# Norwegian translations for Battle for Wesnoth package. # Copyright (C) 2004 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth # Automatically generated, 2004. # msgid "" msgstr "" "Project-Id-Version: Wesnoth 1.1.1\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2024-09-17 21:18-0500\n" "PO-Revision-Date: 2024-05-02 18:08+0200\n" "Last-Translator: Gaute Storli Nielsen \n" "Language-Team: None\n" "Language: no\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 3.4.2\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "Underjordisk" #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "vandød" #. [label] #. [chance] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196 #: data/campaigns/World_Conquest/resources/data/training.cfg:285 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "fryktløs" #. [label] #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48 #: data/core/macros/weapon_specials.cfg:41 #: data/core/macros/weapon_specials.cfg:52 msgid "plague" msgstr "pest" #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7 #: data/core/macros/weapon_specials.cfg:53 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Når en enhet blir drept av et text='pestangrep', erstattes " "enheten med et text='vandrende lik' på pestgiverens side. " "Dette fungerer ikke på vandøde eller enheter i landsbyer." #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "standhaftig" #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704 #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "standhaftig" #. [illuminates]: id=illumination_song_verse #. [illuminates]: id=illumination #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344 #: data/core/macros/abilities.cfg:238 msgid "female^illuminates" msgstr "belyser" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "helbreder +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "helbreder +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Setter enheten i stand til å helbrede tilstøtende allierte enheter i " "begynnelsen av sin runde.\n" "\n" "En enhet som blir hjulpet av en helbreder kan hver runde heles opp til 4 HP, " "eller få stoppet virkningen av gift.\n" "En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må " "søke hjelp i en landsby eller hos en enhet som kan kurere." #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749 msgid "This unit is capable of basic healing and slowing dehydration." msgstr "Denne enheten er i stand til å helbrede og bremse dehydrering." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "helbreder +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "helbreder +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Denne enheten kombinerer urtemedisin med magi for å helbrede enheter " "hurtigere enn vanligvis mulig på slagmarken.\n" "\n" "En enhet som blir hjulpet av denne kan hver runde heles opp til 8 HP, eller " "få stoppet virkningen av gift.\n" "En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må " "søke hjelp i en landsby eller hos en enhet som kan kurere." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728 msgid "heals +12" msgstr "helbreder +12" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729 msgid "female^heals +12" msgstr "helbreder +12" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 12 HP per turn, or stop " "poison from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Denne enheten kombinerer urtemedisin med magi for å helbrede enheter " "hurtigere enn vanligvis mulig på slagmarken.\n" "\n" "En enhet som blir hjulpet av denne kan hver runde heles opp til 12 HP, eller " "få stoppet virkningen av gift.\n" "En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må " "søke hjelp i en landsby eller hos en enhet som kan kurere." #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755 msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr "" "Denne enheten kan helbrede dem som er rundt den, bremse dehydrering og " "kurere dem for gift." #. [artifact] #. [chance] #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699 #: data/campaigns/World_Conquest/resources/data/training.cfg:785 #: data/core/macros/abilities.cfg:253 msgid "teleport" msgstr "teleporterer" #. [artifact] #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "regenererer" #. [chance] #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/data/training.cfg:257 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "Mottar alltid hvileheling" #. [chance] #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/data/training.cfg:438 #: data/core/macros/weapon_specials.cfg:21 msgid "backstab" msgstr "bakholdsangrep" #. [chance] #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/data/training.cfg:500 #: data/core/macros/abilities.cfg:389 msgid "feeding" msgstr "åtseleter" #. [chance] #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/data/training.cfg:527 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "leder" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12 #: data/core/macros/abilities.cfg:285 msgid "ambush" msgstr "skogsniker" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15 msgid "Castle" msgstr "Borg" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18 msgid "Cave" msgstr "Grotte" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21 #: data/core/macros/abilities.cfg:348 msgid "concealment" msgstr "skjulested" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24 #: data/core/macros/weapon_specials.cfg:166 msgid "drains" msgstr "blodsugende" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27 msgid "firststrike" msgstr "førsteslag" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30 msgid "Forest" msgstr "Skog" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33 msgid "Frozen" msgstr "Frosset" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36 msgid "Hills" msgstr "Åser" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39 #: data/core/macros/weapon_specials.cfg:86 msgid "marksman" msgstr "skarpskytende" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42 msgid "Mushroom Grove" msgstr "Soppvokst grotte" #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45 #: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329 msgid "nightstalk" msgstr "nattskygger" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51 #: data/core/macros/weapon_specials.cfg:188 msgid "poison" msgstr "giftig" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57 msgid "Sand" msgstr "Sand" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "linjebryter" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63 #: data/core/macros/weapon_specials.cfg:64 msgid "slows" msgstr "forsinkende" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66 msgid "Swamp" msgstr "Sump" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "kurerer" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "Kart- og scenariobehandler" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377 msgid "Terrain Editor" msgstr "Terrengbehandler" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389 msgid "Scenario Editor" msgstr "Scenariobehandler" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "Maleverktøy" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 msgid "Starting Locations Tool" msgstr "" #. [topic]: id=editor_tool_starting #. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:110 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:128 msgid "Editor Terrain-Overlay Graphics" msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:129 msgid "" "editor^Maps generally look similar in the editor to their appearance in the " "game. There are a few exceptions, where different graphics are used in the " "editor; all the overlays described here are found in the terrain palette’s " "“special” group." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English the text is “IO” for impassable and “UO” for unwalkable. #: data/core/editor/help.cfg:134 msgid "" "editor^text='Movement Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes " "Impassable and Unwalkable\n" "\n" "While easily noticeable in the editor, these are invisible in the game, so " "the mixed terrains created by them look like the base terrain. They create a " "mixed terrain with the movement costs set to “impassable” or “unwalkable” " "respectively." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English these images are the literal text “Castle overlay” and “Keep overlay”. #: data/core/editor/help.cfg:143 msgid "" "editor^text='Castle Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "Adding either of these overlays to a passable hex allows units to be " "recruited onto a hex. The keep also allows a leader to recruit from there.\n" "\n" "These can be added to an impassable hex to connect a castle to a visually-" "separate keep through an impassable wall. It’s also possible to create a " "castle that seems to have grassland between the keep and towers, however " "this requires the connecting hexes to be occupied or blocked to prevent " "units being recruited onto them." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image here has text, while it could be translated I assume editor-only images won’t be. #. In English this image is the literal text “Village overlay”. #: data/core/editor/help.cfg:154 msgid "" "editor^text='Village Overlay'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "This turns any base terrain into a village, providing income and healing." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image is an “S” on a solid black background. #: data/core/editor/help.cfg:162 msgid "" "editor^text='Fake Shroud'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "Fake Shroud looks like an unexplored area, even in scenarios that have " "shroud disabled and even when the player’s units can see the hex." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:172 #, fuzzy #| msgid "Terrain Modifiers" msgid "Terrain Elevation Graphics" msgstr "Terrengmodifikatorer" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:173 msgid "" "A cosmetic elevation effect that looks a little different in the editor than " "in the game due to visual aids in the editor; all the overlays described " "here are found in the terrain palette’s “elevation” group." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:176 msgid "editor^text='Direct Overlays'" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:178 msgid "" "Bluffs and Gulch\n" "\n" "The bluffs, gulches, and similar variations are much like a standard terrain " "overlay, and can simply be used that way. However, for larger areas of the " "map, where you will want to allow the use of other overlay terrains, you " "will want to combine these with the “markers” described in the next section." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:183 msgid "editor^text='Elevation Floodfill'" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:185 msgid "Raised elevation on-map marker" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:186 msgid "" "Raised elevation editor palette icon\n" "\n" "To make a patch of terrain higher or lower, and still be able to use other " "overlay terrains such as trees, you will need to use these markers. Placing " "one of these arrows on the map will flood-fill the map with a color-coded " "haze; neither the haze nor the arrow will be visible in game. The hazed area " "will have a border ledge, making it look higher or lower than the adjacent " "tiles.\n" "\n" "There are two high markers and two low markers, so it is possible to make " "terraces of up to five levels (lowest, lower, normal, higher, highest). " "Placing a high region next to a low region does not result in larger " "cliffs.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:193 msgid "" "editor^text='How to Use'\n" "\n" "The marker arrows are not very useful by themselves, but the bluffs/gulch-" "type terrains can be used to contain the floodfilled area.\n" "\n" "An example use case would be:\n" "1. Select the Bluffs (^Qhh) from the editor palette and use single-hex " "paint tool to outline a big blob over an empty, all-grass map.\n" "2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the " "Bluffs border).\n" "3. The blob should all be raised now, and as long as you don't overwrite " "the Marker or Bluffs overlays, you can add other terrain overlays as " "needed.\n" "\n" "The graphics used to represent the ledge borders are determined by the base " "terrain.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:204 msgid "" "editor^text='Note for UMC authors: The flood-filled tiles do not " "have their terrain codes changed, or any other properties affected, so " "filtering a location by elevation is not simple.' italic='yes' font_size=10 " "" msgstr "" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:210 #, fuzzy #| msgid "Terrain" msgid "Deprecated Terrain" msgstr "Terreng" #. [topic]: id=editor_deprecated_overlay #. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated. #. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it. #: data/core/editor/help.cfg:213 msgid "" "editor^src='terrain/grass/green.png~BLIT(terrain/deprecated-editor." "png)' align=left box=yesThe magenta ‘D’ (for “Deprecated”).\n" "\n" "This is shown in the editor over deprecated terrain codes. Examples are:\n" "• the dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain',\n" "• the “Xol” Lit Stone Wall, which is deprecated because several wall " "terrains now support the “^Efs” Sconce embellishment.\n" "\n" "The help pages for these terrains may have additional text that’s only shown " "in the editor, describing the deprecation and the recommended replacements." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:226 msgid "Label Tool" msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:227 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:242 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:243 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "• Left-click will place a decoration on the clicked hex.\n" "• Right-click will remove the decoration.\n" "\n" "text='Note:' the tool doesn’t support undo.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:259 msgid "Village Ownership Tool" msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:260 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:274 msgid "Unit Tool" msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:275 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:290 msgid "Named Areas" msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:291 msgid "" "This tool creates sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:312 msgid "Playlist Manager" msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:313 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:324 msgid "Change Add-on ID" msgstr "" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:325 msgid "" "Allows changing the ID of an add-on, which is the name of the folder it’s " "in. This will only rename that folder and update any references to it in the " "_main.cfg file. Any other place will need to be updated manually." msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:334 msgid "Add-on Publishing Editor" msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:335 msgid "" "Allows setting up an add-on’s _server.pbl file, which is required for " "publishing an add-on to the add-ons server for other players to download. " "The Validate button will check whether all required fields have valid values." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:343 msgid "Map/Scenario Editor" msgstr "Kart- og scenariobehandler" #. [topic]: id=..editor #: data/core/editor/help.cfg:344 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario as well as initializing an add-" "on which can be used to distribute the scenarios you create.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music." msgstr "" "Wesnoths kart- og scenariobehandler gjør det mulig å opprette og redigere " "kartene som alle Wesnoth-scenarioer foregår på. Den inneholder også et " "begrenset sett med funksjoner for å sette opp et grunnleggende scenario samt " "initialisere et tillegg som kan brukes til å distribuere scenariene du " "lager.\n" "\n" "Behandleren kan startes fra text='kartbehandler'-" "alternativet på hovudmenyen.\n" "\n" "
text='Behandlingsmoduser'
\n" "\n" "Behandleren har to moduser: terrengmodus og scenariomodus.\n" "\n" "\n" "dst='..editor_mode_terrain' text='Terrengmodus' ligner på et " "enkelt tegneprogram, med verktøy for å dst='editor_tool_paint' " "text='male', dst='editor_tool_fill' text='fylle', " "dst='editor_tool_select' text='markere (og kopiere)' og " "dst='editor_tool_paste' text='lime inn'. Den har også et verktøy " "for å angi ledernes dst='editor_tool_starting' text='startposisjoner'.\n" "\n" "\n" "dst='..editor_mode_scenario' text='Scenariomodus', i tillegg til " "verktøyene som er tilgjengelige i terrengmodus, supplerer evnen til å legge " "til dst='editor_tool_label' text='etiketter', " "dst='editor_tool_scenery' text='landskapselementer', " "dst='editor_tool_unit' text='enheter' i tillegg til lederen, og " "tildeling av dst='editor_tool_village' text='landsbyeierskap' i " "starten av scenarioet. Det finnes også en dst='editor_playlist' " "text='spillelistebehandler' for musikken." #. [topic]: id=..editor #: data/core/editor/help.cfg:356 msgid "" "In either mode, you will be prompted to choose an add-on to use for the " "scenarios you create. This can be an existing add-on or a brand new add-on. " "If you choose to use a brand new add-on, then the add-on will have all the " "required files and folders automatically created as well as a default ID " "assigned. Unless you are editing an already existing map file, using " "scenario mode is required in order for your maps to be selectable during " "game creation." msgstr "" "I begge modusene blir du bedt om å velge et tillegg som skal brukes for " "scenariene du oppretter. Dette kan være et eksisterende tillegg eller et " "helt nytt tillegg. Hvis du velger å bruke et helt nytt tillegg, blir alle " "nødvendige filer og mapper automatisk opprettet, og tillegget får tildelt en " "standard-ID. Med mindre du redigerer en allerede eksisterende kartfil, må du " "bruke scenariomodus for at kartene dine skal kunne velges under " "spillopprettelsen." #. [topic]: id=..editor #: data/core/editor/help.cfg:358 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:378 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:390 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:392 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:399 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:407 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves one file when in terrain mode (a .map) or two files " "when in scenario mode (both a .map and a .cfg).\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that cannot be " "opened by the scenario editor, the editor will attempt to find the " "scenario's map data and open the corresponding .map file in terrain-only " "mode, as if the .map file was chosen in the file selector. It is recommended " "in those cases to simply load the .map file directly instead." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:419 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:420 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "One option is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='Example'
\n" "If your add-on will only be used on 1.18 and later, it is instead " "recommended to use the new include_file attribute to load a .cfg file " "containing additional WML into the scenario.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory\n" "• maps/first.map\n" " ◦ this is the .map file created by the scenario editor when saving in " "scenario mode\n" "• scenarios/other.cfg\n" " ◦ this is the .cfg file containing everything that the scenario editor " "doesn't understand\n" "• scenarios/first.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the " "map file\n" " ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load " "the additional cfg file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:443 msgid "Editor Mask Usage" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:444 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" #. [topic]: id=editor_time_schedule #. 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 #: data/core/editor/help.cfg:452 #, fuzzy #| msgid "Time of Day" msgid "ToD and Schedule Editor" msgstr "Tid på døgnet" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:453 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:464 msgid "Editor Palette" msgstr "" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:466 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:471 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:472 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:473 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:485 msgid "Wesnoth Map Format" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:486 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:488 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:501 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:509 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the scenario data as a .cfg file and the " "map data as a separate .map file. The scenario then references the .map file " "via map_file. When loading a .cfg file, the scenario editor understands " "files created by the scenario editor itself, but is likely to have " "difficulty with files that have been edited by hand; problems can be avoided " "by dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127 msgid "Deep Underground" msgstr "Dypt underjordisk" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "" #. [section]: id=calendar #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13 msgid "Calendar" msgstr "" #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:14 msgid "" "Each year in the Wesnothian calendar is composed of 12 months. These are, in " "order:\n" "\n" "Whitefire\n" "Bleeding Moon\n" "Scatterseed\n" "Deeproot\n" "Scryer’s Bloom\n" "Thorntress\n" "Summit Star\n" "Kindlefire\n" "Stillseed\n" "Reaper’s Moon\n" "Verglas Bloom\n" "Blackfire\n" "\n" "The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW " "(Year of Wesnoth). Years before that are counted based on the number of " "years before the founding of Wesnoth using BW (Before Wesnoth). After the " "Fall of Wesnoth dates use AF (After the Fall)." msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 #, fuzzy msgid "Great River" msgstr "Kjempetre" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:35 msgid "" "The Ford of Abez is a crossing between Wesnoth and the Northlands, and is " "the westernmost point where the Great River can be crossed without ships." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:40 #, fuzzy msgid "Great Ocean" msgstr "Kjempetre" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:41 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=great_ocean #. Great Ocean #: data/core/encyclopedia/geography.cfg:45 msgid "" "The Drakes once called this ocean the World Ocean. They believe it to extend " "in every direction from Morogor until eventually flowing into the abyss as " "an immense waterfall at the edge of the world." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:50 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:51 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" #. [topic]: id=morogor #. Geography of Morogor #: data/core/encyclopedia/geography.cfg:57 msgid "" "
text='Notable land features:'
\n" " • Mount Morogor: An active volcanic mountain in the central island of " "Morogor." msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:63 #, fuzzy msgid "Green Isle" msgstr "Grønn" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:64 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean', formerly home to the Islefolk and Wesfolk." msgstr "" #. [topic]: id=green_isle #. Geography of the Green Isle #: data/core/encyclopedia/geography.cfg:68 msgid "" "
text='Notable cities:'
\n" " • Southbay: The capital of the largest Islefolk Kingdom.\n" " • Clearwater Port: The second largest Islefolk city and the location of " "a major port.\n" " • Stormvale: A major Islefolk kingdom once ruled by the ancestors of " "Haldric I.\n" " • Jevyan’s Haven: The Wesfolk capital and home of the famous lich-lord " "Jevyan.\n" " • Blackmore: A small Wesfolk settlement." msgstr "" #. [topic]: id=green_isle #. Geography of the Green Isle #: data/core/encyclopedia/geography.cfg:77 msgid "" "
text='Notable land features:'
\n" " • Broken Mountains: A mighty mountain range that cuts through the Green " "Isle.\n" " • Oldwood: A mysterious wood inhabited by some woses.\n" " • Swamp of Esten: A small swamp located east of the Broken Mountains." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:85 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:86 msgid "" "Lies to the west of dst='morogor' text='Morogor' and the " "dst='green_isle' text='Green Isle' across the " "dst='great_ocean' text='Great Ocean'. It is the original homeland " "of both humans and orcs." msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:91 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:92 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:97 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:98 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:103 #, fuzzy msgid "Kingdom of Wesnoth" msgstr "-- Wesnoths Krønike" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:104 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension." msgstr "" #. [topic]: id=kingdom_wesnoth #. Geography of Wesnoth #: data/core/encyclopedia/geography.cfg:110 msgid "" "
text='Notable cities:'
\n" " • Weldyn: The capital of Wesnoth.\n" " • Aldril: City lying on the Bay of Pearls.\n" " • Blackwater Port: City lying south of the Bay of Pearls.\n" " • Carcyn: Located between the Grey Woods and the Great River.\n" " • Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " • Soradoc: The northernmost border outpost of Wesnoth, controls the " "confluence of the Weldyn River and the Great River.\n" " • Fort Tahn: The southernmost border outpost, controls the north/south " "road crossing the River Aethen.\n" " • Tath: Important fort city north of Dan’Tonk, exerts control over the " "wilderness country around the east of the Brown Hills and north to the Ford " "of Abez.\n" " • Westin: A small yet important town in Kerlath, a province of Southern " "Wesnoth. The old Citadel of Westin can be found there." msgstr "" #. [topic]: id=kingdom_wesnoth #. Geography of Wesnoth #: data/core/encyclopedia/geography.cfg:123 msgid "" "
text='Notable land features:'
\n" " • Gryphon Mountain: Home of the fabled Gryphons.\n" " • Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces.\n" " • Weldyn River: It branches from the Great River and goes south.\n" " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " "this plain is Wesnoth’s bread basket and home to most of its population.\n" " • Dulatus Hills: These rolling hills bordering the Great Central Plain " "provide much of Wesnoth’s livestock and agriculture.\n" " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" "populated and occasionally very dangerous.\n" " • Horse Plains: Region of rolling plains just south of the Great River, " "bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " "southern reach merges into the Central Plain. Home of the powerful Horse " "Clans; the best horses in Wesnoth are bred here.\n" " • Estmark Hills: Largish range rising south of the Great River and east " "of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " "at various times been settled by Wesnothians, but the Kingdom’s control is " "tenuous at best and banditry is common.\n" " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " "Haldric II’s sons.\n" " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted.\n" " • Isle of Alduin: An important island off the coast of Wesnoth home to " "the Great Academy of Magic, where many of Wesnoth’s greatest mages were " "trained.\n" " • Green Swamp: Large swamp on the banks of the Great River northeast of " "the Grey Woods." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:140 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:141 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth." msgstr "" #. [topic]: id=elensefar #. Geography of Elensefar area #: data/core/encyclopedia/geography.cfg:145 msgid "" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:150 msgid "" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:156 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:157 msgid "" "The Northlands are filled with unstable clans in endless conflict. It is an " "unlawful and perilous place plagued by its cold, icy terrain and constant " "war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves " "fight over the region. The northern and eastern borders of the Northlands " "are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "Yet despite the sheer wilderness above the Northlands, the subterranean " "Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic " "surroundings, providing both heat and protection to their people. While they " "may often be in conflict with orcs and trolls, the heart of Dwarvish " "territory is considered relatively safe in comparison." msgstr "" #. [topic]: id=northlands #. Geography of the Northlands #: data/core/encyclopedia/geography.cfg:163 msgid "" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere." msgstr "" #. [topic]: id=northlands #. Geography of the Northlands #: data/core/encyclopedia/geography.cfg:170 msgid "" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='Heart Mountains': A virtually " "impassable barrier between the river country and the Northern Plains.\n" " • Heartfangs: The particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " • Swamp of Dread: A very large bog located between the Heart Mountains " "and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway " "through the Northern Mountains.\n" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='Great River': The origin of this " "river is somewhere in the east of the northern lands." msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:183 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:184 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east." msgstr "" #. [topic]: id=southwest_elven_lands #. Geography of the Southwest #: data/core/encyclopedia/geography.cfg:188 msgid "" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:194 #, fuzzy msgid "Heart Mountains" msgstr "Fjell" #. [topic]: id=heart_mountains #. The Whitefang Clan’s primary description is in DiD #. Wesnoth 1.9.4 added Haggid-Dargor to the encyclopedia, but it has no other mention in mainline #: data/core/encyclopedia/geography.cfg:197 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'. The local orcs call them the Haggid-Dargor. The powerful " "Whitefang Clan in the region is named after the eastern edge of the " "mountains, which they call the Whitefang Mountains for their distinctive " "shape." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:202 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:203 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom." msgstr "" #. [topic]: id=far_north #. Geography of the Far North #: data/core/encyclopedia/geography.cfg:206 msgid "" "
text='Notable cities:'
\n" " • Barag Gor: A city home to the Orcish Council.\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Jotha: A large fortified capital of the local merfolk that lies within " "the bay of Jotha.\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz: A coastal orcish town that occasionally raids Jotha.\n" " • Dorest: The northernmost human city." msgstr "" #. [topic]: id=far_north #. Geography of the Far North #: data/core/encyclopedia/geography.cfg:219 msgid "" "
text='Notable land features:'
\n" " • Desert of Death: An unusually dry desert in the Far North filled with " "venomous Sand Scuttlers. It is extremely hot by day yet chilly by night.\n" " • Black Marshes: A perilous swamp north of Tirigaz filled with violent " "monsters.\n" " • Mountains of Dorth: A set of mountains north of the Heart Mountains. " "Though nowhere near as dangerous as its southern neighbour, it is " "nonetheless deadly to inexperienced travelers.\n" " • Mountains of Haag: A group of high mountains inhabited by groups of " "orcs, trolls and dwarves.\n" " • Greenwood: An elvish forest located near the Lintanir Forest. Some say " "it was once connected to it, until groups of savage orcs burned much of the " "forest.\n" " • Silent Forest: A dense forest inhabited by a few elves, once known as " "Gitamoth.\n" " • Forest of Thelien: A dense coniferous forest sometimes inhabited by " "elves.\n" " • River Oumph: A river flowing from the Mountains of Haag to its delta " "just south of Bitok.\n" " • River Bork: A river of the Far North flowing from a lake next to the " "Mourned Hills.\n" " • Frosty Wastes: A cold, snowy desert in the far north inhabited only by " "the occasional monster.\n" " • Barren Plains: A vast, sparsely populated snowy tundra." msgstr "" #. [topic]: id=far_south #: data/core/encyclopedia/geography.cfg:235 msgid "Far South" msgstr "" #. [topic]: id=far_south #: data/core/encyclopedia/geography.cfg:236 msgid "" "A vast region south of Kerlath home to the Dunefolk Civilization. It is also " "inhabited by many local creatures, including the Jinn and Wyverns." msgstr "" #. [topic]: id=far_south #. Geography of the Far South #: data/core/encyclopedia/geography.cfg:240 msgid "" "
text='Notable land features:'
\n" " • Sandy Wastes: A hot desert located south of Kerlath home to various " "Dunefolk settlements, as well as nomadic tribes in between. The northern " "parts of this desert are home to many treacherous monsters.\n" " • Mountains of Peril: A tall and deadly mountain range in the far south " "inhabited by bands of vicious barbarians and monsters.\n" " • Black Forest: An ancient and likely haunted forest of which very " "little is known, believed to have been once inhabited by elves. Those who " "enter it seldom return." msgstr "" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "Tid på døgnet" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Introduksjon" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Spillets gang" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:539 #: src/help/help_topic_generators.cpp:492 #: src/help/help_topic_generators.cpp:515 msgid "Traits" msgstr "Karaktertrekk" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Enheter" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Evner" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Våpenspesialiteter" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "Æraer" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:554 msgid "Terrains" msgstr "Terreng" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:607 msgid "Add-ons" msgstr "Tillegg" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:680 msgid "Commands" msgstr "Kommandoer" #. [topic]: id=..introduction #: data/core/help.cfg:96 msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "text='Kampen om Wesnoth' er et rundebasert strategispill " "med et fantasytema. Spillet avviker noe fra moderne strategispill. Mens " "mange spill strekker seg etter kompleksitet både i regler og " "spillopplevelse, strekker text='Kampen om Wesnoth' seg " "etter enkelhet i regler og spillopplevelse. Dette gjør ikke spillet enkelt, " "derimot vil det fra disse enkle reglene reise seg en verden av forskjellige " "strategimuligheter. Dette gjør spillet lett å lære, men utfordrende å " "mestre.\n" "\n" "På de følgende sidene finner du alt du trenger å vite for å spille Wesnoth. " "Etter hvert som du spiller, vil ny informasjon bli lagt til i de ulike " "kategoriene ettersom du møter nye aspekter ved spillet. For mer detaljert " "informasjon om spesielle situasjoner og unntak, følg lenkene som medfølger." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Om spillet" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" "Spillet foregår på et spillbrett bestående av sekskantede felter, der " "enhetene dine kjemper mot enheter kontrollert av datamaskinen, venner som " "spiller på samme datamaskin (hotseat-spill), andre spillere på samme " "nettverk eller spillere over hele verden i flerspillermodus.\n" "\n" "Hver av disse kampene kalles et text='scenario', som kan " "settes sammen til text='kampanjer'. I tillegg til " "kampanjene som følger med spillet, støtter Wesnoth brukerskapt innhold, og " "tilleggsserveren tilbyr hundrevis av egendefinerte kart, kampanjer, æraer, " "fraksjoner og ressurser.\n" "\n" "Spillet har også en menneskelig lesbar markering kalt Wesnoth Markup " "Language (WML) som gjør det enkelt for brukerne å lage sitt eget innhold, " "samt en fullt utstyrt kart- og scenarioredigeringsfunksjon for å designe " "dine egne slagmarker.\n" "\n" "text='Kampen om Wesnoth'-prosjektet ble påbegynt i 2003, og " "har blitt jobbet med av en rekke frivillige siden den gang." #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" "Denne seksjonen inneholder en liste over alle enhetene du oppdager når du " "utforsker Wesnoths verden. Når du ser en ny enhet i løpet av en kampanje " "eller et flerspillerscenario, blir den lagt til i underseksjonen for sin " "rase, og du kan deretter se siden når du vil. Enhetens side inneholder en " "generell beskrivelse, statistikk, angrep, motstand og bevegelses- og " "forsvarsverdier.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" "En fraksjon er en samling av enheter og ledere. Fraksjoner tildeles sider i " "flerspillerspill.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" "En æra er en samling fraksjoner som er ment å spilles mot hverandre. I " "tillegg til de grunnleggende epokene som følger med spillet, finnes det " "mange brukerskapte fraksjoner som er tilgjengelige via tilleggsprogrammer.\n" "\n" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "Enkelte enheter har evner som enten direkte påvirker andre enheter eller har " "en innvirkning på hvordan enheten samspiller med andre enheter. Disse evnene " "vil bli listet under dette emnet etter hvert som du støter på dem. Hver side " "inneholder en beskrivelse av hva evnen gjør, og hvilke (foreløpig oppdagede) " "enheter som har den.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" "Noen våpen har spesielle egenskaper som gjør det mer effektivt å angripe med " "dem. Når du ser en ny våpenspesialitet i løpet av en kampanje eller et " "flerspillerscenario, vil den bli lagt til i denne listen; du kan deretter se " "siden for den når du måtte ønske det. Hver side vil gi en beskrivelse av hva " "våpenspesialen gjør, og hvilke (for øyeblikket oppdagede) enheter som har " "den.\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Ukjentenhet" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" "\n" "\n" "Denne enheten er ukjent for øyeblikket. Du må oppdage den i spillet for å " "kunne se beskrivelsen." #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" "Wesnoth består av en serie slag, kalt text='scenarier', som " "setter troppene dine opp mot troppene til en eller flere motstandere. Flere " "scenarier som følger etter hverandre og forteller en historie, utgjør en " "text='kampanje'. I en kampanje må du ofte spille mer " "forsiktig, og ta vare på de beste troppene dine for å bruke dem igjen i " "senere scenarier.\n" "\n" "Den interaktive text='Veiledningen' introduserer det " "grunnleggende i Wesnoth-spillingen i sammenheng med et scenario. Det meste " "av det som gjennomgås i veiledningen, blir forklart mer inngående på disse " "sidene, så du kan alltids komme hit hvis du glemmer noe.\n" "\n" "Når du har lært det grunnleggende, kan du prøve en nybegynnerkampanje, for " "eksempel text='Tronarvingen' eller " "text='Sørgarden'. Du finner en fullstendig liste over " "installerte kampanjer via text='kampanjer'-alternativet på " "hovedmenyen. Ettersom Wesnoth kan være ganske utfordrende, kan det være lurt " "å starte på lett vanskelighetsgrad før du øker utfordringen.\n" "\n" "Kampanjene er gruppert etter text='nivå' og " "text='vanskelighetsgrad'. For eksempel er " "text='Tronarvingen' på nybegynnernivå, og kan spilles på " "tre vanskelighetsgrader: «Lett», «Normal» og «Utfordrende». Kampanjenivået " "angir hvilken grad av ferdighet i spillmekanikken (for eksempel " "dst='movement' text='kontrollsoner' og dst='time_of_day' " "text='tid på døgnet') som forutsettes. Vanskelighetsgraden angir hvor " "utfordrende scenariene vil være for en erfaren spiller: På høyere " "vanskelighetsgrader vil hindringene for å vinne være større, og det vil " "kreve dyktigere spill for å overvinne dem. På høyere vanskelighetsgrader kan " "fienden for eksempel ha høyere inntekter, enheter på høyere nivå, flere " "borgfelter og så videre." #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Grunnleggende spillkonsepter'
\n" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Husk at du kan holde musepekeren over mange elementer i spillet, for " "eksempel informasjonen som vises i statusruten, for å se en kort beskrivelse " "som forklarer hvert element. Dette er spesielt nyttig når du støter på nye " "elementer, for eksempel dst='..abilities_section' text='evner', " "for første gang." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Seier og nederlag" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" "\n" "\n" "Når du vinner et scenario, blir kartet grått, og knappen text='Avslutt " "runden' endres til text='Avslutt scenario'. Du kan nå " "gjøre ting som å endre lagringsalternativene dine eller (hvis du er i et " "flerspillerspill) chatte med andre spillere før du trykker på knappen for å " "gå videre." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" "Følg nøye med på boksen som formidlertext='scenariets mål' i " "begynnelsen av hvert scenario. I de fleste scenariene vil du vinne ved å " "drepe alle fiendens ledere, og på samme måte vil din egen leders død som " "regel føre til nederlag. Noen scenarier kan imidlertid ha andre seiersmål, " "for eksempel å få lederen din til et bestemt punkt, redde en alliert, løse " "en gåte eller holde stand mot en beleiring til et visst antall runder har " "gått." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Rekruttering og tilbakekalling" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "Hvis du høyreklikket på en slottsrute og valgte 'Rekruttér', så vil den nye " "enheten komme frem på denne ruten. Ellers vil den komme frem på en ledig " "rute nærme borgen. Du kan bare rekruttere så mange enheter som det er plass " "til i borgen, og du kan ikke rekruttere for mer enn du har gull til." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='..terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the text='Recruit' button to recruit it." msgstr "" "Hver side begynner med én leder i sin borg. Ved starten av et scenario, og " "noen ganger i løpet av det, må du rekruttere dst='..units' " "text='enheter' til hæren din. For å rekruttere må du ha lederen din " "(for eksempel Konrad i kampanjen text='Tronarvingen') på " "borgen i et dst='..terrain_castle' text='slott'. Deretter kan du " "rekruttere ved enten å velge text='Rekrutter' fra menyen eller " "høyreklikke på et felt og velge text='Rekrutter'. Da får du opp " "rekrutteringsmenyen, som viser en liste over enheter som er tilgjengelige " "for rekruttering, sammen med gullkostnaden deres. Klikk på en enhet for å se " "statistikken, og trykk deretter på text='Rekrutter'-knappen for " "å rekruttere den." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Rekrutterte enheter kommer med to tilfeldige dst=traits " "text=karaktertrekk som endrer deres egenskaper." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" "\n" "\n" "I senere scenarier kan du også tilbakekalle overlevende fra tidligere slag. " "Tilbakekalling koster 20 gull og gir deg en liste over alle overlevende " "enheter fra tidligere scenarier." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "Husk at enheter ikke bare koster gull å rekruttere eller tilbakekalle, men " "de krever også lønn. Les dst=income_and_upkeep text='inntekt og " "utgifter' for mer informasjon." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Inntekt og utgifter" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "Inntekt er ganske enkelt. Du har en grunninntekt på 2 gullstykker per runde. " "For hver landsby du kontrollerer, tjener du en ekstra gull per runde. Altså, " "hvis du kontrollerer 10 landsbyer vil du tjene 12 gull per runde. Utgifter " "blir trukket fra denne inntekten, som beskrevet under." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "I Wesnoth er det ikke nok å bare rekruttere enheter og kjempe. Du må også " "passe på gullet ditt, spesielt i kampanjer, der du kan ta med deg ekstra " "gull fra ett scenario til det neste. Det er to aspekter ved dette: " "text='inntekter' og text='utgifter'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "Utgifter er også ganske enkelt. Hver enhet krever en mengde utgifter som " "tilsvarer nivået. Du kan støtte så mange nivåer verdt med enheter som du har " "landsbyer, uten å betale noe vedlikehold. Men for hvert nivå av enheter " "utover antallet landsbyer du har, må du betale ett gull per runde. Hvis du " "for eksempel har tolv enheter på nivå én og ti landsbyer, må du betale to " "gull hver runde i utgifter." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "Vedlikehold trekkes hver runde fra inntekten din. I tilfellet med ti " "landsbyer og totalt tolv enhetesnivåer vil resultatet være en inntekt på 10 " "gull." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" "\n" "\n" "Generelt kan grunninntekten, mengden gull du får per landsby per runde, og " "antall enhetsnivåer hver landsby kan støtte, konfigureres. Men i kampanjer " "er de nesten alltid verdiene som er beskrevet ovenfor. Fanen " "text='Scenarioinnstillinger' i dialogboksen " "text='Statustabell' viser verdiene for det gjeldende " "scenariet." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "\n" "Det er to viktige unntak i henhold til utgifter: Enheter med karaktertrekket " "lojal og ledere pådrar seg aldri vedlikehold. Enheter du begynner scenariet " "med (for eksempel Delfador), eller enheter som slutter seg til deg i løpet " "av et scenario (for eksempel rytteren i det andre scenariet av " "text='Tronarvingen'), vil vanligvis ha karaktertrekket " "text='lojal'. Enheten du spiller (for eksempel Konrad) vil " "nesten alltid være en leder." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Helsepoeng og erfaring" #. [topic]: id=hitpoints #: data/core/help.cfg:238 msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "Hver enhet har et visst antall text='helsepoeng' (HP). Hvis " "en enhets helsepoeng faller under 1, dør enheten. Hver enhet har også et " "visst antall text='erfaringspoeng' (EP). En nyrekruttert " "enhet starter uten erfaringspoeng, og får erfaring ved å kjempe mot fiender." #. [topic]: id=hitpoints #: data/core/help.cfg:242 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" "Helsepoeng og erfaringspoeng vises i statuspanelet ved hjelp av to nummer " "for hver størrelse (gjeldende verdi og den maksimale verdi enheten kan " "inneha)." #. [topic]: id=hitpoints #: data/core/help.cfg:244 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." msgstr "" "Helsepoengene vises også ved en helsesøyle ved siden av hver enhet, med " "lengde og farve (grønn, gul, rød) avhengig av gjeldende helsepoeng. En enhet " "med minst ett erfaringspoeng har en blå erfaringssøyle, som blir hvit når " "enheten er i ferd med å dst='advancement' text='forfremmes'." #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "Forfremmelser" #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "Enheter trenger en viss mengde erfaring for å forfremmes (karaktertrekket " "Intelligent reduserer denne med 20%). Idet en enhet når grensen avanserer de " "umiddelbart til neste nivå, og helbredes fullstendig i prosessen. I noen " "tilfeller vil få valget mellom ulike forfremmelser." #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" "Hvis begge enheter overlever en kamp, vinner de et antall erfaringspoeng " "(EP) likt med nivået til enheten de kjemper med. Hvis en enhet på derimot " "dreper en annen i kamp vinner den mye mer erfaring — 4 for en nivå 0 enhet, " "8 for nivå 1, 16 for nivå 2, 24 for nivå 3, og så videre." #. [topic]: id=advancement #: data/core/help.cfg:254 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "De fleste enheter har tre nivåer, men ikke alle. Enkelte (slik som " "dst='unit_Mage' text='magikere') kan ha fire. Når en enhet har " "nådd sitt høyeste nivå, kan den ha en text='Forfremmelse etter " "maksimalnivå' (FEMN) tilgjengelig for den. FEMN vil endre enheten " "hver gang enheten når erfaringsmålet, men enheten vil forbli på samme nivå. " "Den typiske FEMN-effekten er at enhetens maksimal HP økes med 3 og den " "helbredes fullstendig. Den første FEMN-enheten vil normalt nås med 150 EP " "(120 EP for intelligente enheter). Det blir imidlertid gradvis vanskeligere " "å oppnå en FEMN for hver FEMN enheten får, og det er derfor vanligvis mer " "nyttig å prøve å avansere enhetene på lavere nivå." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Forflytning" #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "Hver enhet har et visst antall forflytningspoeng som brukes opp når de " "beveger seg inn i et nytt felt, avhengig av terrenget i det aktuelle feltet. " "For eksempel koster det nesten alltid 1 forflytningspoeng å gå inn i " "gressletter. Nøyaktig hvor mange forflytningspoeng som brukes på å gå inn i " "et felt, avhenger av enhetstypen - i skog bruker alviske enheter bare 1 " "forflytningspoeng, de fleste menneske- og orke-enheter bruker 2, mens " "hestefolk bruker 3. Du kan finne ut hvor mange forflytningspoeng en enhet " "trenger for å komme inn i en bestemt terrengtype ved å høyreklikke på den, " "velge text='Enhetsbeskrivelse', og deretter se på " "text='Terrengmodifikatorer'." #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "Forflytning i text='Kampen om Wesnoth' er enkelt. Klikk på " "enheten du ønsker å flytte for å velge den, og klikk deretter på feltet du " "ønsker å flytte den til. Når en enhet er valgt, blir alle feltene den kan " "flytte til i denne runden uthevet, og alle andre felter vil være grå. Når du " "holder musepekeren over et uthevet felt, vises forsvarsverdien enheten ville " "hatt hvis du flyttet den til det feltet. Når du holder musepekeren over et " "grått felt, vises også antall runder som kreves for å nå det, og hvis du " "klikker på det, vil enheten bevege seg mot det på den raskeste ruten i løpet " "av denne og de påfølgende rundene. Hvis du ikke bruker opp hele " "forflytningen til en enhet når du flytter den første gangen, kan du flytte " "den igjen. Dette er nyttig når to enheter bytter plass. Det å angripe en " "annen enhet bruker opp angriperens forflytning. Det samme gjør det å " "plassere en enhet i en landsby du ikke eide fra før. Enheten vil likevel " "være i stand til eventuelt å angripe." #. [topic]: id=movement #: data/core/help.cfg:266 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — generates a zone " "of control in the hexes immediately surrounding it, and any enemy unit " "entering those hexes immediately ends its movement. Learning how to use " "zones of control to your advantage is an important part of Wesnoth, as only " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "En annen ting som er viktig å huske på under forflytning er " "dst=zones_of_control text='kontrollsoner'. Hver enhet — med " "unntak av nivå 0 enheter — lager en kontrollsone i de tilstøtende feltene " "der enheten står, og alle fiendtlige enheter som flytter inn i et slikt felt " "vil miste alle sine forflytningspoeng. Å lære hvordan man bruker " "kontrollsoner til din fordel er en viktig del av Wesnoth, siden bare " "dst=ability_skirmisher text='linjebrytere' kan ignorere " "kontrollsoner." #. [topic]: id=movement #: data/core/help.cfg:268 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "Trykk Ctrl-v eller Cmd-v for å se hvor fienden kan bevege seg i løpet av sin " "neste runde. Ctrl-b eller Cmd-b viser hvor fienden kan bevege seg hvis " "enhetene dine ikke er på kartet og blokkerer fremdriften deres." #. [topic]: id=vision #: data/core/help.cfg:277 #, fuzzy #| msgid "Vision:" msgid "Vision" msgstr "Syn:" #. [topic]: id=vision #: data/core/help.cfg:278 msgid "" "Vision determines how far a unit can see on the map. Normally, a unit’s " "vision range is calculated as its movement range plus one hex. Certain units " "with unique vision capabilities deviate from this rule and have vision cost " "independent of movement range." msgstr "" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:285 msgid "Shroud and Fog of War" msgstr "Skodde og stridsdis" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:286 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" "I noen scenarier vil deler av kartet være skjult for deg. Det finnes to " "mekanismer som kan brukes hver for seg eller sammen. text='skodde' skjuler både terrenget og eventuelle enheter på et sted. Men når den " "er fjernet, kan du alltid se stedet. text='stridsdis' " "skjuler bare enheter og eierskap av landsbyer (andre enn deg eller dine " "allierte). Stridsdisen forsvinner midlertidig når du har enheter i nærheten, " "men kommer tilbake når de forlater stedet. Både skodden og stridsdisen " "fjernes av enheter. Hver enhet synliggjør felter langs stien de går i løpet " "av en runde (uten å ta hensyn til kontrollsoner og fiendtlige enheter).\n" "\n" "Normalt kan du angre en enhets forflytning, så lenge det ikke har skjedd en " "hendelse med et tilfeldig resultat, for eksempel kamp eller rekruttering " "(ettersom de fleste enheter tildeles tilfeldige karaktertrekk når de " "rekrutteres). Hvis du utforsker skjult terreng ved å fjerne skodde eller " "stridsdis, kan du heller ikke angre til en tidligere tilstand. Det kan være " "lurt å aktivere text='Forsink skoddeoppdatering' i " "handlingsmenyen. Dette vil hindre enheter i å fjerne skodde eller stridsdis " "frem til neste randomiserte hendelse, eller en manuell oppdatering via " "text='Oppdater skodde nå' (eller slutten av din runde), og " "dermed bevare muligheten til å angre forflytninger." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:290 msgid "
text='Multiplayer and undo'
" msgstr "
text='Flerspiller og angring'
" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:292 msgid "" "In multiplayer games, moves that have been sent to the network can’t be " "undone; the game delays sending data to try to preserve your undo ability. " "When discussing with teammates, remember that the other players are usually " "looking at a snapshot from the time of the last combat or fog-revealing " "move. Chat messages and map labels are sent immediately, however they don’t " "cause the undoable moves to be sent." msgstr "" "I flerspillerspill kan trekk som har blitt sendt til nettverket ikke angres; " "spillet forsinker sending av data for å prøve å bevare muligheten til å " "angre. Når du diskuterer med lagkamerater, må du huske at de andre spillerne " "vanligvis ser på et øyeblikksbilde fra tidspunktet til den siste kampen " "eller det siste skoddeavslørende trekket. Chat-meldinger og kartetiketter " "sendes umiddelbart, men de fører ikke til at de angrebare trekkene blir " "sendt." #. [topic]: id=saveload #: data/core/help.cfg:299 msgid "Save-loading" msgstr "Lagre og laste på nytt" #. [topic]: id=saveload #: data/core/help.cfg:300 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck — this is an expected part of the game. Going back to a previous " "turn to try a different strategy is a part of learning the game, but we " "recommend against reloading merely to try the same strategy again while " "hoping for better luck." msgstr "" "Tilfeldige tall er en del av Wesnoth, angrep kan mislykkes og enheter kan dø " "på grunn av uflaks - dette er en forventet del av spillet. Å gå tilbake til " "en tidligere runde for å prøve en annen strategi er en del av det å lære " "spillet, men vi anbefaler at du ikke laster om bare for å prøve den samme " "strategien på nytt i håp om å ha mer flaks." #. [topic]: id=saveload #: data/core/help.cfg:302 msgid "" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" "En av utfordringene i spillet er å finne ut hvordan du skal beskytte heltene " "dine. Små risikoer akkumuleres raskt: Hvis du har fem viktige enheter, og " "hver av dem bare har 1 % sjanse for å dø hver runde, kan du " "text='forvente' at en av dem dør omtrent hver 20. runde. " "Det er altså sjelden du kommer deg gjennom et scenario uten at det skjer." #. [topic]: id=saveload #: data/core/help.cfg:305 msgid "" "Small risks build up for your non-hero units too. While the story and " "dialogue usually aim to give you some emotional bond with your troops, the " "game mechanics reward remembering that it’s just a game — there is rarely " "any penalty for letting these units die, other than being unable to recall " "them in future scenarios. Your battle plan should distribute the risks based " "on which troops you want to recall later." msgstr "" "Små risikoer akkumuleres også for de andre enhetene dine. Mens historien og " "dialogen vanligvis har som mål å gi deg et følelsesmessig bånd til troppene " "dine, belønner spillmekanismene deg for å huske at det bare er et spill - " "det er sjelden noen straff for å la disse enhetene dø, annet enn at du ikke " "kan tilbakekalle dem i fremtidige scenarioer. Slagplanen din bør fordele " "risikoen basert på hvilke tropper du ønsker å kalle tilbake senere." #. [topic]: id=saveload #: data/core/help.cfg:307 msgid "" "The difficulty levels are balanced assuming that the player won’t save-load. " "In the mainline campaigns, harder difficulties generally have more enemies " "and thus more experience points available; this leads to them being balanced " "assuming that the player will be able to train enough troops to cope with " "losing some level two or level three units." msgstr "" "Vanskelighetsgradene er balansert ut fra at spilleren ikke vil lagre og " "laste inn konstant. I hovedkampanjene har høyere vanskelighetsgrader " "generelt flere fiender og dermed flere erfaringspoeng tilgjengelig, noe som " "fører til at de er balansert ut fra en antakelse om at spilleren vil være i " "stand til å trene opp nok tropper til å takle å miste noen nivå to- eller " "nivå tre-enheter." #. [topic]: id=saveload #: data/core/help.cfg:309 msgid "" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" "Når det er sagt, er dette bare et spill; den beste måten å spille det på er " "den som gir deg mest glede." #. [topic]: id=whylost #: data/core/help.cfg:316 msgid "Learning from Losses" msgstr "Lære av tap" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" "text='Hvorfor tapte jeg dette scenariet?'\n" "\n" "Noe av det vanskeligste med Wesnoth er å forstå hvorfor man tapte et " "scenario." #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" "\n" "\n" "Når du først begynner å spille, vil du sannsynligvis tape noen scenarier. " "Det er normalt, og er en del av det å lære spillet. Når det skjer, kan du " "prøve å lære av feilene dine: se på reprisen, prøv å forstå hva du gjorde " "galt, og dst='saveload' text='start scenariet på nytt' og prøv " "igjen." #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" "\n" "\n" "Noen vanlige årsaker til at man taper et scenario er:" #. [topic]: id=whylost #: data/core/help.cfg:323 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" "\n" "\n" "• Spiller en kampanje på for høy dst='..gameplay' " "text='vanskelighetsgrad'. Prøv å starte scenariet på nytt på en " "lettere vanskelighetsgrad." #. [topic]: id=whylost #: data/core/help.cfg:325 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" "\n" "\n" "• Spiller en dårlig strategi: for eksempel å rekruttere feil type enheter, " "kjempe på feil dst='time_of_day' text='tid på døgnet', ikke dra " "nytte av terrengets egenskaper eller enhetenes spesielle evner, og så videre." #. [topic]: id=whylost #: data/core/help.cfg:327 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" "\n" "\n" "• Manglende ledetråder. Ofte vil det være hint i kampanjens historie og " "dialog om hva du kan forvente av et vanskelig scenario og hvordan du kan " "forberede deg på det. Hvis du har en lojal magiker på din side, bør du ta " "deg tid til å lytte til dens råd; det kan redde livet ditt" #. [topic]: id=whylost #: data/core/help.cfg:329 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. Campaigns generally " "assume that you will have some text='carryover gold' and " "some experienced units on your text='recall list.' (These " "concepts are explained in the tutorial.) If you win a scenario but lose most " "of your experienced units and much of your gold, the following scenario may " "be very difficult to beat, even for a more experienced player. If you find " "yourself in this situation, you may try to go back a scenario or two and win " "them more convincingly, or change to an easier difficulty. (However, " "remember that text='some' losses are expected, particularly " "at higher difficulties.)" msgstr "" "\n" "\n" "• Såvidt oppnådd seier i et tidligere scenario. \n" "Kampanjer forutsetter vanligvis at du har litt text='overført gull' og noen erfarne enheter på text='tilbakekallingslisten.' (Disse konseptene er forklart i veiledningen.) Hvis du vinner et " "scenario, men mister de fleste av dine erfarne enheter og mye av gullet " "ditt, kan det neste scenariet være svært vanskelig å vinne, selv for en mer " "erfaren spiller. Hvis du befinner deg i denne situasjonen, kan du prøve å gå " "tilbake et scenario eller to og vinne dem på en mer bedre måte, eller bytte " "til en lettere vanskelighetsgrad. (Husk imidlertid at text='noen' tap er forventet, spesielt på høyere vanskelighetsgrader)." #. [topic]: id=whylost #: data/core/help.cfg:331 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" "\n" "\n" "• Dårlig gullforvaltning. På høyere vanskelighetsgrader blir det viktig å " "forvalte gullet - å erobre landsbyer for å øke inntektene, og å bruke " "enheter på lavt nivå og nye rekrutter for å redusere utgiftene. Hvis du " "bruker mange enheter på høyt nivå, kan du vinne et scenario enkelt, men ikke " "ha nok gull til neste scenario. (Dette er et eksempel på at man «såvidt " "oppnår seier»)." #. [topic]: id=whylost #: data/core/help.cfg:333 msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Usannsynlige årsaker'
" #. [topic]: id=whylost #: data/core/help.cfg:335 msgid "" "\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:" msgstr "" "\n" "\n" "I tillegg til de vanlige årsakene som er nevnt ovenfor, finnes det noen få " "andre årsaker som er usannsynlige, men ikke umulige. Disse er:" #. [topic]: id=whylost #: data/core/help.cfg:337 msgid "" "\n" "\n" "• You may have played a strategy that the campaign developer did not " "anticipate, and ended up with a set of high-level units not suitable for the " "next scenario." msgstr "" "\n" "\n" "• Du kan ha spilt en strategi som kampanjeutvikleren ikke forutså, og endt " "opp med et sett med enheter på høyt nivå som ikke passer for det neste " "scenariet." #. [topic]: id=whylost #: data/core/help.cfg:339 msgid "" "\n" "\n" "• You may have found a scenario that can only be won on the second or third " "time through, whether by requiring above-average luck or by expecting the " "players to have foreknowledge — to know what surprises are coming up before " "they happen. (It is under discussion whether foreknowledge is expected at " "the highest difficulties. Requiring above-average luck, however, would " "qualify as a bug.)" msgstr "" "\n" "\n" "• Du har støtt på et scenario som bare kan vinnes andre eller tredje gang, " "enten ved å kreve over gjennomsnittlig flaks eller ved å forvente at " "spillerne har forhåndskunnskap - at de vet hvilke overraskelser som kommer " "før de skjer. (Det diskuteres om det forventes forhåndskunnskap på de " "høyeste vanskelighetsgradene. Å kreve flaks over gjennomsnittet vil " "imidlertid kvalifisere som en bug)" #. [topic]: id=whylost #: data/core/help.cfg:341 msgid "" "\n" "\n" "• Unusually-bad luck. Whether an attack hits or misses is random, so it " "could happen that the enemy was very lucky and had many hits, while you were " "very unlucky and had many misses. However, this is a very rare occurrence, " "virtually unheard of in all but the shortest, smallest scenarios. In fact, " "losses are more commonly caused by playing a text='bad' " "strategy despite having text='above-average' luck, than by " "playing a text='good' strategy but having " "text='below-average' luck. Moreover, merely having “below-" "average” luck does not excuse a loss; having below-average luck is perfectly " "normal, and scenarios are designed to be winnable even with below-average " "luck. It is only exceedingly bad luck, over multiple turns, that we mean " "here." msgstr "" "\n" "\n" "• Uvanlig uflaks. Det er tilfeldig om et angrep treffer eller bommer, så det " "kan hende at fienden var veldig heldig og hadde mange treff, mens du var " "veldig uheldig og hadde mange bom. Dette skjer imidlertid svært sjelden, og " "er så godt som uhørt i alle andre enn de korteste og minste scenariene. " "Faktisk er det vanligere å tape ved å spille en text='dårlig'-strategi til tross for at man har text='over " "gjennomsnittet' flaks, enn ved å spille en text='god' strategi, men ha text='under gjennomsnittet' flaks. " "Dessuten er det ikke noen unnskyldning for å tape bare fordi man har «over " "snittet med uflaks»; det er helt normalt å ha over snittet med uflaks, og " "scenariene er utformet slik at man kan vinne selv med mer uflaks en " "gjennomsnittet. Det er bare ekstrem uflaks, over flere runder, som vi mener " "her." #. [topic]: id=whylost #: data/core/help.cfg:343 msgid "" "\n" "\n" "Be wary of attributing a loss to any of these reasons. If you are not a " "veteran player, it is far more likely that your loss was caused by one of " "the text='common' errors, listed above, and is not " "indicative of a bug in the campaign. However, if you still think you found a " "bug, then by all means, report it!" msgstr "" "\n" "\n" "Vær forsiktig med å tilskrive et tap til noen av disse årsakene. Hvis du " "ikke er en erfaren spiller, er det langt mer sannsynlig at tapet ditt " "skyldes en av de text='vanlige' feilene som er listet " "ovenfor, og ikke en feil i kampanjen. Men hvis du likevell mener at du har " "funnet en feil, må du for all del rapportere den!" #. [topic]: id=whylost #: data/core/help.cfg:345 msgid "" "\n" "\n" "The “Damage Calculations” dialog shows some statistics that can help " "determine whether a match was very lucky or very unlucky. However, reading " "the statistics is no substitute to watching the replay and looking for " "strategic mistakes, or small bits of luck at critical points in the " "engagement." msgstr "" "\n" "\n" "Dialogboksen «Skadeberegning» viser en del statistikk som kan bidra til å " "avgjøre om en kamp var heldig eller uheldig. \n" "Å lese statistikken er imidlertid ingen erstatning for å se på reprisen og " "lete etter strategiske feil eller små lykketreff på kritiske punkter i " "kampen." #. [topic]: id=combat #: data/core/help.cfg:354 msgid "Combat" msgstr "Kamp" #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Rekkefølge og antall angrep'
" #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "Combat in text='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 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: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "Kamphandlinger i text='Kampen om Wesnoth' finner alltid " "sted mellom enheter i nabofelter. Klikk på din enhet, og klikk på enheten du " "ønsker å angripe: enheten din vil flytte seg mot fienden, og når de er ved " "siden av hverandre, tar kamphandlingene til. Angriper og forsvarer slår " "etter tur inntil begge har brukt alle sine tillatte angrep med den gitte " "angrepstypen. Angriperen velger ett av sine våpen å angripe med, og " "forsvareren slår tilbake med ett av sine angrep av den samme typen. Det er " "to typer angrep: text='nærkamp', som vanligvis involverer " "våpen som sverd, økser, eller klør; og text='avstand', som " "vanligvis involverer våpen som buer, kastespyd og magiske kulelyn." #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5×4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "Angriperen får det første slaget, deretter slår forsvareren tilbake. Hvert " "slag enten treffer og gjør en gitt mengde skade, eller bommer og gjør ingen " "skade i det hele tatt. Angrepene veksler til hver enhet har brukt opp alle " "sine slag. Antall slag en enhet kan slå varierer; for eksempel kan en alvisk " "kriger med et 5×4-angrep slå fire ganger, og hvert vellykket slag gjør fem " "skade, mens en orkisk soldat med et 9×2-angrep bare kan slå to ganger (men " "med ni skade for hvert treff)." #. [topic]: id=combat #: data/core/help.cfg:359 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Treffsjangse'
" #. [topic]: id=combat #: data/core/help.cfg:361 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" "\n" "\n" "Hver enhet har en sjanse for å bli truffet, basert på hvilket " "dst=terrain text='terreng' den befinner seg i. Dette vises i " "statuspanelet på høyre side av skjermbildet, og kan også finnes ved å " "høyreklikke på en enhet, og så velge text='Enhetsbeskrivelse' og så se på text='Terrengmodifikatorer' for den " "aktuelle enheten. Mange alver har for eksempel en forsvarsgrad på 70% i " "skog, det betyr at en enhet som angriper dem bare har 30% sjanse for treffe " "dem for hvert slag. På samme måte er alvens sjanse for å treffe angriperen i " "returslaget avhengig av hvilket terreng angriperen står i." #. [topic]: id=combat #: data/core/help.cfg:363 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "Det er to unntak fra denne regelen: dst=magical_attacks text='magiske " "angrep' og dst=ability_marksman text='skarpskytende angrep'. Magiske angrep har alltid 70% sjanse for å treffe, og skarpskyttere " "har minst 60% sjanse til å treffe når de brukes offensivt." #. [topic]: id=combat #: data/core/help.cfg:365 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Skade
" #. [topic]: id=combat #: data/core/help.cfg:367 msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5×4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "Hvert slag som treffer fører til en grunnskade som er avhengig av " "angrepstypen. Et treff av en Alvisk Kriger med et 5×4 sverdangrep fører til " "en grunnskade på 5 helsepoeng (HP). Denne grunnskaden kan modifiseres, " "oftest på to måter: dst=damage_types_and_resistance text='Motstand' og dst=time_of_day text='Tid på Døgnet'. For å se hvordan " "grunnskaden blir modifisert, velg text='Skadeberegninger' i " "menyen for valg av angrep." #. [topic]: id=combat #: data/core/help.cfg:369 msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "Noen enheter har spesielle dst='..abilities_section' text='evner' " "som påvirker skaden som blir utdelt i kamp. En hyppig forekommende evne er " "dst=ability_charge text='stormangrep', som dobler skaden som blir " "påført av både angriper og forsvarer når enheten med stormangrep angriper." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:377 msgid "Damage Types and Resistance" msgstr "Skadetyper og motstand" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:378 msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" "\n" "\n" "Motstand fungerer veldig enkelt: Hvis en enhet har 40 % motstand mot en " "skadetype, vil den lide 40 % mindre skade når den blir truffet av denne " "skadetypen. Det er også mulig for en enhet å være sårbar mot enkelte " "skadetyper. Hvis en enhet har -100 % motstand mot en skadetype, vil den lide " "100 % mer skade når den blir truffet av denne skadetypen." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:378 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "I Wesnoth er det tre typer skade som vanligvis sees i sammenheng med fysiske " "angrep: text='hugg, stikk, og slagskade'. I tillegg er det " "tre typer skade som vanligvis sees i sammenheng med magiske angrep: " "text='ild, kulde- og arkane angrep'. Forskjellige enheter " "kan ha ulik motstandskraft mot ulike skadetyper, som endrer skaden de mottar " "fra disse." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:380 msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" "\n" "\n" "Skjeletter er for eksempel svært motstandsdyktige mot hugg- og stikkskade, " "men er sårbare for slag- og ildskade, og ekstremt sårbare for arkanskade." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:382 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of " "damage. This applies even if the defender has 100% resistance to the damage " "type." msgstr "" "\n" "\n" "Hvis et slag treffer vil det alltid gjøre minst 1 poeng skade. Dette trer i " "kraft selv hvis forsvareren har 100% motstand mot den aktuelle skadetypen. " #. [topic]: id=orbs #: data/core/help.cfg:390 msgid "Orbs and ellipses" msgstr "Kuler og ellipser" #. [topic]: id=orbs #: data/core/help.cfg:391 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" "Noen enheter har fargede indikatorer over helsesøylene, som består av en " "farget kule (og noen ganger en dst='crowns' text='krone')." #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:403 msgid "" "The orbs show whether the unit can move or attack. The statuses and their " "standard colors are:\n" "• text='Green' if it has neither moved nor attacked this turn.\n" "• text='Yellow' if it has moved (or attacked), and can still " "attack. It might still be able to move further too.\n" "• text='Red' if it can neither move further nor attack again " "this turn.\n" " • Red is also used after the ‘end unit turn’ command, and,\n" " • when a unit is in the middle of a multi-turn move (has been told to " "move further than it can in the current turn).\n" "• text='Red and yellow' if it has moved (or attacked), can " "still move further, but it can no longer attack.\n" " • This can happen due to campaign-specific events or abilities, for " "example the text='disengage' ability in the campaign " "text='Under the Burning Suns'.\n" "• text='Blue' for allied units, except during that ally’s own " "turn.\n" " • During the ally’s own turn, their units will be shown with the colors " "showing whether the units can still move and attack; however their moves, " "and the corresponding orb changes, are delayed as explained in " "dst='shroud_and_fog' text='Shroud and Fog of War'.\n" "• Enemy units normally don’t have orbs, however these can be enabled in the " "advanced preference “Customize orb colors”." msgstr "" "Kulene viser om enheten kan forflytte seg eller angripe. Kulens tilstander " "og deres standardfarger er\n" "• text='Grønn' hvis den verken har forflyttet seg eller " "angrepet denne runden.\n" "• text='Gul' hvis den har forflyttet seg (eller angrepet), og " "fortsatt kan angripe. Den kan også fortsatt være i stand til å forflytte seg " "videre.\n" "• text='Rød' hvis den verken kan forflytte seg videre eller " "angripe igjen denne runden.\n" " • Rød brukes også etter kommandoen «avslutt enhetens tur», og\n" " • når en enhet er midt i et trekk med flere runder (har fått beskjed om " "å flytte lenger enn den kan i inneværende runde).\n" "• text='Rød og gul' hvis den har flyttet (eller angrepet), kan " "fortsatt flytte videre, men ikke lenger kan angripe.\n" " • Dette kan skje på grunn av kampanjespesifikke hendelser eller evner, " "for eksempel evnen text='trekk unna' i kampanjen " "text='Under de brennende solene'.\n" "• text='Blå' for allierte enheter, unntatt under den alliertes " "egen tur.\n" " • Under den alliertes egen tur vil enhetene deres vises med fargene som " "viser om enhetene fortsatt kan forflytte seg og angripe, men bevegelsene " "deres, og de tilhørende kuleskiftene, er forsinket som forklart i " "dst='shroud_and_fog' text='Skodde og stridsdis'.\n" "• Fiendenheter har normalt ikke kuler, men disse kan aktiveres i den " "avanserte innstillingen «Tilpass kulefarger»." #. [topic]: id=orbs #: data/core/help.cfg:415 msgid "
text='Ellipses'
" msgstr "
text='Ellipser'
" #. [topic]: id=orbs #: data/core/help.cfg:418 msgid "" "A team-colored shape is drawn on the ground under each unit. This is called " "the “ellipse”, although some units’ ellipses are not elliptical." msgstr "" "En form i lagets farge tegnes på bakken under hver enhet. Dette kalles " "«ellipsen», selv om noen enheters ellipser ikke er elliptiske." #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:429 msgid "" "• Most units have a circular ellipse.\n" "• Units that can recruit have a seven-pointed star.\n" "• dst='crowns' text='Hero units' have a smaller variant of the " "seven-pointed star, these units can’t recruit.\n" "• Units without a dst='movement' text='zone of control' have a " "broken outline version of the shape.\n" "• Some campaigns start with a level zero leader. Able to recruit but lacking " "a ZoC, these units have a broken outline version of the seven-pointed star." msgstr "" "• De fleste enheter har en sirkelformet ellipse.\n" "• Enheter som kan rekruttere har en syvtakket stjerne.\n" "• dst='crowns' text='Helteenheter' har en mindre variant av den " "syvtakkede stjernen, disse enhetene kan ikke rekruttere.\n" "• Enheter uten en dst='movement' text='kontrollsone' har en " "stiplet versjon av formen.\n" "• Noen kampanjer starter med en leder på nivå null. Disse enhetene kan " "rekruttere, men mangler en kontrollsone, og har derfor en stiplet versjon av " "den syvtakkede stjernen." #. [topic]: id=crowns #: data/core/help.cfg:440 msgid "Crowns and loyal markers" msgstr "Kroner og lojalitetsmarkører" #. [topic]: id=crowns #: data/core/help.cfg:441 msgid "" "Some units have an additional marker superimposed on their dst='orbs' " "text='orb', and a corresponding shape to their dst='orbs' " "text='ellipses':" msgstr "" "Noen enheter har en ekstra markører over deres dst='orbs' text='kuler', og en tilsvarende form over deres dst='orbs' text='ellipser':" #. [topic]: id=crowns #. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver". #: data/core/help.cfg:456 msgid "" "• Leaders are shown with a text='gold crown'.\n" "• Heroes have a text='blueish-silver crown'.\n" "• Expendable leaders are shown with a text='silver crown'.\n" "• dst='traits_loyal' text='Loyal units' have the " "text='loyal icon'.\n" "\n" "Of these categories, only leaders are built into the basic game rules. The " "others are found in campaigns, and are characters that form part of the " "narration. The exact rules for them are set by their campaign, which might " "deviate from these standard expectations about them:\n" "\n" "• The death of any hero leads to immediate defeat.\n" "• The death of an expendable leader doesn’t lead to immediate defeat, even " "though they can recruit.\n" "• All of these units have the main advantage of the loyal trait, that they " "cost no upkeep.\n" "• Losing any of these units causes a disadvantage for the remainder of the " "campaign, assuming it doesn’t end immediately.\n" "• These units will never occur as random recruits." msgstr "" "• Ledere vises med en text='gullkrone'.\n" "• Helter vises med en text='blålig sølvkrone'.\n" "• Ikke-essensielle ledere vises med en text='sølvkrone'.\n" "• dst='traits_loyal' text='Lojale enheter' vises med " "text='lojalitetsikonet'.\n" "\n" "Av disse kategoriene er det bare ledere som er innebygd i de grunnleggende " "spillereglene. De andre finnes i kampanjer, og er karakterer som er en del " "av fortellingen. De nøyaktige reglene for dem fastsettes av kampanjen, som " "kan avvike fra disse standardforventningene til dem:\n" "\n" "• En helts død fører til umiddelbart nederlag.\n" "• En ikke-essensiell leders død fører ikke til umiddelbart nederlag, selv om " "de kan rekruttere.\n" "• Alle disse enhetene har samme fordelen som karaktertrekket lojal, nemlig " "at de ikke koster noe vedlikehold.\n" "• Å miste noen av disse enhetene medfører en ulempe for resten av kampanjen, " "forutsatt at den ikke avsluttes umiddelbart.\n" "• Disse enhetene vil aldri forekomme som tilfeldige rekrutter." #. [topic]: id=time_of_day #: data/core/help.cfg:474 msgid "Time of Day" msgstr "Tid på døgnet" #. [topic]: id=time_of_day #: data/core/help.cfg:475 msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get +25% damage during twilight." msgstr "" "Tiden på døgnet påvirker skaden til visse enheter på følgende måte:\n" "\n" "- text='Lovlydige' enheter får +25 % skade på dagtid, og -25 % " "skade om natten.\n" "- text='Kaotiske' enheter får +25 % skade om natten, og -25 % " "på dagtid.\n" "- text='Nøytrale' enheter påvirkes ikke av tiden på døgnet.\n" "- text='Diffuse' enheter får +25 % skade i demringstiden." #. [topic]: id=time_of_day #: data/core/help.cfg:480 msgid "" "\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" "\n" msgstr "" "\n" "\n" "Den gjeldende tid på døgnet kan lett finnes under minikartet på høyre side " "av skjermen. I den vanlige dag/natt-syklusen regnes For- og Ettermiddag som " "dag, mens Kveld og Natt regnes som natt.\n" "\n" #. [topic]: id=time_of_day #. [time]: id=dawn #. [time]: id=dawn_hour #: data/core/help.cfg:484 data/core/macros/schedules.cfg:16 #: data/core/macros/schedules.cfg:290 msgid "Dawn" msgstr "Morgengry" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:485 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "Formiddag" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:486 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "Ettermiddag" #. [topic]: id=time_of_day #. [time]: id=dusk #. [time]: id=dusk_hour #: data/core/help.cfg:487 data/core/macros/schedules.cfg:55 #: data/core/macros/schedules.cfg:411 msgid "Dusk" msgstr "Skumring" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:488 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "Kveld" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:489 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "Natt" #. [topic]: id=time_of_day #: data/core/help.cfg:491 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Husk at noen scenarier finner sted under jorden, hvor et evig mørke rår!\n" #. [topic]: id=time_of_day #: data/core/help.cfg:493 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" "Noen underjordiske steder er opplyst. De befinner seg i en evig " "demringstilstand.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:495 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" "Noen rollespillscenarier foregår innendørs - disse områdene befinner seg " "også i en evig demringstilstand.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:497 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" "Til sist kan enheter med evnen dst='ability_illuminationilluminates' " "text='belyser' og terrengfunksjoner som dst='terrain_lava' " "text='lava' endre tid-på-dagen-bonusen rundt dem." #. [topic]: id=healing #: data/core/help.cfg:504 msgid "Healing" msgstr "Helbredelse" #. [topic]: id=healing #: data/core/help.cfg:505 msgid "" "\n" "\n" "• text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "• text='Hvile': En enhet som hverken beveger seg, angriper, " "eller blir angrepet vil helbredes for 2 HP ved begynnelsen av sin neste " "runde." #. [topic]: id=healing #: data/core/help.cfg:505 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" "I kamp vil enhetene dine uunngåelig bli skadet. Det finnes flere måter å " "helbrede enhetene dine på. Men med unntak av hvile, kan ikke disse " "effektente stables; bare én kan skje per tur." #. [topic]: id=healing #: data/core/help.cfg:507 msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "• text='Landsbyer': En enhet som starter sin runde i en landsby " "eller dst='terrain_oasis' text='oase' vil helbrede 8HP. Hvis " "enheten er forgiftet, vil giften bli kurert i stedet." #. [topic]: id=healing #: data/core/help.cfg:508 msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "• dst='ability_regeneratesregenerates' text='Regenerering': Visse " "enheter (for eksempel troll) helbreder automatisk 8 HP hver runde. Hvis " "enheten er forgiftet, vil giften bli kurert i stedet." #. [topic]: id=healing #: data/core/help.cfg:509 msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "• text='Helbredende enheter': Enheter med evnen " "dst='ability_healingheals +4' text='helbereder' vil helbrede hver " "tilstøtende allierte enhet, vanligvis dst='ability_healingheals +4' " "text='4HP' eller dst='ability_healingheals +8' text='8HP' " "per runde, eller forhindre at gift forårsaker skade på enheten." #. [topic]: id=healing #: data/core/help.cfg:510 msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "• text='Kurere': Enheter med evnen dst=ability_cures " "text=kurerer vil kurere alle alierte enheter i nabofeltene for gift." #. [topic]: id=healing #: data/core/help.cfg:511 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" "\n" "- text='Forfremmelse': Når en enhet dst='advancement' " "text='forfremmes', vil den leges fullstendig. Dette kan skje så snart " "enheten din får nok erfaring, uavhengig av om det er din tur eller ikke." #. [topic]: id=healing #: data/core/help.cfg:512 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "Hvile kan kombineres med de andre formene for helbredelse, men landsbyer, " "regenerasjon, helbreding, og kurering kan ikke kombineres med hverandre: kun " "den beste vil gjelde. Sist men ikke minst helbredes alle overlevende enheter " "mellom to scenarier." #. [topic]: id=healing #: data/core/help.cfg:514 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='Avansert'" #. [topic]: id=healing #: data/core/help.cfg:516 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" "\n" "\n" "I motsetning til andre former for helbredelse, vil dets evne ikke tre i " "kraft på den helbredede enhetens runde, men på helbrederens runde. Dette " "betyr at mens en enhet som er omringet av flere healere på samme side bare " "vil motta healing fra én healer per tur, vil en enhet som er omringet av " "healere fra flere allierte sider bli healet én gang på hver av de allierte " "sidenes tur." #. [topic]: id=wrap_up #: data/core/help.cfg:524 msgid "Wrap Up" msgstr "Sammendrag" #. [topic]: id=wrap_up #: data/core/help.cfg:525 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "Med dette er de grunnleggende prinsippene i Wesnoth oppsummert. Det kan være " "lurt å lese seg opp på grunnleggende strategi, eller gjøre seg kjent med " "dst=traits text=karaktertrekk og dst=abilities text=evner. Du vet allerede alt du behøver for å starte kampanjen " "text='Tronarvingen'. Ha det gøy, og lykke til!" #. [topic]: id=license #: data/core/help.cfg:530 msgid "License" msgstr "Lisens" #. [topic]: id=..traits_section #: data/core/help.cfg:541 msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', and woses do not receive " "any traits. " msgstr "" "\n" "\n" "De fleste enheter har to karaktertrekk. Tusser har imidlertid bare ett " "karaktertrekk, vandøde enheter får alltid det ene karaktertrekket " "text='vandød' og i noen tilfeller text='fryktløs', og trehyrder får ingen karaktertrekk. " #. [topic]: id=..traits_section #: data/core/help.cfg:541 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" "Karaktertrekk er modifikasjoner som endrer en enhets attributter noe. De " "tildeles vanligvis tilfeldig til en enhet når den rekrutteres. Hvilke " "karaktertrekk som er tilgjengelige for en enhet, bestemmes i stor grad av " "dens text='rase'." #. [topic]: id=..traits_section #: data/core/help.cfg:543 msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "Karaktertrekkene som er tilgjengelige for de fleste ikke-vandøde enheter er: " "dst=traits_intelligent text=intelligent, dst=traits_quick " "text=rask, dst=traits_resilient text=seig, og " "dst=traits_strong text=sterk." #. [topic]: id=..traits_section #: data/core/help.cfg:545 msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "Alver kan også få dst='traits_dextrous' text='hendig', og dverger " "kan få dst='traits_healthy' text='sunn'. Troll og visse mennesker " "kan få dst='traits_fearless' text='fryktløs'. Andre egenskaper " "som kan tildeles inkluderer dst='traits_loyal' text='lojal', " "dst='traits_feral' text='vill' og dst='traits_undead' " "text='vandød'.\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:555 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:555 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:557 #, fuzzy msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Sjanse for å treffe'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:559 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:563 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:565 #, fuzzy msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Sjanse for å treffe'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:567 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:571 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:575 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:579 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:583 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:585 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:587 #, fuzzy msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Sjanse for å treffe'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:589 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:591 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:593 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:595 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Grunnleggende terrengtyper'
\n" #. [topic]: id=..addons #: data/core/help.cfg:608 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" "Graden av tilpasning som Wesnoth-motoren tilbyr, gjør det mulig for " "spillerne å skape sitt eget spillinnhold, inkludert nye scenarier, kampanjer " "og mye mer utover det som tilbys i det offisielle innholdet som følger med " "spillet.\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:618 msgid "Using Add-ons" msgstr "Å benytte tillegg" #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Kampanjer og scenarier'
" #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" "Spillet støtter ulike typer tilleggsinnhold, som ikke alle er tilgjengelige " "i alle spillmoduser." #. [topic]: id=using_addons #: data/core/help.cfg:621 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" "\n" "\n" "Enspillerkampanjer er samlinger av scenarier som henger sammen, med hensikt " "å fortelle en historie. Både frittstående scenarier—hvis de er ment å " "spilles slik—og vanlige kampanjer er tilgjengelige fra " "text='kampanjer'-menyen på tittelskjermen." #. [topic]: id=using_addons #: data/core/help.cfg:623 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Flerspillerkampanjer, scenarier og kartpakker'
" #. [topic]: id=using_addons #: data/core/help.cfg:625 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" "\n" "text='Flerspiller'spill kan spilles i fullt tilpassede, " "skriptbaserte scenarier eller til og med skreddersydde kampanjer. Det finnes " "også pakker med individuelle flerspillerscenarier." #. [topic]: id=using_addons #: data/core/help.cfg:627 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Flerspilleræraer og fraksjoner'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" "\n" "\n" "For spillets skyld samarbeider ulike raser av skapninger i verden med " "hverandre i fraksjoner. \n" "Fraksjonene er gruppert i velbalanserte sett med et felles tema; for " "eksempel kan du finne de viktigste fraksjonene i Wesnoth i den inkluderte " "standardæraen.\n" "\n" "I text='flerspiller'modus kan du velge en æra når du " "oppretter et nytt spill, og spillerne kan velge blant de tilgjengelige " "fraksjonene for den æraen når de setter opp sidene og lagene sine." #. [topic]: id=using_addons #: data/core/help.cfg:633 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" "\n" "\n" "Du kan se hvilke æraer du har tilgjengelig under text='æraer' dst='.." "eras_section' i hjelpeskjermen." #. [topic]: id=using_addons #: data/core/help.cfg:635 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Modifikasjoner'
" #. [topic]: id=using_addons #: data/core/help.cfg:637 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" "\n" "\n" "Modifikasjoner er valgfrie scenario- og æra-uavhengige skript som kan endre " "standardregelsettet på ulike måter. Du kan velge og konfigurere " "modifikasjoner når du oppretter et nytt spill." #. [topic]: id=using_addons #: data/core/help.cfg:639 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Kjerner'
" #. [topic]: id=using_addons #: data/core/help.cfg:641 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" "\n" "\n" "Kjerner muliggjør total konvertering av Kampen om Wesnoth. En kjerne kan " "erstatte alt innholdet i Wesnoth: Når en annen kjerne lastes inn, finnes " "ikke de vanlige enhetene, terrengene og lignende.\n" "\n" "Kjerner gjør det mulig å skape en helt annen spillopplevelse: for eksempel " "en kampanje fra andre verdenskrig, eller til og med et helt annet spill, så " "lenge det kan representeres som et kart bestående av sekskantede felter med " "«enheter» på en eller annen måte." #. [topic]: id=using_addons #: data/core/help.cfg:645 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Skaper-ressurser'
" #. [topic]: id=using_addons #: data/core/help.cfg:647 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" "\n" "\n" "\n" "Innholdsforfattere kan bruke ressurspakker som er tilgjengelige på " "tilleggsserveren, til å berike sitt eget innhold med eksisterende ressurser " "som bilder, musikk og kode. Disse er vanligvis ikke ment for direkte bruk i " "spillet, men andre spillbare tillegg kan være avhengige av dem og foreslå " "eller kreve at de installeres under nedlasting." #. [topic]: id=installing_addons #: data/core/help.cfg:656 msgid "Installing Add-ons" msgstr "Installere tillegg" #. [topic]: id=installing_addons #: data/core/help.cfg:657 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Add-on Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" "Brukerskapte tillegg kan hentes og oppdateres via text='Tillegg'-alternativet i hovedmenyen. Etter at du har koblet deg til " "tilleggsserveren (som standard text='add-ons.wesnoth.org'), " "vil du få opp en liste over tillegg som er tilgjengelige på serveren for " "nedlasting.\n" "\n" "Installasjonsstatusen for hvert tillegg vises under hver oppføring. For " "tillegg som er text='oppgraderbare' eller " "text='utdaterte' på serveren, vil deres installerte og " "publiserte versjoner vises i kolonnen text='versjon'.\n" "\n" "Hvis du vil søke etter tillegg etter nøkkelord, skriver du inn relevante " "termer i hvilken som helst rekkefølge i søkeboksen, atskilt med mellomrom. " "Du kan også sortere tilleggslisten ved å klikke på kolonneoverskriftene. Det " "er også mulig å velge å bare vise tillegg i bestemte kategorier ved å klikke " "på rullegardinmenyen text='Type'.\n" "\n" "Hvis du vil installere et tillegg, velger du det fra listen og klikker på " "text='+'-ikonet, eller dobbeltklikker på tilleggets tittel. " "Hvis vinduet er for lite til å vise dem på linje, gir text='Detaljer " "om tillegg'-knappen deg ytterligere informasjon om tillegget, for " "eksempel en fullstendig beskrivelse, installasjonsstatus og tilgjengelige " "oversettelser." #. [topic]: id=removing_addons #: data/core/help.cfg:670 msgid "Removing Add-ons" msgstr "Fjerne tillegg" #. [topic]: id=removing_addons #: data/core/help.cfg:671 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" "Hvis du vil fjerne et tillegg, velger du text='Fjern tillegg' i " "dialogboksen for tilkobling til tilleggsserveren. Du får opp alternativer " "for å fjerne et hvilket som helst antall tillegg du har installert.\n" "\n" "Det er ikke mulig å fjerne tillegg som det er knyttet " "publiseringsinformasjon (text='.pbl'-filer) til, for å " "forhindre utilsiktet tap av denne. Hvis det er nødvendig, må du slette " "informasjonsfilene eller selve tilleggene manuelt ved hjelp av en " "filbehandler som leveres av plattformen din." #. [topic]: id=general_commands #: data/core/help.cfg:686 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "Generelle kommandoer" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770 msgid "" "These commands can either be issued via the command line by prefixing them " "with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press " "‘m’ first to open the chat line).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:689 msgid "" "\n" "Similar to the ‘fps’ command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:692 #, fuzzy msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Visk ut meldinger." #. [topic]: id=general_commands #: data/core/help.cfg:695 #, fuzzy msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "Aktiver feilsøkingsmodus (Virker ikke i spill med flere spillere). " "Feilsøkingsmodus slåes av når du avslutter spillet." #. [topic]: id=general_commands #: data/core/help.cfg:699 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:702 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:705 msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:708 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:711 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:714 #, fuzzy msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Åpne menyen for temvalg." #. [topic]: id=general_commands #: data/core/help.cfg:717 #, fuzzy msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Avslutt scenariet (uten meldingsboks)." #. [topic]: id=general_commands #: data/core/help.cfg:720 #, fuzzy msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Lagre spillet (uten meldingsboks)." #. [topic]: id=general_commands #: data/core/help.cfg:723 #, fuzzy msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Lagre og avslutt scenariet (uten meldingsboks)." #. [topic]: id=mp_commands #: data/core/help.cfg:731 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Gruppespillkommandoer" #. [topic]: id=mp_commands #: data/core/help.cfg:734 #, fuzzy msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" "\n" "Spark ut eb spiller i flerspillermodus. De kan ikke bli med i spillet på " "nytt." #. [topic]: id=mp_commands #: data/core/help.cfg:737 #, fuzzy msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "Endre hvem som kontrollerer den angitte spillerplassen (skriv inn " "spillerplassens nummer) til spilleren med angitt kallenavn (skriv inn " "kallenavnet til en spiller eller observatør)\n" "Eksempel: \"control 2 YbeRn00b\"" #. [topic]: id=mp_commands #: data/core/help.cfg:740 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:743 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:746 #, fuzzy msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "Spark ut en spiller i flerspillermodus. De kan bli med i spillet på nytt " "hvis de ønsker." #. [topic]: id=mp_commands #: data/core/help.cfg:749 #, fuzzy msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" "Sender en privat beskjed. Du kan ikke sende private beskjeder til spillere " "som kontrollerer lag i aktive spill.\n" "'/whisper [brukernavn] [melding]'" #. [topic]: id=mp_commands #: data/core/help.cfg:752 #, fuzzy msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "Demp en valgt observatør. Hvis du ikke angir hvem du vil dempe vises en " "liste over alle brukere som er dempet." #. [topic]: id=mp_commands #: data/core/help.cfg:755 #, fuzzy msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Slå demping av observatører av/på." #. [topic]: id=mp_commands #: data/core/help.cfg:758 #, fuzzy msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" "\n" "Spark ut eb spiller i flerspillermodus. De kan ikke bli med i spillet på " "nytt." #. [topic]: id=mp_commands #: data/core/help.cfg:761 #, fuzzy msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Demp en valgt observatør. Hvis du ikke angir hvem du vil dempe vises en " "liste over alle brukere som er dempet." #. [topic]: id=debug_commands #: data/core/help.cfg:769 #, fuzzy msgid "Debug Mode Commands" msgstr "Generelle kommandoer" #. [topic]: id=debug_commands #: data/core/help.cfg:772 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:775 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:778 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:781 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:784 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:787 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:790 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:793 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:796 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:799 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Helbreder 4:\n" "Setter enheten i stand til å helbrede allierte naboenheter i begynnelsen av " "sin runde.\n" "\n" "En enhet som blir hjulpet av en helbreder kan hver runde heles opp til 4 HP, " "eller få stoppet virkningen av gift.\n" "En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må " "søke hjelp i en landsby eller hos en enhet som kan kurere." #. [heals]: id=healing #: data/core/macros/abilities.cfg:37 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Helbreder:\n" "Denne enheten kombinerer urtemedisin med magi for å helbrede enheter " "hurtigere enn vanligvis mulig på slagmarken.\n" "\n" "En enhet som blir hjulpet av denne kan hver runde heles opp til 8 HP, eller " "få stoppet virkningen av gift.\n" "En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må " "søke hjelp i en landsby eller hos en enhet som kan kurere." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "kurerer" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 #, fuzzy #| msgid "" #| "Cures:\n" #| "A curer can cure a unit of poison, although that unit will receive no " #| "additional healing on the turn it is cured of the poison." msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Kurerer:\n" "Enheten kan kurere andre for gift, men enheter kan ikke helbredes og kureres " "samme runde." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 #, fuzzy msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regenererer:\n" "Enheten vil helbrede seg selv 8 HP per runde. Hvis den er forgiftet, vil " "giften fjernes i stedet." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "regenererer" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, fuzzy msgid "" "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regenererer:\n" "Enheten vil helbrede seg selv 8 HP per runde. Hvis den er forgiftet, vil " "giften fjernes i stedet." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" " Denne enheten regenererer. Den helbredes alltid som om den sto i landsby." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Standhaftig:\n" "Denne enhetens motstand mot skade dobles under forsvar, opp til et maksimum " "på 50% motstandskraft. Negative verdier for motstand påvirkes ikke." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 #, fuzzy #| msgid "female^leadership" msgid "female^diversion" msgstr "leder" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 #, fuzzy msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" " Hvis en alliert enhet oppholder fienden, kan denne enheten snike seg innpå " "og påføre fienden dobbel skade bakfra." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 #, fuzzy msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target’s attention and reduces its " "chance to hit." msgstr "" " Hvis en alliert enhet oppholder fienden, kan denne enheten snike seg innpå " "og påføre fienden dobbel skade bakfra." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "leder" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "linjebryter" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Linjebryter:\n" "Denne enheten er trent i å snike seg raskt forbi fiender, og ignorerer " "derfor alle fiendtlige kontrollsoner (ZoC). (Unntak: hvis den stopper i en " "fiendtlig kontrollsone, vil den gjenværende forflytning bli satt til 0.) " #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 msgid "illuminates" msgstr "belyser" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:239 msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "Belyser:\n" "Denne enheten lyser opp det omkringliggende området, som gjør at lovlydige " "enheter kjemper bedre og kaotiske enheter kjemper dårligere.\n" "\n" "Enhver naboenhet til denne enheten vil kjempe som om det var skumring når " "det er natt, og som om det var dag når det er skumring eller morgengry." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:254 msgid "female^teleport" msgstr "teleporterer" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:255 #, fuzzy msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleporterer:\n" "Denne enheten kan bruke 1 flytt på å teleportere seg selv mellom to hvilke " "som helst vennligsinnede landsbyer. " #. [hides]: id=ambush #: data/core/macros/abilities.cfg:286 msgid "female^ambush" msgstr "bakhold" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:287 #, fuzzy msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Skogsniker:\n" "Denne enheten kan gjemme seg i skog, og forbli uoppdaget av sine fiender.\n" "\n" "Fiendtlige enheter kan ikke se eller angripe denne enheten når den er i " "skog, med unntak av når den har utført et angrep forrige runde, eller hvis " "de står rett ved siden av den." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:306 msgid "burrow" msgstr "" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:307 #, fuzzy #| msgid "female^slow" msgid "female^burrow" msgstr "treg" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:308 #, fuzzy msgid "" "This unit can hide in forest or sand if it is resting (has not moved for a " "turn), and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is resting in forest or sand, " "except if they have units next to it. Any enemy unit that first discovers " "this unit immediately loses all its remaining movement." msgstr "" "Skogsniker:\n" "Denne enheten kan gjemme seg i skog, og forbli uoppdaget av sine fiender.\n" "\n" "Fiendtlige enheter kan ikke se eller angripe denne enheten når den er i " "skog, med unntak av når den har utført et angrep forrige runde, eller hvis " "de står rett ved siden av den." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:330 #, fuzzy msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Nattskygger:\n" "Enheten blir usynlig gjennom natten.\n" "\n" "Fiendtlige enheter kan ikke se eller angripe denne enheten om natten, " "unntatt direkte etter at den har angrepet, eller hvis det er andre " "fiendtlige enheter i denne enhetens nabofelt. " #. [hides]: id=concealment #: data/core/macros/abilities.cfg:349 msgid "female^concealment" msgstr "skjulested" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:350 #, fuzzy msgid "" "This unit can hide in villages, and remain undetected by its enemies, except " "by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Dykke:\n" "\n" "Fiendtlige enheter kan ikke se eller angripe denne enheten når den befinner " "seg på dypt vann, unntatt for en runde rett etter at enheten selv har " "angrepet, eller hvis den har fiendtlige enheter i noe nabofelt. " #. [hides]: id=submerge #: data/core/macros/abilities.cfg:368 msgid "submerge" msgstr "dykke" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:369 msgid "female^submerge" msgstr "dykke" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:370 msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Fiendtlige enheter kan ikke se eller angripe denne enheten når den befinner " "seg på dypt vann, unntatt for en runde rett etter at enheten selv har " "angrepet, eller hvis den har fiendtlige enheter i noe nabofelt. " #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:390 msgid "female^feeding" msgstr "åtseleter" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:391 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Maks HP bonus +3, Maks FP +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "Natt" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Natt" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Natt" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Natt" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Natt" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Natt" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "Kveld" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Natt" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Formiddag" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Formiddag" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Kveld" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Natt" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Ettermiddag" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Ettermiddag" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "førsteslag" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Natt" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:9 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Åndevesen har unaturlig høy ressistanse mot skade, men beveger seg sakte " "over åpent vann." #: data/core/macros/special-notes.cfg:12 #, fuzzy msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " Denne enheten har hellig angrep, og kan gjøre formidabel skade mot vandøde " "fiender." #: data/core/macros/special-notes.cfg:19 #, fuzzy msgid "This unit is capable of basic healing." msgstr "" " Denne enheten kan helbrede enheter rundt seg, eller kurere forgiftning." #: data/core/macros/special-notes.cfg:22 #, fuzzy msgid "This unit is capable of rapid healing." msgstr "" " Denne enheten kan helbrede enheter rundt seg, eller kurere forgiftning." #: data/core/macros/special-notes.cfg:25 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "" " Denne enheten kan helbrede enheter rundt seg, eller kurere forgiftning." #: data/core/macros/special-notes.cfg:28 #, fuzzy msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Denne enheten kan helbrede enheter rundt seg eller hindre gift å gjøre " "skade." #: data/core/macros/special-notes.cfg:31 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "" " Denne enheten regenererer. Den helbredes alltid som om den sto i landsby." #: data/core/macros/special-notes.cfg:34 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr " Enhetens standhaftighet lar den doble ressistanser i forsvar." #: data/core/macros/special-notes.cfg:37 #, fuzzy msgid "" "The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr " Denne enheten kan lede enheter av lavere grad i kamp." #: data/core/macros/special-notes.cfg:40 #, fuzzy #| msgid "" #| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " #| "control and thus move unhindered around them." msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " Denne enheten kan bryte gjennom fiendens linjer og ignorerer sonekontroll." #: data/core/macros/special-notes.cfg:43 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "Illumination increases the lighting level in adjacent areas." msgstr "" " Enheten belyser området rundt seg, hederlige enheter vil kjempe bedre i " "mørke huler og nattestid." #: data/core/macros/special-notes.cfg:46 #, fuzzy msgid "" "This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" "Teleporterer:\n" "Denne enheten kan bruke 1 flytt på å teleportere seg selv mellom to hvilke " "som helst vennligsinnede landsbyer. " #: data/core/macros/special-notes.cfg:49 #, fuzzy #| msgid "" #| " In woodlands, this unit’s ambush skill renders it invisible to enemies " #| "unless it is immediately adjacent or has revealed itself by attacking." msgid "" "In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" " I skoglendt terreng kan denne enheten legge seg i skjul og angripe " "passerende fiender fra bakhold." #: data/core/macros/special-notes.cfg:52 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr " Denne enheten går i ett med nattens mørke." #: data/core/macros/special-notes.cfg:55 #, fuzzy msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" "Dykke:\n" "\n" "Fiendtlige enheter kan ikke se eller angripe denne enheten når den befinner " "seg på dypt vann, unntatt for en runde rett etter at enheten selv har " "angrepet, eller hvis den har fiendtlige enheter i noe nabofelt. " #: data/core/macros/special-notes.cfg:58 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr " Denne enheten kan holde seg i skjul, neddykket på dypt vann." #: data/core/macros/special-notes.cfg:61 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" #: data/core/macros/special-notes.cfg:64 #, fuzzy #| msgid "" #| " Whenever its berserk attack is used, this unit continues to push the " #| "attack until either it or its enemy lies dead." msgid "" "Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " Når et berserkerangrep brukes, fortsetter enheten kampen til en av de " "stridende faller." #: data/core/macros/special-notes.cfg:67 #, fuzzy msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr "" " Hvis en alliert enhet oppholder fienden, kan denne enheten snike seg innpå " "og påføre fienden dobbel skade bakfra." #: data/core/macros/special-notes.cfg:70 #, fuzzy msgid "" "Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Levende fiender som faller mot en forpestet fiende vil gjenoppstå som en " "vandød." #: data/core/macros/special-notes.cfg:73 #, fuzzy msgid "" "Foes who lose their life to certain horrors of nature become nourishment for " "a rapidly growing larva, unless they are standing in a village." msgstr "" " Levende fiender som faller mot en forpestet fiende vil gjenoppstå som en " "vandød." #: data/core/macros/special-notes.cfg:76 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Denne enheten kan forsinke fiender. Forsinkede enheter har halvert " "forflytning og gjør halv skade en hel runde." #: data/core/macros/special-notes.cfg:79 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " Evnen til å forsteine levende fiender gjør denne enheten ekstremt farlig." #: data/core/macros/special-notes.cfg:82 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" " Enhetens skarpskytterferdigheter garanterer høy treffsjanse, men bare i " "angrep." #: data/core/macros/special-notes.cfg:85 #, fuzzy msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr " Enhetsens avstandsangrep er magisk, og har alltid en god treffsjanse." #: data/core/macros/special-notes.cfg:88 #, fuzzy #| msgid "" #| " The swarming attacks of this unit become less deadly whenever its " #| "members are wounded." msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr " Enhetens svermende angrep svekkes etterhvert som enheten tar skade." #: data/core/macros/special-notes.cfg:91 #, fuzzy #| msgid "" #| " Using a charging attack doubles both damage dealt and received; this " #| "does not affect defensive retaliation." msgid "" "Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " Stormangrep dobler skaden når du angriper, både for angripende og " "forsvarende enhet. Skaden dobles derimot ikke når enheten med stormangrep " "forsvarer seg." #: data/core/macros/special-notes.cfg:94 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "" " Enheten kan suge til seg livskraft fra levende fiender for å gjenvinne egen " "helse." #: data/core/macros/special-notes.cfg:97 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr " Enhetens lange våpen lar den slå først, også i forsvar." #: data/core/macros/special-notes.cfg:100 #, fuzzy #| msgid "" #| " The victims of this unit’s poison will continually take damage until " #| "they can be cured in town or by a unit which cures." msgid "" "The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" " En forgiftet fiende vil få 8 skade hver runde til den kureres. Giften vil " "ikke redusere enheten under et helsepoeng." #: data/core/macros/special-notes.cfg:103 msgid "" "This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format. #. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions). #: data/core/macros/special-notes.cfg:122 msgid "" "Special Notes (1.14-style, please update to the new list format to avoid " "duplicates):" msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "lojal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "lojal" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "Krever ingen lønn" #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 msgid "" "\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 " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "Under kampanjer, kan visse enheter velge å slutte seg til spillerens styrker " "av egen fri vilje. Disse enhetene merkes ved karaktertrekket lojal. Skjønt " "de krever betaling for å bli tilbakekalt, krever de aldri lønn. Dette kan " "gjøre dem uvurderlige under et langt felttog, når det er vanskelig å få " "gullet til å strekke til. Dette trekket gis aldri til rekrutterte enheter, " "så det kan være uklokt å sende fra seg slike enheter eller sende de til en " "sikker død." #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 #, fuzzy msgid "" "text='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." msgstr "" "Lojale enheter krever ikke lønn. De fleste enheter krever betaling lik " "graden sin hver runde, men dette gjelder ikke lojale enheter." #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "vandød" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83 #: data/core/macros/traits.cfg:109 #, fuzzy msgid "Immune to drain, poison, and plague" msgstr "Immun mot gift, pest og blodsuging" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 #, fuzzy msgid "" "\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." msgstr "" "\n" "\n" "Vandøde enheter har alle 'vandød' som sitt eneste karaktertrekk. Ettersom de " "allerede er gjenreist som vandøde vil ikke pest kunne reise dem igjen, det " "kreves nye lik til dette. Vandøde kan heller ikke forgiftes. Blodsugere kan " "ikke tappe livskraft fra vandøde fiender ettersom de ikke har friskt blod i " "kroppen." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "Vandøde enheter er immune mot gift, blodsuging og pest." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "mekanisk" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "mekanisk" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "Vandøde enheter er immune mot gift, blodsuging og pest." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 #, fuzzy msgid "elemental" msgstr "skjulested" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 #, fuzzy msgid "female^elemental" msgstr "lojal" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "Vandøde enheter er immune mot gift, blodsuging og pest." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "sterk" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "sterk" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 #, fuzzy msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for 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." msgstr "" "\n" "\n" "Karaktertrekket sterk nyttig for alle enheter med nærkampvåpen,men mest " "effektivt er det for enheter med et høyt antall slag, som alvekrigere. " "Sterke enheter kan være svært nyttige når en liten mengde ekstra skade er " "alt som skal til for å avgjøre en kamp." #. [trait]: id=strong #: data/core/macros/traits.cfg:134 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "Sterke enheter gjør 1 mer skade i nærkamp, og har 1 HP mer enn vanlig." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "hendig" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "hendig" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 #, fuzzy msgid "" "\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 " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "Hendig er et karaktertrekk som bare alver besitter. Det alvefolket er kjent " "for sin ynde og store ferdighet med buen. Noen er likevel begavet med et " "naturlig talent som overskrider deres brødres. Disse alvene gir et ekstra " "skadepoeng med hver pil." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "Hendige enheter gjør 1 mer skade med avstandsvåpen." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "rask" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "rask" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 #, fuzzy msgid "" "\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, 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." msgstr "" "\n" "\n" "Rask er det mest merkbare karaktertrekket. Spesiellt på trege enheter som " "troll og panserinfanteri. Enheter som er kjappe kan ofte ha mye større " "mobilitet i røft terreng, så ta det med i betraktningen når du sender ut " "styrkene dine. Husk også at raske enheter er ikke så seige som andre og er " "derfor ikke så gode til å holde utsatte posisjoner." #. [trait]: id=quick #: data/core/macros/traits.cfg:172 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "Raske enheter har 1 ekstra forflyttningspoeng, men 10% mindre HP enn vanlig" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "intelligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 #, fuzzy msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (AMLA) is not as significant a change as " "advancing a level. If you have many ‘maximum level’ units you may wish to " "recall units with more desirable traits." msgstr "" "\n" "\n" "Intelligente enheter er svært nyttige i starten av et felttog, siden de " "raskt kan forfremmes til enheter av høyere grad. Senere i felttoget er de " "ikke så nyttige, og hvis du har mange enheter med høye grader kan det være " "lurere å tilbakekalle enheter med mer attraktive 'langsiktige' karaktertrekk." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "Intelligente enheter trenger 20% mindre erfaring for å forfremmes." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "seig" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "seig" #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 msgid "" "\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 " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "Seige enheter kan være nyttige i alle stadium i en kampanje og er et nyttig " "karaktertrekk for alle enheter. Du vil legge mer merke til det på enkelte " "enheter enn andre. Seige enheter er spesiellt nyttige til å holde utsatte " "strategiske posisjoner mot motstanderen." #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 #, fuzzy msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "Seige enheter har 10%+3 HP mer enn vanlig" #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "sunn" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "sunn" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "fryktløs" #. [trait]: id=fearless #: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271 msgid "Fights normally during unfavorable times of day/night" msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "vill" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "vill" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "Får bare 50 % forsvar i landbaserte landsbyer" #. [trait]: id=feral #: data/core/macros/traits.cfg:288 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" "Boliger med sansende vesener er ikke lett å bruke som dekning for ville " "skapninger med lav intelligens. Som et resultat får text='ville' enheter maksimalt 50 % forsvar i alle landbaserte landsbyer, " "uavhengig av terrenget." #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "svak" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "svak" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 #, fuzzy msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "Vandøde enheter er immune mot gift, blodsuging og pest." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "treg" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "treg" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "Kraftige og klossete, langsomme individer av gobliner og andre arter får en " "bevegelsesstraff, men blir kompensert med en liten økning i utholdenhet." #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "text='Trege' enheter har 1 forflytningspoeng mindre, men 5 " "% flere helsepoeng." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "tungnem" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "tungnem" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "Tungnem er et trekk som er altfor vanlig hos gobliner og andre mindreverdige " "arter. Det er grunner til at disse artene er mindreverdige, og dette er en " "av dem." #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "Enheter med egenskapen text='tungnem' trenger 20% mere " "erfaringspoeng for å forfremmes." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "aldret" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "aldret" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "Enheter med egenskapen text='aldret' har 8 helsepoeng " "mindre og mister 1 poeng i forflyttning og nærkamp." #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:9 msgid "berserk" msgstr "berserkergang" #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:10 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Enten angrepet brukes offensivt eller defensivt, vil det presse angrepet til " "en av de stridende dør, eller til 30 runder med angrep har funnet sted." #. [damage]: id=backstab #: data/core/macros/weapon_specials.cfg:22 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "Dette angrepet gjør dobbel skade hvis en vennlig enhet står på andre siden " "av målet. (Den andre enheten kan ikke være uskadeliggjort, (f.eks forstenet)." #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/weapon_specials.cfg:42 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "Når en enhet blir drept av et text='pestangrep', erstattes " "enheten med et text='vandrende lik' på pestgiverens side. " "Dette fungerer ikke på vandøde eller enheter i landsbyer." #. [slow]: id=slow #: data/core/macros/weapon_specials.cfg:65 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Dette angrepet sinker målet til det avslutter en runde. Forsinkede enheter " "halverer skaden som forårsakes av angrep, og forflytningskostnaden dobles. " "En enhet som er forsinket, vil ha et snegleikon i sidefeltet når den er " "valgt." #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:75 msgid "petrifies" msgstr "forstener" #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:76 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Dette angrepet gjør offeret til sten. Enheter som har blitt forstenet kan " "ikke bevege seg eller angripe." #. [chance_to_hit]: id=marksman #: data/core/macros/weapon_specials.cfg:87 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "Dette angrepet har alltid minst 60% sjanse for å treffe i offensiv." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:100 msgid "deflect" msgstr "avverg" #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:101 msgid "" "When used defensively, this attack reduces the opponent’s chance to hit by " "10%." msgstr "" "Når dette angrepet brukes defensivt, reduserer det motstanderens sjanse til " "å treffe med 10 %." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:102 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:115 msgid "magical" msgstr "magisk" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:116 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Dette angrepet har alltid 70 % sjanse for å treffe, uavhengig av " "forsvarsevnen til enheten som blir angrepet." #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:128 msgid "swarm" msgstr "sverm" #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:129 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "Antall slag med dette angrepet reduseres når enheten er såret. Antall slag " "er proporsjonalt med prosentandelen av enhetens maksimale HP. Eksempelvis " "vil en enhet med 3/4 av sine maksimale HP få 3/4 av antall slag." #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:139 msgid "charge" msgstr "stormangrep" #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:140 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "Når dette angrepet brukes offensivt, gjør det dobbel skade på målet. Det " "fører også til at denne enheten tar dobbel skade fra målets motangrep." #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:153 msgid "absorb" msgstr "absorber" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:154 msgid "" "This attack puts the unit in good defensive position, and it absorbs some of " "the damage dealt by an enemy strike." msgstr "" "Dette angrepet setter enheten i en god forsvarsposisjon, og det absorberer " "noe av skaden som påføres av et fiendtlig angrep." #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:155 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" "Denne enheten kan blokkere fiendens angrep, slik at den påføres mindre skade " "når den blir truffet." #. [drains]: id=drains #: data/core/macros/weapon_specials.cfg:167 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Dette angrepet suger liv fra levende enheter og helbreder enheten for " "halvparten av den påførte skaden (rundet ned)." #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:177 msgid "first strike" msgstr "første slag" #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:178 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "Denne enheten slår alltid først, selv om den forsvarer seg." #. [poison]: id=poison #: data/core/macros/weapon_specials.cfg:189 msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Dette angrepet forgifter målet. Forgiftede enheter mister 8 HP på " "begynnelsen av sin runde helt til de blir kurert eller blir redusert til 1 " "HP. Gift kan ikke i seg selv drepe en enhet." #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:199 msgid "stun" msgstr "lamslå" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:200 msgid "" "This attack hits so hard that the opponent is dazed and can no longer " "enforce a zone of control. The effect wears off on the opponent’s next turn." msgstr "" "Dette angrepet treffer så hardt at motstanderen blir lamslått og ikke lenger " "kan håndheve en kontrollsone. Effekten forsvinner ved motstanderens neste " "runde." #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:201 msgid "" "This unit is able to stun its enemies, disrupting their zones of control." msgstr "" "Denne enheten er i stand til å lamslå fienden og dermed forstyrre " "kontrollsonene deres." #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:208 msgid "arcane" msgstr "arkan" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:209 msgid "" "This attack combines the arcane type with the type of weapon used so that " "resistance to the arcane type does not penalize the user." msgstr "" "Dette angrepet kombinerer den arkanske typen med våpentypen som brukes, slik " "at motstand mot den arkanske typen ikke straffer brukeren." #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:210 msgid "" "This unit can use the arcane type when the opponent is particularly " "sensitive to it in relation to the weapon on which it is applied." msgstr "" "Denne enheten kan bruke den arkanske typen når motstanderen er spesielt " "følsom for det i forhold til våpenet det brukes på." #: data/core/units.cfg:4 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually " "bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak put in their place " "by their stronger siblings. The stronger ones will routinely grab most of " "the food and thus grow stronger still, while their weaker siblings do not." msgstr "" #. [race]: id=bats #: data/core/units.cfg:39 msgid "race^Bat" msgstr "Flaggermus" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "Flaggermus" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "Flaggermus" #. [race]: id=bats #: data/core/units.cfg:42 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" #. [race]: id=cats #: data/core/units.cfg:49 #, fuzzy #| msgid "race^Bat" msgid "race^Cat" msgstr "Flaggermus" #. [race]: id=cats #: data/core/units.cfg:50 #, fuzzy #| msgid "race+female^Bat" msgid "race+female^Cat" msgstr "Flaggermus" #. [race]: id=cats #: data/core/units.cfg:51 #, fuzzy #| msgid "race^Bats" msgid "race^Cats" msgstr "Flaggermus" #. [race]: id=cats #: data/core/units.cfg:52 msgid "" "Big cats are nimble, solitary predators that can cause trouble for any " "farmer or hunter that encounter them. The cats that hunt rodents and drive " "away lone wolves are tolerated by civilized folk, but some big cats are " "considered terrifying monsters." msgstr "" #. [race]: id=drake #: data/core/units.cfg:61 msgid "race^Drake" msgstr "Drake" #. [race]: id=drake #: data/core/units.cfg:62 msgid "race+female^Drake" msgstr "Drake" #. [race]: id=drake #: data/core/units.cfg:63 msgid "race^Drakes" msgstr "Draker" #. [race]: id=drake #: data/core/units.cfg:64 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, their " "large size renders them easy targets for those who dare attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire " "fueling their very lives. This can easily be witnessed when one of their " "kind perishes in combat; its internal fire is released, burning their " "remains into ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch from eggs and may live naturally for several decades, although " "some have been known to survive for longer. However, death in battle is the " "most preferred way for a drake to leave this world. As such, most drakes do " "not live to see the end of their natural lifespan.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:97 msgid "race^Dwarf" msgstr "Dverg" #. [race]: id=dwarf #: data/core/units.cfg:98 msgid "race+female^Dwarf" msgstr "Dverg" #. [race]: id=dwarf #: data/core/units.cfg:99 msgid "race^Dwarves" msgstr "Dverger" #. [race]: id=dwarf #: data/core/units.cfg:100 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However, some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" #. [race]: id=elf #: data/core/units.cfg:117 msgid "race^Elf" msgstr "Alv" #. [race]: id=elf #: data/core/units.cfg:118 msgid "race+female^Elf" msgstr "Alv" #. [race]: id=elf #: data/core/units.cfg:119 msgid "race^Elves" msgstr "Alver" #. [race]: id=elf #: data/core/units.cfg:121 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "at least a full two centuries. While some elves possessing a high magical " "aptitude have been known to live longer, most elves begin to grow physically " "frail at some point between 250 and 300 years of age and pass away rapidly " "thereafter.\n" "\n" "Most elves share an intense affection for unspoiled nature and find " "themselves uncomfortable in open, unvegetated places. They live primarily in " "the forests of the Great Continent, the Aethenwood in the southwest, Wesmere " "in the northwest, and the great northern woods of which the Lintanir Forest " "is the southernmost edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for several millennia.\n" "\n" "
text='Magic'
\n" "While elves are fundamentally different creatures than the fabled fair folk, " "their magic has some connection to the faerie and is the source of their " "unusually keen senses as well as their long lives. Elven magic is split " "between two different paths, one focused on manipulation of the mundane or " "natural world, and one focused on divination into the arcane plane. More " "common is the the way of corporeal alteration, which has more tangible " "effects than its antithesis in the arcane. Though elven nature magic is ill-" "suited toward combat, its potent ability to harness earthly energies to " "nurture and protect is the primary reason for the effectiveness of elven " "healing as well as the beauty and vitality of their forests.\n" "\n" "Those who follow the mystic path are also well-regarded by other elves, but " "their motives and abilities are often unclear to those outside of their " "order. Some who venture far down the path of mysticism take on more faerie-" "like traits, gaining extraordinary insight and longevity, but also becoming " "sensitive to and even burned by the presence of cold iron.\n" "\n" "
text='Culture'
\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills, often for sporting purposes. As a result, elves excel at archery, a " "craft that is readily and effectively applied to warfare. Elves are also " "renowned musicians, particularly skilled at wind and plucked string " "instruments in small ensembles. The Aeolian harps of the Aethenwood, for " "example, are crafted from the fine wood of Elven yew trees and are legendary " "for their soft, gentle tone.\n" "\n" "
text='Society'
\n" "Elvish society is roughly divided into three factions: a pseudo-military " "faction responsible for defending their forests, peaceful civilians who are " "usually craftsmen and artists, and healers and mystics who maintain the " "elves’ connection to the faerie. Responsible for governing these different " "aspects is the nobility, who are treated as servants to the broader social " "order, rather than as strict rulers of their people. The process for " "selecting these nobles differs between the various elven conclaves, with the " "governing council of Wesmere — the Ka’lian — being elected and the nobility " "in Lintanir usually being inherited.\n" "\n" "In times of strife, the hierarchy of command becomes more adaptable, with " "the ordinary aristocracy deferring to more war-minded marshals. By " "tradition, in both Wesmere and Lintanir, an enchantress from the order of " "elven mystics is also called upon to facilitate the transition of power." msgstr "" #. [race]: id=falcon #: data/core/units.cfg:147 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "Menneske" #. [race]: id=falcon #: data/core/units.cfg:148 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "Menneske" #. [race]: id=falcon #: data/core/units.cfg:149 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "Mennesker" #. [race]: id=falcon #: data/core/units.cfg:150 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" #. [race]: id=goblin #: data/core/units.cfg:158 msgid "race^Goblin" msgstr "Tusse" #. [race]: id=goblin #: data/core/units.cfg:159 msgid "race+female^Goblin" msgstr "Tusse" #. [race]: id=goblin #: data/core/units.cfg:160 msgid "race^Goblins" msgstr "Tusser" #. [race]: id=goblin #: data/core/units.cfg:161 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature " "of a human child.\n" "\n" "Goblins are born into a lifetime of near-slavery to their larger kin, and " "used as sword-fodder in battle. They thrive in spite of their tragic fate; " "in part because they are so very numerous, and also because their brother " "orcs are well aware how dependent they are on the goblins. They perform the " "bulk of manual labor needed by the orcs, with the sole exception of jobs " "that require the brute strength of true orcs. Those the orcs revel in as " "proof of their prowess." msgstr "" #. [race]: id=gryphon #: data/core/units.cfg:178 msgid "race^Gryphon" msgstr "Griff" #. [race]: id=gryphon #: data/core/units.cfg:179 msgid "race+female^Gryphon" msgstr "Griff" #. [race]: id=gryphon #: data/core/units.cfg:180 msgid "race^Gryphons" msgstr "Griffer" #. [race]: id=gryphon #: data/core/units.cfg:181 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" #. [race]: id=horse #: data/core/units.cfg:191 msgid "race^Horse" msgstr "Hest" #. [race]: id=horse #: data/core/units.cfg:192 msgid "race+female^Horse" msgstr "Hest" #. [race]: id=horse #: data/core/units.cfg:193 msgid "race^Horses" msgstr "Hester" #. [race]: id=horse #: data/core/units.cfg:194 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" #. [race]: id=human #: data/core/units.cfg:211 msgid "race^Human" msgstr "Menneske" #. [race]: id=human #: data/core/units.cfg:212 msgid "race+female^Human" msgstr "Menneske" #. [race]: id=human #: data/core/units.cfg:213 msgid "race^Humans" msgstr "Mennesker" #. [race]: id=human #: data/core/units.cfg:214 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" #. [race]: id=dunefolk #: data/core/units.cfg:229 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "Menneske" #. [race]: id=dunefolk #: data/core/units.cfg:230 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "Menneske" #. [race]: id=dunefolk #: data/core/units.cfg:231 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "Vandøde" #. [race]: id=dunefolk #: data/core/units.cfg:233 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to " "the river valleys and oases of the Sandy Wastes. How they came to inhabit " "this far corner of the Great Continent is unknown. Their legends tell of " "many long and perilous travels through far-flung lands, but the true origin " "of their people is a topic of endless and heated debate among even the most " "erudite of their scholars.\n" "\n" "Whatever their origin, the Dunefolk have thrived. Bustling cities stand " "proudly in the largest fertile regions. Skilled artisans, fine smiths, and " "wealthy merchants form the backbone of the urban economy. Each of these " "cities also enjoys a degree of independence less common in the more " "centralized nations to the north, many even maintaining their own standing " "armies. In times of need, however, each and all rally to a higher authority " "designated to protect the superior interest of the nation.\n" "\n" "Those who have not settled in these urban centers still adhere to the " "lifestyle of their ancestors, roaming the dunes and leading their herds from " "one watering hole to another. They are most active during the early hours of " "dawn and the onset of dusk, when the wastelands are neither too hot nor too " "cold. Their skill at moving through the sands is excellent even by Dunefolk " "standards. Although sometimes regarded with contempt by their city " "counterparts, they provide an invaluable service as mobile, light troops in " "war, or as escorts for trading caravans during times of peace.\n" "\n" "The Dunefolk’s inclination towards trade and exploration has allowed their " "cities to amass immense fortunes, a fact regarded both with admiration and " "envy by other races. Mutual interests have fostered cordial relations with " "neighboring Naga tribes, but more secretive races such as Drakes and Elves " "have always considered Dunefolk expeditions to be too intrusive, especially " "when they venture close to territorial boundaries. It is not uncommon for " "caravans to fall prey to troll ambushes in the mountains, something that has " "given rise to countless tales of unimaginable treasure amassed in hidden " "caves.\n" "\n" "As a result of living in hostile environments for centuries, the Dunefolk " "have developed rational methods of enquiry through which they continue to " "improve their understanding of the world. Their study of herbal medicine " "keeps their warriors and workers fresh and healthy. Their knowledge of " "alchemy allows them to tame fire and wield it as a deadly weapon in battle. " "At the same time, this analytical mindset has distanced them from magical " "arts; to the rational mind, magic is uncontrollable, unpredictable, and " "hence unreliable. For this reason, the Dunefolk especially loathe the " "perversions of necromancy and the dark arts, even more so than other races.\n" "\n" "The Dunefolk’s inquisitive and explorative nature does not preclude military " "strength. Not only do they field nimble light troops, cataphracts, and " "heavily armored infantry, but their keen knowledge of technology grants them " "a decisive advantage over their opponents. When facing the Dunefolk in " "battle, however, the most fearsome sight is certainly their deployment of " "ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " "their synergy with these creatures allows for great versatility in combat. " "The origins of this tradition likely lie in the heritage of the Dunefolk’s " "distant past in the exotic far corners of Irdya." msgstr "" #. [race]: id=lizard #: data/core/units.cfg:254 msgid "race^Saurian" msgstr "Varan" #. [race]: id=lizard #: data/core/units.cfg:255 msgid "race+female^Saurian" msgstr "Varan" #. [race]: id=lizard #: data/core/units.cfg:256 msgid "race^Saurians" msgstr "Varaner" #. [race]: id=lizard #: data/core/units.cfg:257 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan’s number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female’s choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores’ food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:283 msgid "race^Mechanical" msgstr "Mekanisk" #. [race]: id=mechanical #: data/core/units.cfg:284 msgid "race+plural^Mechanical" msgstr "Mekaniske" #. [race]: id=mechanical #: data/core/units.cfg:285 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" #. [race]: id=merman #: data/core/units.cfg:294 msgid "race^Merman" msgstr "Havmann" #. [race]: id=merman #: data/core/units.cfg:295 msgid "race^Mermaid" msgstr "Havfrue" #. [race]: id=merman #: data/core/units.cfg:296 #, fuzzy #| msgid "race^Troll" msgid "race^Merfolk" msgstr "Troll" #. [race]: id=merman #: data/core/units.cfg:298 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" #. [race]: id=monster #: data/core/units.cfg:306 msgid "race^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:307 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Monster" #. [race]: id=monster #: data/core/units.cfg:308 msgid "race^Monsters" msgstr "Monstre" #. [race]: id=monster #: data/core/units.cfg:309 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" #. [race]: id=naga #: data/core/units.cfg:316 msgid "race^Naga" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:317 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "Nagine" #. [race]: id=naga #: data/core/units.cfg:318 msgid "race^Nagas" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:319 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" #. [race]: id=ogre #: data/core/units.cfg:327 msgid "race^Ogre" msgstr "Rise" #. [race]: id=ogre #: data/core/units.cfg:328 msgid "race+female^Ogre" msgstr "Rise" #. [race]: id=ogre #: data/core/units.cfg:329 msgid "race^Ogres" msgstr "Riser" #. [race]: id=ogre #: data/core/units.cfg:330 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" #. [race]: id=orc #: data/core/units.cfg:338 msgid "race^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:339 msgid "race+female^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:340 msgid "race^Orcs" msgstr "Orker" #. [race]: id=orc #: data/core/units.cfg:341 msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" #. [race]: id=orc #: data/core/units.cfg:352 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" #. [race]: id=raven #: data/core/units.cfg:361 #, fuzzy #| msgid "race^Dwarves" msgid "race^Raven" msgstr "Dverger" #. [race]: id=raven #: data/core/units.cfg:362 #, fuzzy #| msgid "race+female^Drake" msgid "race+female^Raven" msgstr "Drake" #. [race]: id=raven #: data/core/units.cfg:363 #, fuzzy #| msgid "race^Dwarves" msgid "race^Ravens" msgstr "Dverger" #. [race]: id=raven #: data/core/units.cfg:364 msgid "" "Ravens are general scavengers, often associating with hunters or predators " "in the hope of sharing in the kill. They do not have the powerful beak or " "claws of the gryphons or raptors, but can still be a threat because of their " "intelligence and ability to recognize any advantage.\n" "\n" "In the aftermath of a battle, the dead and wounded are a banquet for ravens, " "thus ravens are a nuisance for allies of the defeated but are seen by some " "victors as part of martial ceremonies. The violence and large numbers that " "characterize both orcs and humans bring these races into constant " "interaction with ravens in this context. For this reason, the birds have " "become characters in fables, parables, and superstitions related to war.\n" "\n" "As intelligent scavengers, ravens do not need war dead to survive. Some " "farmers struggle to keep ravens away from freshly sown seeds, but others are " "happy to have them around as sentries." msgstr "" #. [race]: id=troll #: data/core/units.cfg:375 msgid "race^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:376 msgid "race+female^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:377 msgid "race^Trolls" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:378 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, and live extremely long " "lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" #. [race]: id=undead #: data/core/units.cfg:398 msgid "race^Undead" msgstr "Vandød" #. [race]: id=undead #: data/core/units.cfg:399 msgid "race+female^Undead" msgstr "Vandød" #. [race]: id=undead #: data/core/units.cfg:400 msgid "race+plural^Undead" msgstr "Vandøde" #. [race]: id=undead #: data/core/units.cfg:401 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Most ordinary creatures can, by a sufficiently skilled necromancer, be " "reanimated into constructs of varying character — resurrection of the " "physical form often results in a minion that obeys its master without " "question, while manifestation of a soul usually produces a servant with at " "least a modicum of thought. A great mystery of necromancy is how these " "constructs are sustained and controlled without continuous effort from the " "necromancer. Most dark magi do not provide constant attention or maintenance " "to their creations, instead allowing them a small degree of independence to " "function autonomously in line with the provided commands. However, when left " "unchecked, some undead gain enough sovereignty to break free from and even " "turn on their masters. Accordingly, while even lesser undead require " "periodic maintenance, this is especially true for more powerful undead, " "particularly greater spirits or death knights, who possess a high degree of " "inherent will. In these cases, necromancy becomes a battle of resolve " "between mage and minion. The necromancer must maintain a delicate balance " "between control over their servants and allotting them free will — the " "source of their individual powers.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and merfolk tell of very few of their kind who have " "ever delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" #. [race]: id=wolf #: data/core/units.cfg:414 msgid "race^Wolf" msgstr "Ulv" #. [race]: id=wolf #: data/core/units.cfg:415 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Alv" #. [race]: id=wolf #: data/core/units.cfg:416 msgid "race^Wolves" msgstr "Ulver" #. [race]: id=wolf #: data/core/units.cfg:417 msgid "" "Wolves are predatory canines encountered frequently in the wilderness. " "Quick, tough, and durable, a solitary wolf suffices to maim or kill " "civilians and untrained soldiers with ease, but it is their tendency to " "travel in packs and attack in an organized manner that makes them " "particularly fearsome to travelers. They tend to stay away from " "civilization, though, only occasionally venturing close to prey upon " "livestock." msgstr "" #. [race]: id=wose #: data/core/units.cfg:426 msgid "race^Wose" msgstr "Trehyrde" #. [race]: id=wose #: data/core/units.cfg:427 msgid "race^Woses" msgstr "Trehyrder" #. [race]: id=wose #: data/core/units.cfg:428 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #. [lua]: action #: data/lua/feeding.lua:26 data/lua/feeding.lua:39 msgid "+1 max HP" msgstr "+1 maks HP" #. [lua]: wesnoth.interface.game_display.unit_status #: data/lua/stun.lua:14 msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control." msgstr "" "lamslått: Denne enheten er lamslått. Den kan ikke håndheve sin kontrollsone." #. [lua]: on_hit #: data/lua/stun.lua:24 msgid "female^stunned" msgstr "lamslått" #. [lua]: on_hit #: data/lua/stun.lua:26 msgid "stunned" msgstr "lamslått" #: src/help/help.cpp:207 msgid "Close" msgstr "Lukk" #: src/help/help.cpp:211 msgid "Help" msgstr "Hjelp" #: src/help/help.cpp:263 src/help/help.cpp:267 msgid "Parse error when parsing help text:" msgstr "Lesefeil ved analyse av hjelpetekst:" #: src/help/help_topic_generators.cpp:63 msgid "Best of" msgstr "" #: src/help/help_topic_generators.cpp:63 msgid "Worst of" msgstr "" #. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on #: src/help/help_topic_generators.cpp:94 #, fuzzy #| msgid "Base Terrain: " msgid "base terrain" msgstr "Basisterreng: " #: src/help/help_topic_generators.cpp:165 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "" #. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village. #. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing. #: src/help/help_topic_generators.cpp:170 msgid "" "This terrain allows units to be cured of poison, or to heal a single " "hitpoint." msgid_plural "" "This terrain allows units to heal $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "" msgstr[1] "" #: src/help/help_topic_generators.cpp:177 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "" #. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one. #: src/help/help_topic_generators.cpp:181 msgid "" "This terrain is a keep — a leader can recruit from this hex onto connected " "castle hexes." msgstr "" #. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this. #: src/help/help_topic_generators.cpp:184 msgid "" "This unusual keep allows a leader to recruit while standing on it, but does " "not allow a leader on a connected keep to recruit onto this hex." msgstr "" #: src/help/help_topic_generators.cpp:188 #: src/help/help_topic_generators.cpp:618 msgid "Special Notes:" msgstr "Spesielle merknader:" #. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water". #. The terrain names will be hypertext links to the help page of the corresponding terrain type. #. There will always be at least 1 item in the list, but unlikely to be more than 3. #: src/help/help_topic_generators.cpp:209 #, fuzzy #| msgid "Base Terrain: " msgid "Basic terrain type: $types" msgid_plural "Basic terrain types: $types" msgstr[0] "Basisterreng: " msgstr[1] "Basisterreng: " #. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor #: src/help/help_topic_generators.cpp:221 msgid "Typical base terrain: $type" msgstr "" #: src/help/help_topic_generators.cpp:227 msgid "Movement properties: " msgstr "Forflytningsegenskaper: " #: src/help/help_topic_generators.cpp:231 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:311 msgid "Level" msgstr "Nivå" #: src/help/help_topic_generators.cpp:375 msgid "Advances from: " msgstr "Forfremmes fra: " #: src/help/help_topic_generators.cpp:377 msgid "Advances to: " msgstr "Forfremmes til: " #: src/help/help_topic_generators.cpp:406 msgid "Base unit: " msgstr "Basisenhet: " #: src/help/help_topic_generators.cpp:411 msgid "Base units: " msgstr "Basisenheter: " #: src/help/help_topic_generators.cpp:429 msgid "Variations: " msgstr "Variasjoner: " #: src/help/help_topic_generators.cpp:453 msgid "race^Miscellaneous" msgstr "Diverse" #: src/help/help_topic_generators.cpp:455 msgid "Race: " msgstr "Rase: " #: src/help/help_topic_generators.cpp:525 msgid "Abilities: " msgstr "Evner: " #: src/help/help_topic_generators.cpp:551 msgid "Ability Upgrades: " msgstr "Oppgradering av evner: " #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:581 msgid "HP:" msgstr "HP:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:585 msgid "Moves:" msgstr "Flytt:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:590 msgid "Vision:" msgstr "Syn:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:596 #, fuzzy msgid "Jamming:" msgstr "sverm" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:601 msgid "Cost:" msgstr "Kostnad:" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:605 msgid "Alignment:" msgstr "Sinnelag:" #. TRANSLATORS: This string is used in the help page of a single unit. It uses #. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the #. translation use non-breaking spaces as appropriate for the target language. #: src/help/help_topic_generators.cpp:612 msgid "Required XP:" msgstr "Nødvendig EP:" #: src/help/help_topic_generators.cpp:630 msgid "unit help^Attacks" msgstr "Angrep" #: src/help/help_topic_generators.cpp:637 msgid "unit help^Name" msgstr "Navn" #: src/help/help_topic_generators.cpp:638 msgid "Strikes" msgstr "Slag" #: src/help/help_topic_generators.cpp:639 msgid "Range" msgstr "Rekkevidde" #: src/help/help_topic_generators.cpp:640 msgid "Type" msgstr "Type" #: src/help/help_topic_generators.cpp:641 msgid "Special" msgstr "Spesial" #: src/help/help_topic_generators.cpp:716 msgid "Resistances" msgstr "Motstander" #: src/help/help_topic_generators.cpp:720 msgid "Attack Type" msgstr "Angrepstype" #: src/help/help_topic_generators.cpp:721 msgid "Resistance" msgstr "Motstand" #: src/help/help_topic_generators.cpp:751 msgid "Terrain Modifiers" msgstr "Terrengmodifikatorer" #: src/help/help_topic_generators.cpp:755 msgid "Terrain" msgstr "Terreng" #: src/help/help_topic_generators.cpp:756 msgid "Defense" msgstr "Forsvar" #: src/help/help_topic_generators.cpp:757 msgid "Movement Cost" msgstr "Forflytningskostnad" #: src/help/help_topic_generators.cpp:761 msgid "Defense Cap" msgstr "Forsvarstak" #: src/help/help_topic_generators.cpp:766 msgid "Vision Cost" msgstr "Synskostnad" #: src/help/help_topic_generators.cpp:770 msgid "Jamming Cost" msgstr "" #, fuzzy #~| msgid "firststrike" #~ msgid "first verse" #~ msgstr "førsteslag" #, fuzzy #~| msgid "Second Watch" #~ msgid "second verse" #~ msgstr "Natt" #~ msgid "Flat" #~ msgstr "Flatt" #~ msgid "Village" #~ msgstr "Landsby" #, fuzzy #~ msgid "" #~ "This unit can lead your own units that are next to it, making them fight " #~ "better.\n" #~ "\n" #~ "Adjacent own units of lower level will do more damage in battle. When a " #~ "unit adjacent to, of a lower level than, and on the same side as a unit " #~ "with Leadership engages in combat, its attacks do 25% more damage times " #~ "the difference in their levels." #~ msgstr "" #~ "Leder:\n" #~ "Denne enheten kan lede vennligsinnede naboenheter, slik at de kjemper " #~ "bedre.\n" #~ "\n" #~ "Vennligsinnede naboenheter av lavere rang vil gjøre mer skade i kamp.Når " #~ "en lavere rangert enhet står ved siden av en vennligsinnet enhet med " #~ "Lederskap gjør angrepene til den 'menige' enheten 25% mer skade per " #~ "rangforskjell." #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Hjelp med Kampen om Wesnoth" #, fuzzy #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr "grønn, hvis enheten ikke har flyttet denne runden," #, fuzzy #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr "" #~ "gul, hvis den har gjort flytt, men fortsatt kan flytte videre eller " #~ "angripe," #~ msgid "Orbs" #~ msgstr "Glober" #~ msgid "" #~ "On top of the energy bar shown next to each unit of yours is an orb. For " #~ "units you control, this orb is:" #~ msgstr "" #~ "På toppen av helsesøylen ved siden av hver enhet er det en globe. For " #~ "enheter under din kontroll er denne globen: " #, fuzzy #~ msgid " blue if the unit is an ally you do not control." #~ msgstr "" #~ "Globen er blå hvis enheten tilhører en alliert du ikke kontrollerer." #, fuzzy #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr "Fiendtlige enheter har ingen globe over helsesøylen." #, fuzzy #~ msgid "" #~ "\n" #~ "Set or toggle player on side between human and AI player. The player/" #~ "client who controls that side needs to issue this command. If no second " #~ "parameter is supplied, toggle between human and AI. If it is ‘on’, set an " #~ "AI controller. If it is ‘off’ set a human controller. Defaults to the " #~ "currently active side if no parameter is supplied.\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "Veksle spilleren mellom å være menneske eller datastyrt. Klienten som " #~ "kontrollerer spilleren må utføre denne kommendoen. Hvis du ikke angir " #~ "hvem som skal kontrollere gies kontrollen til spiller '1'." #, fuzzy #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "Ork" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "Ork" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "Orker" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Multiplayer Modifications" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Rekkefølge og antall angrep'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~| msgid "Fundamentals of Gameplay" #~ msgid "" #~ "\n" #~ "\n" #~ "Fundamentals of Gameplay\n" #~ "\n" #~ msgstr "Grunnleggende spillteknikk" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Defense Caps" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text=Damage
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text=Skade
" #~ msgid "race^Mermen" #~ msgstr "Havfolk" #~ msgid "ingame_help_item^Contributors" #~ msgstr "Bidragsytere" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "Menneske" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "Menneske" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "Mekanisk" #~ msgid "female^nightstalk" #~ msgstr "nattskygger" #, fuzzy #~ msgid "" #~ "When a unit is killed by a Plague attack, that unit is replaced with a " #~ "unit identical to and on the same side as the unit with the Plague " #~ "attack. This doesn’t work on Undead or units in villages." #~ msgstr "" #~ "Pest:\n" #~ "Når en enhet blir drept av et Pestangrep, blir den byttet ut med en enhet " #~ "identisk og på samme side som enheten med Pestangrepet. (Dette gjelder " #~ "ikke for vandøde eller enheter i landsbyer.)" #~ msgid "Intelligent" #~ msgstr "Intelligent" #~ msgid "Quick" #~ msgstr "Rask" #~ msgid "Resilient" #~ msgstr "Seig" #~ msgid "Strong" #~ msgstr "Sterk" #~ msgid "Fearless" #~ msgstr "Fryktløs" #, fuzzy #~ msgid "Feral" #~ msgstr "Grottevegg" #~ msgid "Loyal" #~ msgstr "Lojal" #~ msgid "trait^Undead" #~ msgstr "Vandød" #~ msgid "trait^Mechanical" #~ msgstr "Mekanisk" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "skjulested" #~ msgid "Dextrous" #~ msgstr "Hendig" #~ msgid "Healthy" #~ msgstr "Sunn" #~ msgid "Dim" #~ msgstr "Tungnem" #~ msgid "Slow" #~ msgstr "Treg" #~ msgid "Weak" #~ msgstr "Svak" #, fuzzy #~| msgid "trait^Undead" #~ msgid "trait^Aged" #~ msgstr "Vandød" #, fuzzy #~ msgid "" #~ "In combat, your units will inevitably take damage. When a unit " #~ "dst='advancement' text='advances', it will heal fully. This " #~ "can happen as you finish fighting an enemy, whether it is your turn or " #~ "not. Wesnoth offers several other ways for your units to heal, all of " #~ "which take place at the beginning of your turn, before you take action." #~ msgstr "" #~ "I en kampsituasjon vil enhetene dine uten tvil bli skadet. Når en enhet " #~ "dst=experience_and_advancement text=avanserer, helbredes den " #~ "helt. Dette kan skje når du ender en kamp med en fiende, uansett om det " #~ "er din tur eller ikke. I Wesnoth er det flere andre måter å helbrede en " #~ "enhet, de har alle det til felles at helbredelsen skjer i begynnelsen av " #~ "spillerens tur. " #, fuzzy #~ msgid "Factions" #~ msgstr "Fraksjon" #~ msgid "Overview" #~ msgstr "Oversikt" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "To begin with, it’s best to click the text='Tutorial' button " #~ "at the main menu. This will take you to the interactive tutorial, which " #~ "will teach you the basics of Wesnoth. After this, it is recommended that " #~ "you play the Heir to the Throne campaign first — click " #~ "text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite " #~ "challenging, you may wish to start on easy." #~ msgstr "" #~ "\n" #~ "\n" #~ "Til å begynne med er det best å trykke på knappen text=opplæring i hovedmenyen. Her vil du lære det grunnleggende i Kampen om " #~ "Wesnoth. Når du er ferdig med opplæringen er det anbefalt å spille ett av " #~ "de øverste felttogene. Trykk text=felttog og velg " #~ "deretter felttoget du vil starte. Ettersom Wesnoth kan være ganske " #~ "utfordrende anbefales det å spille på vanskelighetsgraden " #~ "text=lett." #, fuzzy #~ msgid "" #~ "These pages outline all you need to know to play text='Battle for " #~ "Wesnoth'. They 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." #~ msgstr "" #~ "Disse sidene beskriver det du trenger å vite for å spille Kampen om " #~ "Wesnoth. Det dekker hvordan man spiller og de grunnleggende mekanismene " #~ "bak spillet. Ettersom du spiller, vil mer informasjon bli lagt til disse " #~ "sidene etterhvert som du kommer over nye aspekter ved spillet. For " #~ "detaljert informasjon om spesielle situasjoner og unntak, følg lenkene " #~ "underveis." #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Campaigns' consist of multiple scenarios that " #~ "follow on from each other, telling a story. In a campaign, you often need " #~ "to play more carefully, preserving your best troops so that they can be " #~ "used again in later scenarios in the campaign." #~ msgstr "" #~ "\n" #~ "\n" #~ "Et felttog (campaign) består av flere scenarier som følger etter " #~ "hverandre, og til sammen forteller en historie. I et felttog må du ofte " #~ "spille varsomt for å ta best mulig vare på troppestyrkene dine, da disse " #~ "kan gjenkalles og brukes i scenarier senere i felttoget." #, fuzzy #~ msgid "" #~ "The game takes place over a series of battles, called " #~ "text='scenarios'. Each scenario pits your troops against " #~ "the troops of one or more adversaries. You can play against the computer, " #~ "or with friends who each take turns sitting at the computer (hotseat " #~ "play). If your computer is connected to a computer network, you can also " #~ "play against other people connected to that network. If your computer has " #~ "a connection to the Internet, you can play against other people across " #~ "the Internet." #~ msgstr "" #~ "Spillet finner sted over en serie enkeltstående slag, kalt scenarier. " #~ "Hvert scenario lar dine tropper bryne seg mot en eller flere motstanderes " #~ "tropper. Du kan spille mot datamaskinen (AI), eller med venner som " #~ "spiller etter tur ved skjermen. Hvis maskinen din er knyttet opp mot et " #~ "nettverk, kan du også spille mot mennesker knyttet opp til nettverket. " #~ "Hvis du har tilgang til Internett, kan du spille mot folk over hele den " #~ "vide verden." #~ msgid "Experience and Advancement" #~ msgstr "Erfaring og avansement" #, fuzzy #~ msgid "
text='Units having this special attack'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "
text='Units having this ability'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
" #, fuzzy #~ msgid "Leaders:" #~ msgstr "Leder: " #, fuzzy #~ msgid "Recruits:" #~ msgstr "Rekrutter: " #~ msgid "Era:" #~ msgstr "Epoke:" #, fuzzy #~ msgid "Factions:" #~ msgstr "Fraksjon" #~ msgid " < Back" #~ msgstr " < Tilbake" #~ msgid "Forward >" #~ msgstr "Fremover >" #~ msgid "Reference to unknown topic: " #~ msgstr "Referanse til ukjent begrep: " #, fuzzy #~ msgid "Caste" #~ msgstr "Borg" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "åtseleter" #, fuzzy #~ msgid "World Ocean" #~ msgstr "Kjempetre" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Helbredelse" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Helbredelse" #, fuzzy #~ msgid "Intendant" #~ msgstr "Intelligent" #, fuzzy #~ msgid "Swarm" #~ msgstr "sverm" #, fuzzy #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "Gressletter representerer åpent sletteland, det være seg dyrkede områder," #~ "brakkmark eller vilt prærieland. Gressletter er samtidig svært lett å " #~ "bevege seg henover, og vanskelig å forsvare seg i. De enhetene som klarer " #~ "seg best på sletteland er enten kavalleri, eller svært bevegelige enheter " #~ "som kan trekke fordeler av det åpen lendet.\n" #~ "\n" #~ "De fleste enheter har forsvar fra 30% til 40% på gressletter." #~ msgid "Road" #~ msgstr "Vei" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "Veier er hardtrampede stier, formet av mange reisende over lang tid. I " #~ "spillet oppfører veier seg identisk med dst=terrain_grassland " #~ "text=gressletter." #, fuzzy #~ msgid "" #~ "text='Forests' represent any woodland with significant " #~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " #~ "down, forests do offer better defense to most units than open ground. " #~ "Cavalry, however, have so much trouble navigating them that any benefit " #~ "gained by stealth is negated. Elves are an exception to this general rule " #~ "for forests. Not only do they possess full movement in forests, but they " #~ "also gain a considerable defensive bonus. Dwarves are another exception " #~ "to this rule; though they are able to plow through the forests without " #~ "much loss of speed, their utter unfamiliarity with the terrain causes " #~ "them to receive no defensive bonus.\n" #~ "\n" #~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " #~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " #~ "units. Dwarves generally receive only 30% defense in forests.\n" #~ "\n" #~ msgstr "" #~ "Skoger representerer skogkledt land med betydelig underskog, nok til å " #~ "legge hindre i veien for passasje. Skjønt de saktner nær alle, yter " #~ "skoger bedre forsvar for de fleste enheter enn åpent land. Kavalleri er " #~ "et unntak, på grunn av deres store problemer med å ta seg frem. Alver er " #~ "også et unntak på skoggrunn. Ikke bare innehar de full fremkommelighet i " #~ "skog, de får også en kraftig defensiv bonus. Dverger kan på den ene side " #~ "pløye seg vei gjennom den kraftigste underskog, og taper ikke mye " #~ "mobilitet, men ukjente som de er i skogen mottar de ingen defensiv " #~ "bonus.\n" #~ "\n" #~ "De fleste enheter har 50% forsvar i skoger, men kavalleri begrenses til " #~ "40%. Alver, på den annen side nyter godt av 60% til 70% forsvar, selv " #~ "deres ridende enheter. Dverger mottar generelt kun 30% forsvar i skog." #, fuzzy #~ msgid "" #~ "text='Hills' represent any reasonably rough terrain, " #~ "with enough dips and rises in the ground to provide some cover. Hills are " #~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " #~ "enough familiarity with the terrain that they can pass through it without " #~ "being slowed down. Cavalry have enough trouble navigating the terrain " #~ "that any defensive aid lent by cover is negated.\n" #~ "\n" #~ "Most units have about 50% defense in hills, whereas cavalry are limited " #~ "to 40%. Dwarves enjoy 60% defense in hills.\n" #~ "\n" #~ msgstr "" #~ "Åser representerer mildt ulendt terreng, med nok høyder og dalstrøk til å " #~ "gi en del skjul. Åser er vanskelige for de fleste tropper å ta seg frem " #~ "i. Dverger, Troll, og Orker er familiære nok i terreng som dette til å " #~ "kunne ta seg frem uten å bli saktnet. Kavalleri har så store problemer " #~ "bare med å finne brukbar vei at enhver defensiv fordel blir rikelig " #~ "oppveiet.\n" #~ "\n" #~ "De fleste enheter har om lag 50% forsvar i åser, mens kavalleri er " #~ "begrenset til 40%. Dverger nyter 60% forsvar i åser." #~ msgid "Mountains" #~ msgstr "Fjell" #, fuzzy #~ msgid "" #~ "text='Mountains' are steep enough that units often have " #~ "to climb over obstacles to move. By this nature, they provide a " #~ "considerable defensive bonus for most troops, but they also severely " #~ "impede any passage through them. Most cavalry simply cannot enter " #~ "mountainous terrain; however, elvish cavalry is an exception to this, as " #~ "are the goblin wolf riders. Both dwarves and trolls are native to " #~ "mountainous terrain, and have a very easy time getting around.\n" #~ "\n" #~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " #~ "70%." #~ msgstr "" #~ "Fjell er bratte nok til at de fleste enheter må ty til å klatre over " #~ "hindringer for å ta seg frem. Således gir de en gunstig defensiv bonus " #~ "for de fleste troppeslag, men de hindrer også ferdselen gjennom dem. De " #~ "fleste former for kavalleri kan simpelthen ikke bevege seg i fjell. " #~ "Alviske Ryttere, og Grånissenes Ulveryttere er unntak. Både Dverger og " #~ "Troll er på hjemmebane i fjellterreng, og finner det lett å bevege seg " #~ "rundt.\n" #~ "\n" #~ "De fleste enheter mottar om lag 60% forsvar i fjell, mens Dverger får 70%." #, fuzzy #~ msgid "" #~ "text='Swamps' represent any sort of wetlands. Swamps " #~ "slow down nearly everyone, and inhibit their ability to defend " #~ "themselves. An exception to this is any race bodily skilled in navigating " #~ "water; these receive both full movement and a defensive bonus. Those that " #~ "make their living in the wetlands are also adept at using this terrain " #~ "for cover.\n" #~ "\n" #~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " #~ "all generally enjoy 60%." #~ msgstr "" #~ "Sumper representerer forskjellige typer våtland. Sumper saktner nesten " #~ "alle, og hindrer deres evner til å forsvare seg. Unntak er raser som har " #~ "evner til effektivt å navigere i vann; disse beveger seg ved full " #~ "hastighet og forsvarer seg godt. Folk som lever i våtmark er også dyktige " #~ "i å bruke landskap som dette som skjulested.\n" #~ "\n" #~ "De fleste enheter må klare seg med 30% forsvar. Havfolk, Naga og Varaner " #~ "nyter godt av 60% forsvar i sumpland." #~ msgid "Shallow Water" #~ msgstr "Grundt vann" #, fuzzy #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s waist. This is enough to slow down " #~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " #~ "water reaches up almost to their heads, have an extremely hard time of " #~ "this. The exception is any race whose bodies naturally lend themselves to " #~ "swimming, for which they receive a considerable defensive bonus and full " #~ "movement.\n" #~ "\n" #~ "Most units make do with 20 to 30% defense in shallow water, whereas both " #~ "naga and mermen enjoy 60%." #~ msgstr "" #~ "Grundt vann representerer vann dypt nok til å nå en mann omtrent til " #~ "livet. Dette er nok til å saktne nesten alle og eksponere dem for angrep. " #~ "Dverger, med sin korte vekst, har det spesielt tøft i grundt vann. " #~ "Unntaket er enhver rase som kan svømme med naturlig letthet. Slike mottar " #~ "en defensiv bonus og uinnskrenket bevegelse.\n" #~ "\n" #~ "De fleste enheter har 20% til 30% forsvar i grundt vann, mens Nagaer og " #~ "Havfolk i sitt rette element har 60%." #~ msgid "Deep Water" #~ msgstr "Dypt vann" #, fuzzy #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s head. Most units cannot enter deep water: it is " #~ "the domain of units which can either fly, or are exceptionally strong " #~ "swimmers.\n" #~ "\n" #~ "Mermen and naga both receive 50% defense in deep water, with full " #~ "movement." #~ msgstr "" #~ "Dypt vann representerer vann dypt nok til å rekke over en manns hode. De " #~ "fleste enheter kan ikke ferdes på dypt vann: det er flygerne, og ikke " #~ "minst de sterke svømmernes rike.\n" #~ "\n" #~ "Havfolk og Nagaer har 50% forsvar i dypt vann, med full mobilitet. " #, fuzzy #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "Snø representerer flatt, frossent område, enten permanent (som tundra), " #~ "eller midlertidig (som snødekkede gressletter). De fleste enheter beveger " #~ "seg sakte på snø, og forsvarer seg dårlig.\n" #~ "\n" #~ "De fleste enheter har 20% til 40% forsvar i snø." #, fuzzy #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "Borger er forskjellige slags permanente forsvarsverk. Nær alle enheter " #~ "mottar gode bonuser til forsvar ved å være stasjonert i en festning, og " #~ "alle enheter beveger seg uhemmet i borgen. Plasserte enheter i hvert " #~ "borgfelt representerer forsvarerens fordel. Uten en enhet på hvert felt, " #~ "kan en fiende simpelthen snike seg inn og få fordel av den samme " #~ "forsvarbonusen som de egentlige forsvarerne.\n" #~ "De fleste enheter har rundt 60% forsvar i en Borg." #, fuzzy #~ msgid "" #~ "The instability of text='sand' makes it harder for most " #~ "units to cross, and leaves them wide open to attack. In contrast, the " #~ "wide feet or snakelike bodies of the reptilian races make sand much " #~ "easier for them to navigate.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in sand." #~ msgstr "" #~ "Omskifteligheten i sand gjør det vanskelig for de fleste enheter å krysse " #~ "et slikt område, og gjør de sårbare for angrep. I skarp kontrast står de " #~ "brede føttene og slangeliknende kroppene til de øgleaktige rasene som " #~ "liker seg her.\n" #~ "De fleste enheter har 20% til 40% forsvar i Sand." #~ msgid "Desert" #~ msgstr "Ørken" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "Ørkenstrekninger har en annen sammensetning enn små sandstrender, men i " #~ "spillet er de identiske. Se dst=terrain_sand text=sand. " #, fuzzy #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "Grotteterreng representerer underjordiske huler med nok plass for en " #~ "enhet til å passere. De fleste enheter er fremmede i terrenget, og " #~ "kraftig forhindret i bevegelse og forsvar. Dverger og Troll føler seg som " #~ "hjemme, og kan navigere grotter med letthet. Særlig dvergene nyter her " #~ "godt av sin beskjedne størrelse.\n" #~ "\n" #~ "De fleste enheter har 20% til 40% forsvar i grotter, mens dverger har 50%." #~ msgid "Rockbound Cave" #~ msgstr "Erodert grotte" #, fuzzy #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "Eroderte Grotter er terreng formet av slitasje fra vann og vind. Dråpen " #~ "uthuler stenen, ikke ved sin styrke, men ved å falle ofte. Terrenget " #~ "likner ulendte underjordiske huler som kraftig reduserer de fleste " #~ "enheters effektivitet. Dverger og Troll, de viktigste beboerne av disse " #~ "grottene kan med relativ letthet bevege og forsvare seg i dette miljøet.\n" #~ "\n" #~ "De fleste enheter har om lag 50% forsavr i Eroderte grotter. Kavalleri " #~ "har typisk 40%, mens Dverger har hele 60%." #~ msgid "Illuminated Cave" #~ msgstr "Belyst grotte" #, fuzzy #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "Belyste huleområder er der lys fra overflaten når ned i det mørke dypet. " #~ "Hederlige reisende får nytt håp av å se lyset ovenfra, mens lyssky " #~ "stridene helst unngår disse huleområdene.\n" #~ "\n" #~ "De fleste enheter har 20% til 40% forsvar i belyste huler, men dverger " #~ "har 50%. Hederlige og lyssky enheter kjemper begge uten bonuser for tid " #~ "på døgnet." #, fuzzy #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "Soppvokst grotte er enorme underjordiske skoger av giganiske sopper, som " #~ "trives i det fuktige mørket. De fleste enheter har problemer med å takle " #~ "det sleipe underlaget, men de har rikelig med skjul bak de store " #~ "stilkene. Ridende enheter blir fort hengende fast og mangler nødvendig " #~ "bevegelsesfrihet i kamp. Vandøde enheter har en naturlig affinitet for " #~ "forråtnelse og funksjonerer ganske bra i skogene av sopp.\n" #~ "\n" #~ "De fleste enheter har 50% til 60% forsvar i soppvokste huler, mens " #~ "kavalleri må greie seg med 20%" #, fuzzy #~ msgid "" #~ "text='Villages' represent any group of buildings, human " #~ "or otherwise. Almost all units, even cavalry, have an easy time " #~ "navigating villages, and most units gain a defensive bonus from being " #~ "stationed in a village. Villages allow units the resources to clean and " #~ "tend to their wounds, which allows any unit stationed therein to heal " #~ "eight hitpoints each turn, or to be cured of poison.\n" #~ "\n" #~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " #~ "only 40%.\n" #~ "\n" #~ msgstr "" #~ "Landsbyer representerer en hvilken som helst gruppe bygninger. Nesten " #~ "alle enheter, også kavalleri beveger seg lett i en landsby, og de fleste " #~ "enheter får en forsvarsbonus her. Landsbyer tillater enheter å rense og " #~ "pleie sår de måtte ha fått, og de kan slik helbrede 8 HP eller kureres " #~ "for gift ved starten av hver tur de oppholder seg i en landsby.\n" #~ "\n" #~ "De fleste enheter har 50% til 60% forsvar i en landsby, men kavalleri kun " #~ "40%." #~ msgid "Submerged Village" #~ msgstr "Oversvømt landsby" #, fuzzy #~ msgid "" #~ "text='Submerged villages' are the homes of merfolk and " #~ "nagas. While water-dwelling creatures are at home here, land-dwellers " #~ "have a hard time navigating and defending these villages. However, like " #~ "any village, the facilites are available to all creatures which allow " #~ "units to tend to their wounds. Any unit stationed in a village can heal " #~ "eight hitpoints each turn, or be cured of poison.\n" #~ "\n" #~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " #~ "based units usually have a low defense." #~ msgstr "" #~ "Landsbyer representerer en hvilken som helst gruppe bygninger. Nesten " #~ "alle enheter, også kavalleri beveger seg lett i en landsby, og de fleste " #~ "enheter får en forsvarsbonus her. Landsbyer tillater enheter å rense og " #~ "pleie sår de måtte ha fått, og de kan slik helbrede 8 HP eller kureres " #~ "for gift ved starten av hver tur de oppholder seg i en landsby.\n" #~ "\n" #~ "De fleste enheter har 50% til 60% forsvar i en landsby, men kavalleri kun " #~ "40%." #, fuzzy #~ msgid "" #~ "text='Unwalkable terrain' covers any chasm or gorge " #~ "which, as the name implies, cannot be crossed simply by walking. Chasms " #~ "are noted for sheer walls which would take days to traverse. As far as " #~ "gameplay is concerned, only units capable of flying can cross this " #~ "terrain." #~ msgstr "" #~ "En avgrunn er en slukt i bakken som leder ned til ukjente dybder. " #~ "Avgrunner er kjent for stupbratte vegger det ville ta dager å krysse. I " #~ "spillet kan kun flygende enheter ta seg over avgrunner." #~ msgid "Lava" #~ msgstr "Lava" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "De iboende farene ved å krysse lava skulle være åpenbare. Dette " #~ "ugjestmilde terrenget kan bare krysses av enheter som kan fly " #~ "tilstrekkelig høyt over den glovarme overflaten." #~ msgid "River Ford" #~ msgstr "Vadested" #~ msgid "" #~ "When a river happens to be extremely shallow, passing over it is a " #~ "trivial matter for land based units. Moreover, any creature best adapted " #~ "to swimming has full mobility even at such places in the river. As far as " #~ "gameplay is concerned, a river ford is treated as either grassland or " #~ "shallow water, choosing whichever one offers the best defensive and " #~ "movement bonuses for the unit on it." #~ msgstr "" #~ "Når en elv er på sitt smaleste, er det en triviell sak å ta seg over, " #~ "selv for landbaserte enheter. Videre, kan et vesen best tilpasset til " #~ "svømming fortsatt glede seg over full mobilitet selv på slike plasser i " #~ "elven. I spillet behandles et vadested som enten gresslette eller grundt " #~ "vann, avhengig av hva som gir best forsvar/bevegelse for enheten der." #~ msgid "Coastal Reef" #~ msgstr "Kystrev" #~ msgid "Bridge" #~ msgstr "Bro" #, fuzzy #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' offers a liberation from the fickle nature " #~ "of waterways, whose fords come and go with the rise and fall of the " #~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " #~ "which is no laughing matter in the cold months of the year.\n" #~ "\n" #~ "For those who go by land or sea, a bridge is the best of both worlds — " #~ "for gameplay purposes, it is treated either as grassland or the " #~ "underlying water, whichever offers the best movement and defensive " #~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " #~ "and a land unit are not capable of occupying a bridge hex at the same " #~ "time." #~ msgstr "" #~ "For kapable til å bygge en, er evnen til å slå en bro en frigjøring fra " #~ "naturens luner, der vadesteder kommer og går med årstider og værforhold. " #~ "For ikke å snakke om den luksus det er å være tørr på føttene - ikke noe " #~ "å ta lett på i de kalde månedene av året.\n" #~ "\n" #~ "Om en beveger seg til lands eller til vanns, kan en bro tilby det beste " #~ "fra begge verdener, og behandles enten som gresslette, eller grundt vann, " #~ "ettersom hva som er best for enheten som bruker den. Merk at kun en " #~ "enhet, svømmende eller gående, kan okkupere et felt med en bro." #~ msgid "Impassable" #~ msgstr "Ufremkommelig" #~ msgid "" #~ "Berserk:\n" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the combatants is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Berserkergang:\n" #~ "Denne effekten presser et sammenstøt til døden, både på offensiven og " #~ "defensiven. Kampen går til en av sidene er drept, eller til 30 runder med " #~ "angrep har skjedd. " #, fuzzy #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magisk:\n" #~ "Dette angrepet har alltid 70% sjanse for å treffe." #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Førsteslag:\n" #~ "Denne enheten slår alltid først, selv om den forsvarer seg." #, fuzzy #~| msgid "" #~| "Berserk:\n" #~| "Whether used offensively or defensively, this attack presses the " #~| "engagement until one of the combatants is slain, or 30 rounds of attacks " #~| "have occurred." #~ msgid "" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the champions is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Berserkergang:\n" #~ "Denne effekten presser et sammenstøt til døden, både på offensiven og " #~ "defensiven. Kampen går til en av sidene er drept, eller til 30 runder med " #~ "angrep har skjedd. " #, fuzzy #~| msgid "firststrike" #~ msgid "true strike" #~ msgstr "førsteslag" #, fuzzy #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Magisk:\n" #~ "Dette angrepet har alltid 70% sjanse for å treffe." #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Sjanse for å treffe'
"