, as all of the magi of death eventually do, he took his own life "
#~ "and reformed himself as a lich, one of the most powerful ones ever seen."
#~ msgstr ""
#~ "In time, as all of the magi of death eventually do, he took his own life "
#~ "and reformed himself as a lich, one of the most powerful ones ever seen."
#~ msgid "But still, it's not like you have a better plan!"
#~ msgstr "But still, it's not like you have a better plan!"
#~ msgid "That is why we're at this council..."
#~ msgstr "That is why we're at this council..."
#~ msgid ""
#~ "We should probably go north to the orcish lands and try to circle around "
#~ "and avoid the undead armies. Their hordes are too large for us to defeat, "
#~ "and staying inside Wesnoth would mean certain death."
#~ msgstr ""
#~ "We should probably go north to the orcish lands and try to circle around, "
#~ "avoiding the undead armies. Their hordes are too large for us to defeat, "
#~ "and staying inside Wesnoth would mean certain death."
#~ msgid ""
#~ "No, I think we should go straight through and try to get to the king as "
#~ "quickly as possible. The undead hordes can't be that large, and there are "
#~ "orcs in the northlands."
#~ msgstr ""
#~ "No, I think we should go straight through and try to get to the king as "
#~ "quickly as possible. The undead hordes can't be that large, and there are "
#~ "orcs in the northlands."
#~ msgid ""
#~ "We have reached the borders of the undead land. Surely you do not mean to "
#~ "go forward - we will all die if we do! We should turn North and help "
#~ "Owaec, captain of the Northern Outpost, hold off the undead."
#~ msgstr ""
#~ "We have reached the borders of the undead land. Surely you do not mean to "
#~ "go forward - we will all die if we do! We should turn North and help "
#~ "Owaec, captain of the Northern Outpost, hold off the undead."
#~ msgid ""
#~ "I am not yet sure. Whether we go forward or backward, we will have to "
#~ "fight. The necromancer Mal-Skraat has chased us."
#~ msgstr ""
#~ "I am not yet sure. Whether we go forward or backward, we will have to "
#~ "fight. The necromancer Mal-Skraat has chased us."
#~ msgid "We do not want to waste time here fighting Mal-Skraat. Onward!"
#~ msgstr "We do not want to waste time here fighting Mal-Skraat. Onward!"
#~ msgid ""
#~ "We must cross this river. We cannot try to find a way around this swamp, "
#~ "we will waste too much time. Already Weldyn might be in ruins!"
#~ msgstr ""
#~ "We must cross this river. We cannot try to find a way around this swamp, "
#~ "we will waste too much time. Already Weldyn might be in ruins!"
#~ msgid "This is bad. We are in the middle of enemy territory!"
#~ msgstr "This is bad. We are in the middle of enemy territory!"
#~ msgid ""
#~ "If we kill Mal-Skraat, we will have opened a way to enter Wesnoth, but if "
#~ "we kill Mal-Kallat, we will be able to penetrate further into Undead "
#~ "lands. I don't know how far we will get, though."
#~ msgstr ""
#~ "If we kill Mal-Skraat, we will have opened a way to enter Wesnoth, but if "
#~ "we kill Mal-Kallat, we will be able to penetrate further into Undead "
#~ "lands. I don't know how far we will get, though."
#~ msgid "No! I have failed in my mission to save Wesnoth from destruction..."
#~ msgstr "No! I have failed in my mission to save Wesnoth from destruction..."
#~ msgid "Wesnoth is doomed... without me, Gweddry has no hope."
#~ msgstr "Wesnoth is doomed... without me, Gweddry has no hope."
#~ msgid "Mal-Karanad"
#~ msgstr "Mal-Karanad"
#~ msgid "Mal-Kranalai"
#~ msgstr "Mal-Kranalai"

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-08-08 14:30+0200\n"
"PO-Revision-Date: 2005-07-29 22:29+0200\n"
"PO-Revision-Date: 2005-08-08 17:17+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -44,6 +44,8 @@ msgid ""
"Let orcish leader Kapou'e join up with the runaway Tribes council and free "
"his enslaved people."
msgstr ""
"Let orcish leader Kapou'e join up with the runaway Tribes council and free "
"his enslaved people."
#: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:4
msgid "Black Flag"
@ -354,6 +356,8 @@ msgid ""
"Reinforcements, at last. We don't have much time, the Orcish hordes are on "
"their way. To the attack!"
msgstr ""
"Reinforcements, at last. We don't have much time, the Orcish hordes are on "
"their way. To the attack!"
#: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:406
msgid "Here we are! Hold on Prestim, we arrive to push them to the river!"

View file

@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-08-08 13:32+0200\n"
"PO-Revision-Date: 2005-08-07 22:49+0200\n"
"PO-Revision-Date: 2005-08-08 17:38+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -21,7 +21,6 @@ msgid "Full Heal"
msgstr "Full Heal"
#: data/fonts.cfg:6
#, fuzzy
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
@ -62,9 +61,8 @@ msgid "Terrains"
msgstr "Terrains"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:244
#, fuzzy
msgid "Overview"
msgstr "Overwrite?"
msgstr "Overview"
#: data/help.cfg:55
msgid ""
@ -99,7 +97,6 @@ msgid "Fundamentals of Gameplay"
msgstr "Fundamentals of Gameplay"
#: data/help.cfg:69
#, fuzzy
msgid ""
"These pages outline all you need to know to play Battle for Wesnoth. They "
"cover how to play and the basic mechanics behind the game. As you play the "
@ -108,9 +105,10 @@ msgid ""
"exceptions, please follow the links included."
msgstr ""
"These pages outline all you need to know to play Battle for Wesnoth. They "
"cover how to play and the basic mechanics behind the game. For more detailed "
"information on special situations and exceptions, please follow the links "
"included."
"cover how to play and the basic mechanics behind the game. As you play the "
"game, new information is added to these pages as you come across new aspects "
"of the game. For more detailed information on special situations and "
"exceptions, please follow the links included."
#: data/help.cfg:71
msgid ""
@ -428,7 +426,6 @@ msgid "Combat"
msgstr "Combat"
#: data/help.cfg:135
#, fuzzy
msgid ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
@ -443,15 +440,14 @@ msgstr ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate attacks until each "
"has used their allotted number of attacks. The attacker chooses one of its "
"combat will begin. The attacker and defender alternate strikes until each "
"has used their allotted number of strikes. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
#: data/help.cfg:137
#, fuzzy
msgid ""
"\n"
"\n"
@ -459,7 +455,7 @@ msgid ""
msgstr ""
"\n"
"\n"
"<header>text='Order and number of attacks'</header>"
"<header>text='Order and number of strikes'</header>"
#: data/help.cfg:139
#, fuzzy
@ -675,6 +671,11 @@ msgid ""
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
#: data/help.cfg:175 data/schedules.cfg:5
msgid "Dawn"
@ -815,6 +816,12 @@ msgid ""
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
msgstr ""
"\n"
"Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> "
"ability will heal up to 8HP of damage per turn, as well as preventing Poison "
"from causing damage. Only those units will be healed that are adjacent to "
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
#: data/help.cfg:206
#, fuzzy
@ -832,7 +839,6 @@ msgstr ""
"total maximum of 18 points healed, or cure a unit of Poison."
#: data/help.cfg:208
#, fuzzy
msgid ""
"\n"
"\n"
@ -845,8 +851,10 @@ msgstr ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, and healing/curing cannot combine with each other. Also, units "
"heal fully between scenarios."
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
#: data/help.cfg:213
msgid "Income and Upkeep"
@ -947,9 +955,8 @@ msgstr ""
"fun, and good luck!"
#: data/help.cfg:232
#, fuzzy
msgid "Contributors"
msgstr "+Contributors"
msgstr "Contributors"
#: data/help.cfg:238
msgid "License"
@ -976,6 +983,12 @@ msgid ""
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
msgstr ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
#: data/help.cfg:249
msgid ""
@ -985,15 +998,19 @@ msgid ""
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
msgstr ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst=traits_loyal "
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
#: data/help.cfg:254
#, fuzzy
msgid "Intelligent"
msgstr "intelligent"
msgstr "Intelligent"
#: data/help.cfg:255
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
msgstr "Intelligent units require 20% less experience than usual to advance."
#: data/help.cfg:257
#, fuzzy
@ -1020,16 +1037,14 @@ msgstr ""
"you may wish to recall units with more desirable traits."
#: data/help.cfg:262
#, fuzzy
msgid "Quick"
msgstr "quick"
msgstr "Quick"
#: data/help.cfg:263
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
msgstr "Quick units have 1 extra movement point, but 10% less HP than usual."
#: data/help.cfg:265
#, fuzzy
msgid ""
"\n"
"\n"
@ -1042,29 +1057,22 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Quick</header>\n"
"\n"
"Quick units have 1 extra movement point, but 10% less HP than usual.\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, so you should consider that when "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
#: data/help.cfg:270
#, fuzzy
msgid "Resilient"
msgstr "resilient"
msgstr "Resilient"
#: data/help.cfg:271
msgid "Resilient units have 7 more HP than usual."
msgstr ""
msgstr "Resilient units have 7 more HP than usual."
#: data/help.cfg:273
#, fuzzy
msgid ""
"\n"
"\n"
@ -1076,30 +1084,25 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Resilient</header>\n"
"\n"
"Resilient units have 7 more HP than usual.\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defence, or high resistances. Resilient units are especially useful for "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
#: data/help.cfg:278
#, fuzzy
msgid "Strong"
msgstr "strong"
msgstr "Strong"
#: data/help.cfg:279
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
#: data/help.cfg:281
#, fuzzy
msgid ""
"\n"
"\n"
@ -1110,21 +1113,14 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Strong</header>\n"
"\n"
"Strong units do 1 more damage per swing in melee combat, and have 2 more "
"HP.\n"
"\n"
"While useful for any close-combat unit, Strong is most effective for units "
"that have a high number of swings, such as the Elvish Fighter. Strong units "
"who have a high number of swings such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
#: data/help.cfg:286
#, fuzzy
msgid "Loyal"
msgstr "loyal"
msgstr "Loyal"
#: data/help.cfg:287
msgid ""
@ -1132,9 +1128,11 @@ msgid ""
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost."
msgstr ""
"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end "
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost."
#: data/help.cfg:289
#, fuzzy
msgid ""
"\n"
"\n"
@ -1147,14 +1145,6 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Loyal</header>\n"
"\n"
"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end "
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost.\n"
"\n"
"\n"
"During campaigns, certain units may opt to join the player's forces of their "
"own volition. These units are marked with the Loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
@ -1169,10 +1159,9 @@ msgstr "Undead"
#: data/help.cfg:295
msgid "Undead units are immune to poison."
msgstr ""
msgstr "Undead units are immune to poison."
#: data/help.cfg:297
#, fuzzy
msgid ""
"\n"
"\n"
@ -1183,27 +1172,20 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Undead</header>\n"
"\n"
"Undead units are immune to poison.\n"
"\n"
"Undead units generally have 'Undead' as their only trait. Since Undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
#: data/help.cfg:302
#, fuzzy
msgid "Dextrous"
msgstr "dextrous"
msgstr "Dextrous"
#: data/help.cfg:303
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
msgstr "Dextrous units do 1 more damage for every successful strike with a bow."
#: data/help.cfg:305
#, fuzzy
msgid ""
"\n"
"\n"
@ -1214,11 +1196,6 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Dextrous</header>\n"
"\n"
"Dextrous units do +1 damage for every successful strike with a bow.\n"
"\n"
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
@ -1419,7 +1396,6 @@ msgid "Snow"
msgstr "Snow"
#: data/help.cfg:393
#, fuzzy
msgid ""
"Snow represents any flat area that is frozen, either permanently (like "
"tundra), or temporarily (like snow-covered grassland). Most units are slowed "
@ -1427,25 +1403,24 @@ msgid ""
"\n"
"Most units have 20 to 40% defense in snow."
msgstr ""
"Tundra is any grassland covered by snow, either permanently, or temporarily. "
"Most units are slowed down by tundra, and have a harder time defending "
"themselves.\n"
"Snow represents any flat area that is frozen, either permanently (like "
"tundra), or temporarily (like snow-covered grassland). Most units are slowed "
"down by snow, and have a harder time defending themselves.\n"
"\n"
"Most units have 20 to 40% defence in Tundra."
"Most units have 20 to 40% defense in snow."
#: data/help.cfg:398 data/terrain.cfg:265
msgid "Ice"
msgstr "Ice"
#: data/help.cfg:401
#, fuzzy
msgid ""
"Ice represents any body of frozen water. For gameplay purposes, it is "
"identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming "
"units, even those who can breathe underwater, cannot swim underneath ice."
msgstr ""
"Ice represents any body of frozen water. For gameplay purposes, it is "
"identical to <ref>dst=terrain_tundra text=Tundra</ref>. Note that swimming "
"identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming "
"units, even those who can breathe underwater, cannot swim underneath ice."
#: data/help.cfg:406 data/terrain.cfg:374 data/terrain.cfg:485
@ -1642,15 +1617,16 @@ msgid ""
msgstr ""
#: data/help.cfg:495 data/terrain.cfg:349
#, fuzzy
msgid "Cave Wall"
msgstr "Cave wall"
msgstr "Cave Wall"
#: data/help.cfg:497
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveller."
#: data/items.cfg:264
msgid ""
@ -2145,7 +2121,7 @@ msgstr ""
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:3
msgid "4p - Blue Water Province"
msgstr ""
msgstr "4p - Blue Water Province"
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:4
msgid ""
@ -2154,6 +2130,10 @@ msgid ""
"snowcapped mountains of this small province, its villagers hardly seem to "
"take notice. Recommended settings of 2 gold per village."
msgstr ""
"It has been said that Bluewater Province has been destroyed and rebuilt some "
"twenty times. Now, as armies once again converge on the rocky streams and "
"snowcapped mountains of this small province, its villagers hardly seem to "
"take notice. Recommended settings of 2 gold per village."
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:9
msgid "4p - Castle Hopping Isle"
@ -2254,17 +2234,17 @@ msgstr "2 vs. 2 or 3 vs. 3 team game."
#: data/scenarios/multiplayer/6p_Smallolof.cfg:3
msgid "6p - Smallolof"
msgstr ""
msgstr "6p - Smallolof"
#: data/scenarios/multiplayer/6p_Smallolof.cfg:4
#, fuzzy
msgid ""
"Only a true tactician will survive in this deadly and confining battlefield, "
"where six boxed-in armies come to a head. Recommended settings of 2 gold per "
"village."
msgstr ""
"Danger lurks around every corner in this underground battlefield, a duel map "
"where force and subterfuge meet. Recommended settings of 2G per village."
"Only a true tactician will survive in this deadly and confining battlefield, "
"where six boxed-in armies come to a head. Recommended settings of 2 gold per "
"village."
#: data/scenarios/multiplayer/7p_battleworld.cfg:7
msgid "7p - Battle World"
@ -3508,9 +3488,8 @@ msgid "Encampment"
msgstr "Encampment"
#: data/terrain.cfg:393
#, fuzzy
msgid "Dwarven Castle"
msgstr "Dwarven castle"
msgstr "Dwarven Castle"
#: data/terrain.cfg:403
msgid "Keep"
@ -4351,6 +4330,13 @@ msgid ""
"high chance of hitting an opponent. The touch of a lich drains the victim's "
"life to renew the lich."
msgstr ""
"A being of this order is a herald of the age long past. Anyone who "
"encounters an Ancient Lich likely has far worse things to worry about than "
"death.\n"
"\n"
"Special Notes: The ranged attacks of a lich are magical, and always have a "
"high chance of hitting an opponent. The touch of a lich drains the victim's "
"life to renew the lich."
#: data/units/Ancient_Lich.cfg:44 data/units/Demilich.cfg:32
#: data/units/Dread_Lich.cfg:21 data/units/Ghost.cfg:23 data/units/Lich.cfg:24
@ -5119,6 +5105,9 @@ msgid ""
"to turn the living to stone. Needless to say, this makes them extremely "
"dangerous."
msgstr ""
"Sometimes known as 'basilisks,' these mystical creatures are said to be able "
"to turn the living to stone. Needless to say, this makes them extremely "
"dangerous."
#: data/units/Cockatrice.cfg:33
msgid "gaze"
@ -5198,9 +5187,8 @@ msgid "chill wave"
msgstr "chill wave"
#: data/units/Dark_Adept.cfg:63
#, fuzzy
msgid "female^Dark Adept"
msgstr "Dark Queen"
msgstr "Dark Adept"
#: data/units/Dark_Queen.cfg:3
msgid "female^Dark Queen"
@ -5280,17 +5268,16 @@ msgid "Death Knight"
msgstr "Death Knight"
#: data/units/Death_Knight.cfg:19
#, fuzzy
msgid ""
"Tales are told of the mightiest warriors and generals, who, cursed with hate "
"and a sense of betrayal, came back to this world as Death Knights. Wielding "
"the same weapons as they did before, they command the Undead in their quest "
"for revenge."
msgstr ""
"Sometimes the mightiest warriors and generals, cursed with hate and a sense "
"of betrayal, come back to this world as Death Knights. Wielding the same "
"weapons as they did before, they command the Undead in their quest for "
"revenge."
"Tales are told of the mightiest warriors and generals, who, cursed with hate "
"and a sense of betrayal, came back to this world as Death Knights. Wielding "
"the same weapons as they did before, they command the Undead in their quest "
"for revenge."
#: data/units/Death_Knight.cfg:34 data/units/Dwarvish_Lord.cfg:28
#: data/units/Dwarvish_Steelclad.cfg:27
@ -5309,6 +5296,11 @@ msgid ""
"the skills they once had. Though frail, these monsters are much faster than "
"the rest of their kind, both on foot and with their blades."
msgstr ""
"In life, the abominations known as 'Deathblades' were masters of combat, "
"soldiers who were both lithe and deadly. Their new masters will often "
"recognize this, and try to take advantage of it by outfitting them to match "
"the skills they once had. Though frail, these monsters are much faster than "
"the rest of their kind, both on foot and with their blades."
#: data/units/Deathmaster.cfg:3
msgid "Deathmaster"
@ -5401,6 +5393,8 @@ msgid ""
"The drakes who master the use of a sword are sworn into a special order. The "
"mark of this is the black and white warpaint they display in battle."
msgstr ""
"The drakes who master the use of a sword are sworn into a special order. The "
"mark of this is the black and white warpaint they display in battle."
#: data/units/Drake_Blademaster.cfg:46 data/units/Drake_Burner.cfg:53
#: data/units/Drake_Fighter.cfg:56 data/units/Drake_Fire.cfg:54
@ -5422,6 +5416,10 @@ msgid ""
"This, coupled with their sheer size and clawed hands makes for a dangerous "
"foe in combat."
msgstr ""
"Drake Burners are the few and the proud, who have inherited most truly the "
"strengths of their remote ancestors, especially the ability to breathe fire. "
"This, coupled with their sheer size and clawed hands makes for a dangerous "
"foe in combat."
#: data/units/Drake_Clasher.cfg:3
msgid "Drake Clasher"
@ -5455,6 +5453,9 @@ msgid ""
"hours at the forge have provided them with a bristling array of weaponry, "
"and have clad them head to toe in shining armor."
msgstr ""
"The great Drake Enforcers epitomize the raw strength of their kind. Long "
"hours at the forge have provided them with a bristling array of weaponry, "
"and have clad them head to toe in shining armor."
#: data/units/Drake_Fighter.cfg:3
msgid "Drake Fighter"
@ -5484,6 +5485,9 @@ msgid ""
"armor, they belch columns of flame at any who oppose them, a testament to "
"the strength and majesty of their kind."
msgstr ""
"The great fire drakes are masters of their internal fire. Clad in shining "
"armor, they belch columns of flame at any who oppose them, a testament to "
"the strength and majesty of their kind."
#: data/units/Drake_Flameheart.cfg:3
msgid "Drake Flameheart"
@ -5529,6 +5533,12 @@ msgid ""
"maces which complement their already impressive array. Their intense focus "
"on their weapons comes at the slight expense of their defensive abilities."
msgstr ""
"The Gladiator has taken a completely different path from the Slashers. "
"Rather than emphasize training, they have chosen to focus on the craft of "
"their weaponry. They are the smiths of Drake society, and it follows that "
"they possess the best weaponry - the sharpest blades and spears, and the "
"maces which complement their already impressive array. Their intense focus "
"on their weapons comes at the slight expense of their defensive abilities."
#: data/units/Drake_Glider.cfg:3
msgid "Drake Glider"
@ -5581,6 +5591,11 @@ msgid ""
"shining, flame-colored armor is a mark of their proud and powerful caste, "
"the ideal to which their brethren aspire."
msgstr ""
"The flying configurations known as Drake Infernos are the masters of the "
"fire they breathe, and rival their predecessors the Dragons in their ability "
"to use it. This natural ability renders them nearly immune to fire. Their "
"shining, flame-colored armour is a mark of their proud and powerful caste, "
"the ideal to which their brethren aspire."
#: data/units/Drake_Sky.cfg:3
msgid "Sky Drake"
@ -5608,6 +5623,11 @@ msgid ""
"boar. Their training has also enhanced their stamina and defensive skills, "
"which is a major advantage over their close cousins the Gladiators."
msgstr ""
"Slashers are clashers who have chosen to master the use of a Halberd instead "
"of carrying a sword and the spear. Their great size allows them to use a "
"weapon of matching scale, large enough to skewer a horse as a man would a "
"boar. Their training has also enhanced their stamina and defensive skills, "
"which is a major advantage over their close cousins the Gladiators."
#: data/units/Drake_Slasher.cfg:25 data/units/Drake_Slasher.cfg:43
#: data/units/Drake_Warden.cfg:26 data/units/Drake_Warden.cfg:44
@ -5633,21 +5653,24 @@ msgid ""
"on this earth would dare stand against them. The Wardens' weapon of choice "
"is the halberd, which they use to great effect."
msgstr ""
"The Warden represents the pinnacle of the clasher caste, being picked from "
"the most able Slashers. They have forged their might such that few warriors "
"on this earth would dare stand against them. The Wardens' weapon of choice "
"is the halberd, which they use to great effect."
#: data/units/Drake_Warrior.cfg:4
msgid "Drake Warrior"
msgstr "Drake Warrior"
#: data/units/Drake_Warrior.cfg:19
#, fuzzy
msgid ""
"Drake Warriors wield swords with great skill, and possess the fire breathing "
"skills of their ancestors. The great strength of their kind allows them to "
"strike withering blows, and to withstand punishment in equal measure."
msgstr ""
"Drake Fighters wield curved scimitars with deadly skill, and possess the "
"fire breathing skills of their ancestors. The most skilled Fighters go on to "
"join the ranks of the elite Drake Warriors."
"Drake Warriors wield swords with great skill, and possess the fire breathing "
"skills of their ancestors. The great strength of their kind allows them to "
"strike withering blows, and to withstand punishment in equal measure."
#: data/units/Draug.cfg:3
msgid "Draug"
@ -5679,7 +5702,6 @@ msgid "Dread Lich"
msgstr "Dread Lich"
#: data/units/Dread_Lich.cfg:18
#, fuzzy
msgid ""
"At long last, Ha'atel has paid the ultimate sacrifice for the dark arts into "
"which he has delved, and has, himself, entered into undeath. At the apex of "
@ -5690,7 +5712,7 @@ msgid ""
msgstr ""
"At long last, Ha'atel has paid the ultimate sacrifice for the dark arts into "
"which he has delved, and has, himself, entered into undeath. At the apex of "
"his power, he has become a lich, a waking embodiment of dread. He has, "
"his power, he has become a lich, a waking embodiment of dread. He has, "
"beyond any doubt, passed the point of no return, and his power and "
"immortality will have to provide consolation for what he has lost in his "
"quest to achieve them."
@ -6048,6 +6070,12 @@ msgid ""
"their natural grace ensures that they can best any of humanity's fresh "
"recruits."
msgstr ""
"Elves have always had a reputation for archery, a skill that, for many "
"reasons, comes naturally to them. Even the frail of body can be deadly with "
"a bow in hand, and in times of war, many will take up this weapon. Though "
"their relative inexperience with combat leaves them somewhat vulnerable, "
"their natural grace ensures that they can best any of humanity's fresh "
"recruits."
#: data/units/Elvish_Archer.cfg:105
msgid "female^Elvish Archer"
@ -6109,6 +6137,12 @@ msgid ""
"a secondary pursuit, is executed with a skill that most of humanity can only "
"stare at with wonder."
msgstr ""
"Those few elves who deliberately hone themselves into weapons of war become "
"something which belies the rather docile reputation of their race. "
"Dedication and skill are matched with purity of form, and the result is a "
"mastery of swordsmanship to which few can compare. Even archery, treated as "
"a secondary pursuit, is executed with a skill that most of humanity can only "
"stare at with wonder."
#: data/units/Elvish_Druid.cfg:3
msgid "female^Elvish Druid"
@ -6172,6 +6206,10 @@ msgid ""
"can grasp the basics of swordsmanship and archery in an uncannily short "
"time, and put them to effective use on the battlefield."
msgstr ""
"Elves are not warlike by nature, but in times of need, their natural grace "
"and agility serve them well, as does their skilful craftsmanship. An elf "
"can grasp the basics of swordsmanship and archery in an uncannily short "
"time, and put them to effective use on the battlefield."
#: data/units/Elvish_Hero.cfg:3
msgid "Elvish Hero"
@ -6183,6 +6221,9 @@ msgid ""
"fighter into a master of combat. Those who are honored as heroes are strong "
"with both sword and bow, skills that never fade for lack of practice."
msgstr ""
"A relatively small amount of experience will turn an elf from a competent "
"fighter into a master of combat. Those who are honoured as heroes are strong "
"with both sword and bow, skills that never fade for lack of practice."
#: data/units/Elvish_High_Lord.cfg:3
msgid "Elvish High Lord"
@ -6195,6 +6236,10 @@ msgid ""
"times of peace, a High Lord in the full of his wrath is an awesome sight "
"indeed."
msgstr ""
"The leaders of the elves do not fall sallow and frail with age. Rather, it "
"is then that they grow to their true potential. Quiet and contemplative in "
"times of peace, a High Lord in the full of his wrath is an awesome sight "
"indeed."
#: data/units/Elvish_Lady.cfg:4
msgid "female^Elvish Lady"
@ -6207,6 +6252,10 @@ msgid ""
"unflagging fealty of their people, which is the greatest gift any ruler "
"could ask for."
msgstr ""
"Elves choose their leaders for their power and wisdom; foresight is what has "
"protected them in times of uncertainty. Their just reign is rewarded by the "
"unflagging fealty of their people, which is the greatest gift any ruler "
"could ask for."
#: data/units/Elvish_Lady.cfg:21
msgid "shove"
@ -6222,6 +6271,9 @@ msgid ""
"society. Elvish Lords are the wisest and strongest of their people, and are "
"fearsome in their command of magic."
msgstr ""
"The nobility of the elves are possessed of merit to match their standing in "
"society. Elvish Lords are the wisest and strongest of their people, and are "
"fearsome in their command of magic."
#: data/units/Elvish_Marksman.cfg:3
msgid "Elvish Marksman"
@ -6340,6 +6392,11 @@ msgid ""
"thick of the forest with nary a scratch. They are, perhaps, some of the only "
"cavalry in existence that fares better in the woods than on open ground."
msgstr ""
"The horsemen of the wood elves have some skill with bow and sword, but their "
"true skill lies in their horsemanship. Even other elves are somewhat taken "
"by their uncanny speed in the woods, and their ability to dart through the "
"thick of the forest with nary a scratch. They are, perhaps, some of the only "
"cavalry in existence that fares better in the woods than on open ground."
#: data/units/Elvish_Shaman.cfg:3
msgid "female^Elvish Shaman"
@ -6703,6 +6760,8 @@ msgid ""
"A normal scorpion is dangerous enough - one the size of a man needs little "
"explanation."
msgstr ""
"A normal scorpion is dangerous enough - one the size of a man needs little "
"explanation."
#: data/units/Giant_Scorpion.cfg:20
msgid "sting"
@ -6782,6 +6841,14 @@ msgid ""
"failure of the orcish bloodline, though no one knows enough of their history "
"to state anything conclusive."
msgstr ""
"In any litter of orcs, several are born much smaller and weaker than the "
"rest. These runts are called 'Goblins' and are looked down on by the rest of "
"their kin. In battle, these are given the most meagre of equipment, and are "
"used as a shield to give the Warlords time to prepare the real assault.\n"
"\n"
"Some speculate that the existence of these creatures is the beginning of a "
"failure of the orcish bloodline, though no one knows enough of their history "
"to state anything conclusive."
#: data/units/Grand_Knight.cfg:3
msgid "Grand Knight"
@ -6909,14 +6976,13 @@ msgid "Gryphon"
msgstr "Gryphon"
#: data/units/Gryphon.cfg:17
#, fuzzy
msgid ""
"These majestic and powerful creatures are masters of the sky. Gryphons are "
"both dangerous and wary of other intelligent creatures, and thus should not "
"be disturbed without a good reason."
msgstr ""
"Half-lion, half-bird, these majestic creatures dominate the skies of the "
"world. Since they are wary of other intelligent races, Gryphons should not "
"These majestic and powerful creatures are masters of the sky. Gryphons are "
"both dangerous and wary of other intelligent creatures, and thus should not "
"be disturbed without a good reason."
#: data/units/Gryphon_Master.cfg:3
@ -7408,7 +7474,7 @@ msgstr ""
#: data/units/Master_at_Arms.cfg:3
msgid "Master at Arms"
msgstr ""
msgstr "Master at Arms"
#: data/units/Master_at_Arms.cfg:22
msgid ""
@ -7559,9 +7625,8 @@ msgid ""
msgstr ""
#: data/units/Mermaid_Siren.cfg:27
#, fuzzy
msgid "naia touch"
msgstr "naiad touch"
msgstr "naia touch"
#: data/units/Merman.cfg:6
msgid "Merman"
@ -7629,6 +7694,10 @@ msgid ""
"of need, many mermen of that occupation will volunteer to swell the ranks of "
"their military."
msgstr ""
"The skills employed by mermen in spear-fishing are easily translated into "
"warfare, especially against those who are not at home in the water. In times "
"of need, many mermen of that occupation will volunteer to swell the ranks of "
"their military."
#: data/units/Merman_Javelineer.cfg:3
msgid "Merman Javelineer"
@ -7641,6 +7710,10 @@ msgid ""
"impact of one is considerably greater. In the water, the mobility of the "
"mermen more than makes up for this when facing foes who cannot swim."
msgstr ""
"Those mermen who master the art of javelinry can become nearly as effective "
"as an archer - though the heft of their weapons impedes their range, the "
"impact of one is considerably greater. In the water, the mobility of the "
"mermen more than makes up for this when facing foes who cannot swim."
#: data/units/Merman_Netcaster.cfg:3
msgid "Merman Netcaster"
@ -7674,6 +7747,12 @@ msgid ""
"effective. They are also useful in melee, even deep under the surface, which "
"is something that certainly cannot be said of arrows."
msgstr ""
"Archery is little favoured by the mermen, for whom javelinry serves the same "
"function. Though thrown javelins are of little use under the water, they are "
"extremely useful at the surface, where their weight allows them to plunge "
"several feet below the water while retaining enough momentum to remain "
"effective. They are also useful in melee, even deep under the surface, which "
"is something that certainly cannot be said of arrows."
#: data/units/Merman_Triton.cfg:3
msgid "Merman Triton"
@ -7938,15 +8017,15 @@ msgid "Ogre"
msgstr "Ogre"
#: data/units/Ogre.cfg:17
#, fuzzy
msgid ""
"Ogres are giant creatures that usually live alone in the wilderness, "
"remarkably similar to humans in form, though large and misshapen. While they "
"can be easily outrun or outsmarted, their strength is not to be "
"underestimated."
msgstr ""
"Ogres are stupid giant humanoids that usually live alone in the wilderness. "
"While they can be easily outrun or outsmarted, their strength is not to be "
"Ogres are giant creatures that usually live alone in the wilderness, "
"remarkably similar to humans in form, though large and misshapen. While they "
"can be easily outrun or outsmarted, their strength is not to be "
"underestimated."
#: data/units/Ogre.cfg:20 data/units/Young_Ogre.cfg:41
@ -8187,15 +8266,14 @@ msgid "Orcish Warlord"
msgstr "Orcish Warlord"
#: data/units/Orcish_Warlord.cfg:17
#, fuzzy
msgid ""
"Only orcs with both great cunning and unsurpassed strength can become "
"Warlords. Masters of the sword, and even possessing some skill with the bow, "
"these beast-warriors lead their brethren with an iron hand."
msgstr ""
"Only Orcs with both great cunning and unsurpassed strength can become "
"Warlords. Skilled with both the sword and the bow, these beast-warriors lead "
"the orcish fighting groups."
"Only orcs with both great cunning and unsurpassed strength can become "
"Warlords. Masters of the sword, and even possessing some skill with the bow, "
"these beast-warriors lead their brethren with an iron hand."
#: data/units/Orcish_Warrior.cfg:3
msgid "Orcish Warrior"
@ -8841,16 +8919,16 @@ msgid "Skeleton"
msgstr "Skeleton"
#: data/units/Skeleton.cfg:16
#, fuzzy
msgid ""
"Skeletons are warriors who have been slain in battle and brought back by "
"dark magics. Nearly mindless, and unwavering in their purpose, they fear "
"neither pain, nor death, and their mere presence will often frighten away "
"any who would challenge their master."
msgstr ""
"Skeletons are warriors that have been slain in battle and brought back by "
"dark magics. Like all undead, they are especially vulnerable to fire and "
"holy spells, but resistant to bladed weapons."
"Skeletons are warriors who have been slain in battle and brought back by "
"dark magics. Nearly mindless, and unwavering in their purpose, they fear "
"neither pain, nor death, and their mere presence will often frighten away "
"any who would challenge their master."
#: data/units/Skeleton.cfg:61 data/units/Skeleton_Archer.cfg:3
msgid "Skeleton Archer"
@ -9418,30 +9496,28 @@ msgid "Yeti"
msgstr "Yeti"
#: data/units/Yeti.cfg:31
#, fuzzy
msgid ""
"Little is known about Yetis, ape-like creatures said to live in remote and "
"snow-covered mountains. Few profess to have seen one, and their existence is "
"doubted by many."
msgstr ""
"Yetis are giant humanoid creatures that live in the mountains. Few have ever "
"survived an encounter with one, and their existence is doubted by many."
"Little is known about Yetis, ape-like creatures said to live in remote and "
"snow-covered mountains. Few profess to have seen one, and their existence is "
"doubted by many."
#: data/units/Young_Ogre.cfg:3
msgid "Young Ogre"
msgstr "Young Ogre"
#: data/units/Young_Ogre.cfg:16
#, fuzzy
msgid ""
"When still young, Ogres are sometimes captured and taken into the army to be "
"trained. They cannot manage weapons skillfully, but that is of little "
"concern given their strength."
msgstr ""
"When still young, Ogres are taken into the army to be trained. They cannot "
"manage weapons skillfully, so they are given a large blade, in the hope that "
"they will be smart enough to swing it at their enemies, and not their own "
"throat."
"When still young, Ogres are sometimes captured and taken into the army to be "
"trained. They cannot manage weapons skilfully, but that is of little "
"concern given their strength."
#: data/units/Youth.cfg:3
msgid "Youth"
@ -11737,17 +11813,6 @@ msgstr "neutral"
#~ "long-range combat. Able to fire many arrows quickly and accurately, these "
#~ "Archers make up a large portion of the Elvish military."
#~ msgid ""
#~ "Elvish Avengers are extremely skillful and extremely quick, powerful in "
#~ "all forms of combat. Avengers are considered the best of all woodsmen in "
#~ "Wesnoth, and can ambush their foes in the forest, because they cannot be "
#~ "seen in the woods until just after they have attacked."
#~ msgstr ""
#~ "Elvish Avengers are extremely skilful and extremely quick, powerful in "
#~ "all forms of combat. Avengers are considered the best of all woodsmen in "
#~ "Wesnoth, and can ambush their foes in the forest, because they cannot be "
#~ "seen in the woods until just after they have attacked."
#~ msgid ""
#~ "Skilled in commanding soldiers, Elvish Captains provide a bonus to all "
#~ "level-1 units on adjacent hexes. Captains are also skilled in both short- "