# translation of fr.po to # Language french translations for Battle for Wesnoth package # vim:set encoding=utf-8: # Traduction anglaise du package Battle for Wesnoth. # Copyright (C) 2004 THE Battle for Wesnoth'S COPYRIGHT HOLDER # This file is distributed under the same license as the Battle for Wesnoth package. # French Wesnoth translation team , 2004. # Guillaume Melquiond , 2009. # Guillaume Pascal , 2011, 2012, 2013. # Guigou Guillaume , 2013. # Rémi BERTHO , 2014. # Mathieu GUILBAUD < mathieu@guim.info>, 2018, 2019. # Syll , 2019. # msgid "" msgstr "" "Project-Id-Version: Wesnoth_Help-1.12\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2019-08-27 22:40+0300\n" "PO-Revision-Date: 2019-02-09 14:07+0100\n" "Last-Translator: Syll \n" "Language-Team: français \n" "Language: fr\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 1.8.11\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495 #: data/core/macros/schedules.cfg:109 msgid "Underground" msgstr "Sous terre" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "soins +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "soins +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 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 "" "Permet à cette unité de soigner les unités adjacentes au début de chaque " "tour.\n" "\n" "Une unité soignée peut soit regagner jusqu'à 4 points de vie, soit ne pas " "subir les effets du poison ce tour-ci.\n" "Une unité empoisonnée ne peut pas être guérie par un soigneur et devra " "trouver un village ou une unité qui dispose de la compétence guérison." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr "soins +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40 #: data/core/macros/abilities.cfg:29 msgid "female^heals +8" msgstr "soins +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 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 "" "Cette unité combine des remèdes à base de plantes avec des incantations " "magiques pour soigner plus rapidement que la normale sur le champ de " "bataille.\n" "\n" "Une unité soignée peut soit regagner jusqu'à 8 points de vie, soit ne pas " "subir les effets du poison ce tour-ci.\n" "Une unité empoisonnée ne peut pas être traitée par un soigneur, mais devra " "trouver un village ou une unité avec la capacité de guérison." #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "Éditeur de carte et de scénario" #. [topic]: id=editor_brush #: data/core/editor/help.cfg:13 msgid "Editor Brush" msgstr "Éditeur de brosse" #. [topic]: id=editor_brush #. [topic]: id=editor_clipboard #. [topic]: id=editor_tool_label #. [topic]: id=editor_tool_item #. [topic]: id=editor_tool_village #. [topic]: id=editor_tool_unit #. [topic]: id=editor_time_schedule #. [topic]: id=editor_starting_positions_in_general #: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22 #: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86 #: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112 #: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289 msgid "TODO" msgstr "À FAIRE" #. [topic]: id=editor_clipboard #: data/core/editor/help.cfg:21 msgid "Terrain Clipboard" msgstr "Presse-papier de terrain" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "Paint Tool" msgstr "Outil de peinture" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:30 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brushes and the terrain palette." msgstr "" "Peint des tuiles de terrain sur la carte.\n" "\n" "L'outil de peinture utilise les brosses et la palette de terrain." #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:39 msgid "Fill Tool" msgstr "Outil de remplissage" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:40 msgid "" "Fill continuous regions of terrain with a different one!\n" "\n" "The fill tool utilizes the terrain palette." msgstr "" "Remplit avec un terrain différent une région constituée d'un terrain " "donné !\n" "\n" "L'outil de remplissage utilise la palette de terrain." #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:49 msgid "Select Tool" msgstr "Outil sélection" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:50 msgid "" "Selects a set of hex fields. The best tool ever!\n" "\n" "This tool utilizes the brushes." msgstr "" "Sélectionne un champ d'hexagones. Le meilleur outil !\n" "\n" "Cet outil utilise les brosses." #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:59 msgid "Paste Tool" msgstr "Outil collage" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:60 msgid "Paste the terrain in the clipboard" msgstr "Colle le terrain du presse-papier" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:67 msgid "Starting Tool" msgstr "Outil de détermination des positions de départ" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:68 msgid "" "Defines the side leader starting position\n" "\n" "This tool sets the side leaders' default starting locations, and named " "special locations." msgstr "" "Définit la position de départ du héros\n" "\n" "Cet outil permet de définir la position de départ par défaut du héros, et de " "nommer les endroits spéciaux." #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:77 msgid "Label Tool" msgstr "Outil nommage" #. [topic]: id=editor_tool_item #: data/core/editor/help.cfg:85 msgid "Item Tool" msgstr "Outil d'objet" #. [topic]: id=editor_tool_soundsource #: data/core/editor/help.cfg:93 msgid "Soundsource Tool" msgstr "Outil source sonore" #. [topic]: id=editor_tool_soundsource #: data/core/editor/help.cfg:94 msgid "" "Places Soundsources on your maps!\n" "\n" "This tool has not been implemented yet." msgstr "" "Place les sources sonores sur vos cartes !\n" "\n" "Cet outil n'a pas encore été implémenté." #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:103 msgid "Village Ownership Tool" msgstr "Outil de village" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:111 msgid "Unit Tool" msgstr "Outil d'unité" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:119 msgid "Named Areas" msgstr "Aires nommées" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:120 msgid "" "Named Areas are sets of gamefields which can be addressed during scenario " "scripting by a given name.\n" "\n" "It can be used to abstract between the implementation of an effect and the " "map specific setting.\n" "This is a very powerful mechanism since it allows generic scenario codings " "working with different maps providing the needed named locations." msgstr "" "Les aires nommées sont un ensemble de zones de jeu qui peuvent être " "adressées durant le script d'un scénario par un nom dédié.\n" "\n" "Cela peut servir à abstraire l'implémentation d'un effet par rapport à la " "configuration spécifique de la carte.\n" "C'est un mécanisme très puissant puisqu'il permet de coder un scénario de " "façon générique avec différentes cartes fournissant chacune les mêmes noms " "d'emplacements." #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:130 msgid "Playlist Manager" msgstr "Gestionnaire de listes de lecture" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:131 msgid "" "Saves a list of music tracks defining a random playlist to the scenario.\n" "\n" "Have a look at the addon server for easy to use additional music tracks." msgstr "" "Sauvegarde une liste de pistes musicales servant de liste de lecture " "aléatoire pour le scénario.\n" "\n" "Regardez sur le serveur d'extensions pour trouver des musiques facilement " "utilisables." #. [topic]: id=..editor #: data/core/editor/help.cfg:140 msgid "Map/Scenario Editor" msgstr "Éditeur de carte/scénario" # Il s'agit du début d'une phrase terminée dans le texte suivant : attention à bien considérer l'ensemble pour la traduction. #. [topic]: id=..editor #: data/core/editor/help.cfg:142 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.\n" "\n" "The editor can be launched from the text='Map Editor'" msgstr "" "L'éditeur de carte/scénario de Wesnoth permet aux joueurs de créer et " "d'éditer des cartes sur lesquelles chaque scénario de Wesnoth prend vie. Il " "fournit également un ensemble limité de fonctionnalités pour mettre en place " "un scénario basique.\n" "\n" "L'éditeur peut être lancé à partir de l'option text='Éditeur de " "carte'" # Voir note sur le texte précédent. #. [topic]: id=..editor #: data/core/editor/help.cfg:144 msgid "" " option at the title screen.\n" "\n" "
text='What you get'
" msgstr "" " sur l'écran de titre.\n" "\n" "
text='Ce que vous obtenez'
" #. [topic]: id=..editor #: data/core/editor/help.cfg:146 msgid "" "\n" "\n" "• dst='editor_terrain' text='Terrain Editor'\n" "An easy to use map editor, similar to simple paint applications.\n" "\n" "• Scenario Editor\n" "\n" "• dst='editor_playlist' text='Playlist Manager'" msgstr "" "\n" "\n" "• dst='editor_terrain' text='Éditeur de terrain'\n" "Un éditeur de carte facile à utiliser, similaire aux applications simples de " "dessin.\n" "\n" "• Éditeur de scénario\n" "\n" "• dst='editor_playlist' text='Gestionnaire de liste de lecture'" #. [topic]: id=..editor #: data/core/editor/help.cfg:153 msgid "" "\n" "Predefine the scenario's music track playlist.\n" "\n" "• Time Schedule Editor\n" "\n" msgstr "" "\n" "Prédéfinit la liste de lecture du scénario.\n" "\n" "• Éditeur des phases temporelles\n" "\n" #. [topic]: id=..editor #: data/core/editor/help.cfg:158 msgid "" "\n" "\n" "• What-you-see-is-what-you-get\n" "The editor is not a WYSIWYG application.\n" "\n" "Because which exact graphic tile represents a terrain in the map depends on " "all terrain rules loaded (which is different between the editor and each " "other use case) the map won't look exactly the same.\n" "\n" "• Event handlers and scripting\n" "The editor is not a tool to help you scripting the scenario's event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "The editor can't load maps from versions prior to 1.10.\n" "TODO is that true?\n" "\n" msgstr "" "\n" "\n" "• What-you-see-is-what-you-get (ce que vous voyez est ce que vous obtenez)\n" "L'éditeur n'est pas une application WYSIWYG.\n" "\n" "La représentation exacte d'une tuile sur la carte dépend de toutes les " "règles actuellement chargées (qui sont différentes entre l'éditeur et " "d'autres cas d'utilisation), il est possible que la carte ne soit pas " "exactement la même qu'ailleurs.\n" "\n" "• Gestionnaire d'événements et de scripts\n" "L'éditeur n'est pas un outil pour vous aider à scripter le gestionnaire " "d'événements du scénario.\n" "\n" "• Compatibilité descendante infinie\n" "L'éditeur ne peut pas charger de carte antérieures à la version 1.10.\n" "À FAIRE : est-ce vrai ?\n" "\n" #. [topic]: id=..editor #: data/core/editor/help.cfg:172 msgid "" "\n" "• dst='editor_modes' text='Editing Modes'\n" "• dst='editor_toolkit' text='Editor Toolkit'\n" "• dst='editor_palette' text='Editor Palette'\n" "• dst='editor_brush' text='Editor Brushes' TODO: not sure if it " "needs a topic on its own\n" "• dst='editor_clipboard' text='Editor Clipboard'" msgstr "" "\n" "• dst='editor_modes' text='Modes d'édition'\n" "• dst='editor_toolkit' text='Boite à outils de l'éditeur'\n" "• dst='editor_palette' text='Palette de l'éditeur'\n" "• dst='editor_brush' text='Editor Brushes' À FAIRE : pas certain " "que cela mérite un sujet\n" "• dst='editor_clipboard' text='Presse papier de l'éditeur'" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:184 msgid "Editing Modes" msgstr "Modes d'édition" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:185 msgid "" "\n" "\n" "
text='Pure Map Mode'
" msgstr "" "\n" "\n" "
text='Mode carte uniquement'
" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:185 msgid "The editor features two separate modes of operation:" msgstr "L'éditeur propose deux modes d'opérations séparés :" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:187 msgid "" "\n" "\n" "Allows only the composing of the terrain map itself and the definition of " "leader starting positions." msgstr "" "\n" "\n" "Permet uniquement la composition du terrain et la définition des positions " "de départ pour les chefs." #. [topic]: id=editor_modes #: data/core/editor/help.cfg:189 msgid "" "\n" "How the information is saved depends on the loaded file:\n" "\n" "text='Native'" msgstr "" "\n" "Comment l'information est sauvegardée, dépend du fichier chargé :\n" "\n" "text='Natif'" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:192 msgid "" "\n" "A new map or file containing only the arguments to the map_data attribute.\n" "\n" "The produced map can be played in the “User Maps” game type at the create " "multiplayer game dialog if saved to the default directory.\n" "\n" "text='Embedded'" msgstr "" "\n" "Une nouvelle carte ou fichier contenant uniquement les arguments pour " "l'attribut map_data.\n" "\n" "La carte produite peut être jouée dans le mode de jeu « carte utilisateur » " "de la boite de dialogue « création d'une partie multijoueur », si elle est " "sauvegardée dans le répertoire par défaut.\n" "\n" "text='Intégré'" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:197 msgid "" "\n" "Scenario files containing a valid map_data attribute (not a file include) " "will be opened in this submode. The editor replaces only the content of " "map_data and leaves everything else in the scenario untouched. Maps opened " "this way are marked [e] in the Maps menu." msgstr "" "\n" "Les fichiers de scénario contenant un attribut map_data valide (pas une " "inclusion de fichier) seront ouverts via ce sous-mode. L'éditeur remplace " "uniquement le contenu de map_data et laisse intact tout le reste du " "scénario. Les cartes ouvertes de cette façon sont notées [e] dans le menu " "Cartes." #. [topic]: id=editor_modes #: data/core/editor/help.cfg:198 msgid "" "\n" "\n" "
text='Scenario Mode'
" msgstr "" "\n" "\n" "
text='Mode scénario'
" #. [topic]: id=editor_modes #: data/core/editor/help.cfg:200 msgid "" "\n" "\n" "The Scenario mode allows several extra tools to be used, such as the Unit " "tool. At least one side must be defined in order to use these tools, " "however.\n" "\n" "In this mode, terrain data is stored in the map_data attribute and saved " "into a file with any applicable WML." msgstr "" "\n" "\n" "Le mode Scénario permet d'utiliser des outils supplémentaires, comme l'outil " "Unité. Cependant, au moins un camp doit être défini pour utiliser ces " "outils.\n" "\n" "Dans ce mode, les données de terrain sont stockées dans l'attribut map_data " "et sauvegardées dans un fichier avec d'éventuels codes WML." #. [topic]: id=editor_toolkit #: data/core/editor/help.cfg:211 msgid "Editor Tools" msgstr "Outils d'édition" #. [topic]: id=editor_toolkit #: data/core/editor/help.cfg:212 #, fuzzy #| msgid "" #| "The editor provides several tools for editing your maps and scenarios. At " #| "all times, one of the editor tools is active. The active tool's context " #| "determines the content of the editor palette and context menu.\n" #| "\n" #| "These following tools are provided:\n" #| "\n" #| "• dst='editor_tool_paint' text='Paint Tool'\n" #| "• dst='editor_tool_fill' text='Fill Tool'\n" #| "• dst='editor_tool_select' text='Select Tool'\n" #| "• dst='editor_tool_paste' text='Paste Tool'\n" #| "• dst='editor_tool_starting' text='Starting Tool'\n" #| "• dst='editor_tool_label' text='Label Tool'\n" #| "• dst='editor_tool_item' text='Item Tool'\n" #| "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" #| "• dst='editor_tool_village' text='Village Tool'\n" #| "• dst='editor_tool_unit' text='Unit Tool'\n" #| "\n" msgid "" "The editor provides several tools for editing your maps and scenarios. At " "all times, one of the editor tools is active. The active tool's context " "determines the content of the editor palette and context menu.\n" "\n" "These following tools are provided:\n" "\n" "• dst='editor_tool_paint' text='Paint Tool'\n" "• dst='editor_tool_fill' text='Fill Tool'\n" "• dst='editor_tool_select' text='Select Tool'\n" "• dst='editor_tool_paste' text='Paste Tool'\n" "• dst='editor_tool_starting' text='Starting Tool'\n" "• dst='editor_tool_label' text='Label Tool'\n" "• dst='editor_tool_item' text='Item Tool'\n" "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" "• dst='editor_tool_village' text='Village Tool'\n" "• dst='editor_tool_unit' text='Unit Tool'\n" "\n" msgstr "" "L'éditeur fournit plusieurs outils pour éditer vos cartes et scénarios. L'un " "de ces outils est toujours actif. Le contexte de l'outil actuellement actif " "détermine le contenu de la palette de l'éditeur et le menu contextuel.\n" "\n" "Les outils suivants sont fournis :\n" "• dst='editor_tool_paint' text='Outil peinture'\n" "• dst='editor_tool_fill' text='Outil remplissage'\n" "• dst='editor_tool_select' text='Outil sélection'\n" "• dst='editor_tool_paste' text='Outil collage'\n" "• dst='editor_tool_starting' text='Outil de démarrage'\n" "• dst='editor_tool_label' text='Outil label'\n" "• dst='editor_tool_item' text='Outil objet'\n" "• dst='editor_tool_soundsource' text='Outil sonore'\n" "• dst='editor_tool_village' text='Outil village'\n" "• dst='editor_tool_unit' text='Outil unité'\n" "\n" #. [topic]: id=editor_terrain #: data/core/editor/help.cfg:234 msgid "Terrain Editor" msgstr "Éditeur de terrain" #. [topic]: id=editor_terrain #: data/core/editor/help.cfg:235 msgid "" "The terrain editor's functionality is covered by the " "dst='editor_tool_paint' text='Paint' and " "dst='editor_tool_fill' text='Fill Tool'." msgstr "" "Les fonctionnalités de l'éditeur de terrain sont couvertes par les outils " "dst='editor_tool_paint' text='Peinture' et " "dst='editor_tool_fill' text='Remplissage'." #. [topic]: id=editor_masks #: data/core/editor/help.cfg:242 msgid "Editor Mask Usage" msgstr "Utilisation de l'éditeur de masque" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:243 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" "Les masques peuvent être appliqués sur une carte de base, pour une " "réutilisation dans plusieurs scénarios se jouant dans le même lieu." #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:250 msgid "Time Schedule Editor" msgstr "Éditeur des phases temporelles" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:258 msgid "Editor Palette" msgstr "Palette de l'éditeur" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:259 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." msgstr "" "La palette de l'éditeur contient les objets utilisables par l'outil " "actuellement sélectionné. Par exemple, l'outil Peinture affichera une liste " "de tous les terrains disponibles, tandis que l'outil Unité affichera une " "liste de toutes les unités." #. [topic]: id=map_format #: data/core/editor/help.cfg:266 msgid "Wesnoth Map Format" msgstr "Format des cartes Wesnoth" #. [topic]: id=map_format #: data/core/editor/help.cfg:267 msgid "" "Wesnoth stores its maps in human readable plain text files.\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "files can be edited with a general purpose text editor like notepad.\n" "\n" "The only additional information provided by the map syntax are the starting " "positions of the scenario's sides.\n" "\n" "Additional information, such as teams, custom events, and complex side " "setups still need to be manually coded in WML." msgstr "" "Wesnoth stocke ses cartes dans un format humainement lisible, sous forme de " "texte.\n" "\n" "Un fichier de carte est constitué d'une série de lignes contenant des " "chaînes de caractères séparées par des virgules. Un tel fichier peut être " "édité par n'importe quel éditeur de texte généraliste comme notepad.\n" "\n" "La seule information additionnelle fournie par la syntaxe est la position de " "départ de chaque camp dans le scénario.\n" "\n" "Les informations supplémentaires, comme les équipes, les événements " "personnalisés et d'éventuelles configurations complexes d'équipes " "nécessitent d'être développées dans le code WML." #. [topic]: id=scenario_format #: data/core/editor/help.cfg:280 msgid "Scenario Format" msgstr "Format des scénarios" #. [topic]: id=editor_starting_positions_in_general #: data/core/editor/help.cfg:288 msgid "Starting Positions Howto" msgstr "Comment réaliser les postions de démarrage" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Encyclopédie" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Géographie'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Géographie" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-thoria" #. [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 "" "Une rivière qui prend sa source dans les dst='heart_mountains' " "text='Montagnes Centrales' et qui se jette à l'est dans la Listra." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "Grand Fleuve" #. [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='Great Ocean' at dst='elensefar' text='Elensefar'." msgstr "" "Le Grand Fleuve forme la frontière entre le dst='kingdom_wesnoth' " "text='royaume de Wesnoth' et les dst='northlands' text='Terres du " "Nord'. Il se jette dans le dst='great_ocean' text='Grand Océan' à dst='elensefar' text='Elensefar'." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Grand Océan" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 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 "" "S'étend à l'ouest du dst='great_continent' text='Grand Continent' " "et tous les fleuves s'y jettent. Loin vers l'ouest dans le Grand Océan se " "trouve l'immense archipel appelé dst='morogor' text='Morogor'." #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Morogor" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 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 "" "Archipel situé quelque part dans le dst='great_ocean' text='Grand " "Océan', à l'est de l'dst='green_isle' text='Île Verte' et à " "l'ouest du dst=great_continent text='Grand Continent'.\n" "Il est peuplé principalement de dst='..race_drake' text='dracans'.\n" "L'île centrale de l'archipel est aussi appelée « Morogor »." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Île Verte" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" "Une plus grande île du dst='great_ocean' text='Grand Océan'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Vieux Continent" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" "Se trouve à l'ouest de dst='morogor' text='Morogor', de l'autre " "côté du dst='great_ocean' text='Grand Océan'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Grand Continent" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 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 "" "Le continent où se trouve le dst='kingdom_wesnoth' text='royaume de " "Wesnoth'. Sa côté ouest borde le dst='great_ocean' text='Grand " "Océan'." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdya" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 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 "" "Le nom du monde dans lequel le royaume de dst='kingdom_wesnoth' " "text='Wesnoth' est situé s'appelle « Irdya ». Ce terme est cependant " "rarement utilisé dans l'ère décrite par la carte principale. Normalement on " "dit juste « le monde » ou, poétiquement, « le grand monde vert »." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Royaume de Wesnoth" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 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 Great " "River to the north, the shore of the Great Ocean to the west, the Aethenwood " "to the dst='southwest_elven_lands' text='southwest', and the " "Bitter Swamp to the southeast (lower right corner of the main map).\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.\n" "\n" "
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" "\n" "
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 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" " • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" "Le royaume de Wesnoth est situé dans la partie au centre-nord du " "dst='great_continent' text='Grand Continent'. La plupart des " "campagnes officielles se déroulent dans cette région. Il est limité sur la " "carte par le Grand Fleuve au nord, le rivage du Grand Océan à l'ouest, la " "Forêt d'Aethen au dst='southwest_elven_lands' text='sud-ouest' et " "le Marais Amer au sud-est (coin en bas à droite de la carte principale).\n" "\n" "Au-delà du fleuve Aethen, au sud de Fort Tahn, se trouve une région " "frontalière de Wesnoth. Elle est limitée au sud (en dehors de la carte) par " "des forêts denses dont la Forêt d'Aethen peut être considérée comme la " "partie la plus au nord.\n" "\n" " • Cités remarquables :\n" " ◦ Weldyn : La capitale de Wesnoth.\n" " ◦ Aldril : Cité située dans la Baie des Perles.\n" " ◦ Port d'Aiguenoire : Cité au sud de la Baie des Perles.\n" " ◦ Carcyn : Située entre les Bois Gris et le Grand Fleuve.\n" " ◦ Dan’Tonk : La plus grande cité de Wesnoth, située au centre du " "royaume, juste au nord-ouest de Weldyn.\n" " ◦ Soradoc : Le poste frontière le plus au nord de Wesnoth, qui " "contrôle la confluence de la rivière Weldyn et du Grand Fleuve.\n" " ◦ Fort Tahn : Le poste frontière le plus au sud, qui contrôle la " "traversée nord/sud du fleuve Aethen.\n" " ◦ Tath : Importante cité fortifiée au nord de Dan’Tonk, exerce un " "contrôle sur les terres sauvages à l'est des Collines Brunes et au nord du " "Gué d'Abez.\n" "\n" " • Lieux remarquables :\n" " ◦ Montagne aux Griffons : Terre des légendaires griffons\n" " ◦ Gué d'Abez : Partie peu profonde du Grand Fleuve, il est le plus " "souvent contrôlé par les armées de Wesnoth\n" " ◦ Fleuve Weldyn : Il dérive du Grand Fleuve pour aller vers le " "sud\n" " ◦ Grande Plaine Centrale : Zone entourée par Weldyn, Dan’Tonk et " "Fort Tahn, cette plaine est le grenier à blé de Wesnoth et abrite la plus " "grande partie de sa population\n" " ◦ Collines Dulatus : Ces collines vallonnées au bord de la Grande " "Plaine Centrale contribuent largement au bétail et à l'agriculture de " "Wesnoth\n" " ◦ Collines Ocres : Terres arides autour de la Montagne aux " "Griffons, peu peuplées et parfois très dangereuses.\n" " ◦ Plaines aux Chevaux : Région de plaines herbeuses juste au sud " "du Grand Fleuve, entourée de la Forêt de Glyn à l'ouest et du fleuve Weldyn " "à l'est ; la partie sud rejoint la Plaine Centrale. Terre des puissants " "Clans ; les meilleurs chevaux de Wesnoth sont élevés ici.\n" " ◦ Collines Estmark : Vaste zone s'étalant au sud du Grand Fleuve " "et à l'est du fleuve Weldyn. La partie la plus au nord, la plus proche du " "fleuve Weldyn, a été colonisée à diverses périodes par des Wesnothiens, mais " "le contrôle du Royaume y est mince et le banditisme courant.\n" " ◦ Forêt de Glyn : Parfois aussi appelée Forêt Royale, elle a " "hérité du nom d'un fils de Haldric II.\n" " ◦ Bois Gris : Vaste forêt au cœur des terres sauvages de Wesnoth, " "située entre Carcyn et Aldril et réputée pour être hantée." #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Elensefar" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 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 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.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the " "dst='great_river' text='Great River' delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
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 "" "Elensefar est parfois une province du dst='kingdom_wesnoth' " "text='royaume de Wesnoth', parfois un pays indépendant et parfois lié " "en fédération avec Wesnoth. lié en fédération avec Wesnoth le Grand Fleuve " "au nord, une ligne changeante de démarcation avec Wesnoth à l'est, la Baie " "des Perles au sud et ledst='great_ocean' text='grand océan' à " "l'ouest. Plus d'information disponible dans l'Histoire de Wesnoth.\n" "\n" " • Cités remarquables :\n" " ◦ Elensefar : La capitale, située sur une île dans le delta du " "dst='great_river' text='Grand Fleuve'\n" " ◦ Carcyn : Cité sur la frontière entre Wesnoth et Elensefar, d'un " "côté ou de l'autre au gré des conflits\n" " • Lieux remarquables :\n" " ◦ dst='great_river' text='Grand Fleuve': Il est très " "large à cet endroit, il faut un bâteau pour le traverser." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Terres du Nord" # "Long-Repos" : cf. campagne Héritier du Trône pour le choix de la traduction #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\n" "\n" "
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 Elensefar, where these villages " "were located, was named the Annuvin province by men but was known by the " "elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • 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" " • 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" " • Great River: The origin of this river is somewhere in the east of the " "northern lands." msgstr "" "Il n'y a aucun gouvernement dans les Terres du Nord. Divers groupes d'orcs, " "de nains, de barbares humains et même d'elfes peuplent la région. Les " "frontières nord et est ne sont pas définies, celle du sud est le " "dst='great_river' text='Grand Fleuve' et celle de l'ouest le " "dst='great_ocean' text='Grand Océan'.\n" "\n" " • Cités remarquables :\n" " ◦ Glamdrol : La capitale d'une tribu orc\n" " ◦ Wesmere : L'emplacement du Ka’lian, le Conseil Elfe\n" " ◦ Les Portes des Nains : Une ville mixte humain/nain dans la " "région de Knalga au sud des Montagnes Heart. Un grand centre de commerce.\n" " ◦ Dallben and Delwyn : Des villages humains fondés à l'origine par " "des colons qui avaient traversé le Grand Fleuve pendant l'expansion de l'Âge " "d'Or de Wesnoth. Désormais abandonnés. La forêt au nord-est d'Elensefar, où " "ces villages étaient situés, était appelée la province d'Annuvin par les " "hommes mais les elfes la nommaient Wesmere.\n" "\n" " • Lieux remarquables :\n" " ◦ Montagnes Centrales : Une barrière naturelle presque " "infranchissable entre la région du fleuve et les Plaines du Nord.\n" " ◦ Crocs Centraux : la ligne de monts particulièrement imposants au " "sud-ouest du Lac Vrug et au nord de la Forêt de Wesmere. La partie la plus " "hostile et dangereuse des Montagnes Centrales ; seuls des ermites, des fous " "et des mages y vivent.\n" " ◦ Marais de la Peur : une très vaste zone marécageuse entre les " "Montagnes du cœur et le Grand Fleuve. Un endroit connu pour être dangereux.\n" " ◦ Lac Vrug : Un grand lac de montagne dont la rivière creuse le " "seul chemin au travers des Montagnes du Nord\n" " ◦ Arkan-thoria : Le fleuve issu du Lac Vrug. C'est le nom elfe ; " "les humains l'appellent Long-Repos.\n" " ◦ Rivière Listra : L'affluent du Grand Fleuve coulant vers le sud " "dans lequel se déverse l'Arkan-thoria.\n" " ◦ Forêt de Lintanir : La partie la plus au sud de la Grande Forêt " "du Nord, un gigantesque bois dont les limites est et nord ne sont connues " "que des elfes. Leur capitale, Elensiria, n'est que rarement visitée par des " "humains.\n" " ◦ Grand Fleuve : La source de ce fleuve est quelque part à l'est " "des terres du nord." #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Terres elfes du Sud-Ouest" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 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.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
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.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" "Les Bois Elfes sont distincts de ceux du Nord, et n'ont que de sporadiques " "relations avec eux et la plupart des autres pays. Ses frontières sont " "ledst='great_ocean' text='grand océan' à l'ouest, la rivière " "Noire au sud et au sud-est, les pays de Wesnoth au nord et la province de " "Kerlath à l'est.\n" "\n" "
text='Cités remarquables :'
\n" " • Aucune cité connue.\n" "\n" "
text='Lieux remarquables :'
\n" " • Forêt d'Aethen : La plus grande forêt du Sud, elle s'étend loin vers " "le sud-ouest, et est la terre des dst='..race_elf' text='elfes'. " "Bien que les elfes ne fassent pas une telle distinction, la partie sud de la " "forêt a été surnommée la forêt du Sud par les habitants de Kerlath ;\n" " • La forêt Noire : une ancienne forêt dont on sait très peu, abandonnée " "par les elfes depuis très longtemps." #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Montagnes Centrales" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" "Une barrière naturelle presque infranchissable entre la région de la " "dst='arkan_thoria' text='rivière' et les dst='far_north' " "text='Plaines du Nord'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Grand Nord" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 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.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" "Froid, inhospitalier et inaccessible, le Grand Nord est la terre ancestrale " "des Clans orcs. Il est situé au nord des dst='heart_mountains' " "text='Montagnes Centrales', que les orcs appellent Haggid-Dargor et " "affirment être leur propriété (sans fondement). À l'est vivent les Tribus " "Libres de la Steppe Sauvage, qui ont échappé au contrôle des Clans et qui " "vagabondent avec des barbares humains sauvages et se battent contre les " "Hauts Elfes des Plaines du Nord (appelés Elfes du Nord dans les terres " "humaines). Les Hauts Elfes eux-mêmes vivent plus à l'est, où la rumeur veut " "qu'ils possèdent un vaste royaume.\n" "\n" " • Cités remarquables :\n" " ◦ Barag Gor, une ville qui abrite le Conseil Orc\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest, la ville humaine la plus au nord\n" " • Lieux remarquables :\n" " ◦ Les Marches Noires\n" " ◦ Montagnes de Dorth\n" " ◦ Montagnes de Haag\n" " ◦ Forêt Verte\n" " ◦ Forêt Silencieuse\n" " ◦ Forêt de Thelien\n" " ◦ Rivière Oumph\n" " ◦ Rivière Bork\n" " ◦ Steppe Sauvage\n" " ◦ Plaines Désertiques" #. [section]: id=schedule #: data/core/help.cfg:14 msgid "Time of Day Schedule" msgstr "Planificateur du moment de la journée" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:21 data/core/help.cfg:99 msgid "Introduction" msgstr "Introduction" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:27 data/core/help.cfg:171 msgid "Gameplay" msgstr "Déroulement du jeu" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:33 data/core/help.cfg:454 msgid "Traits" msgstr "Traits" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:41 data/core/help.cfg:122 msgid "Units" msgstr "Unités" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:50 data/core/help.cfg:142 msgid "Abilities" msgstr "Capacités" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:58 data/core/help.cfg:151 msgid "Weapon Specials" msgstr "Spécificités des attaques" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:66 data/core/help.cfg:131 msgid "Eras" msgstr "Ères" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:74 data/core/help.cfg:469 msgid "Terrains" msgstr "Terrains" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:82 data/core/help.cfg:522 msgid "Add-ons" msgstr "Extensions" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:88 data/core/help.cfg:595 msgid "Commands" msgstr "Commandes" #. [topic]: id=..introduction #: data/core/help.cfg:100 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 arise 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" "« Bataille pour Wesnoth » est un jeu de stratégie d'text='heroic " "fantasy' quelque peu inhabituel parmi les jeux récents du même " "type. Alors que les autres s'avèrent toujours plus complexes, " "text='Bataille pour Wesnoth' vise la simplicité et la " "jouabilité sans être simpliste pour autant : ses règles simples révèlent une " "vraie richesse stratégique, ce qui en fait un jeu facile à apprendre mais " "difficile à maîtriser.\n" "Les pages suivantes décrivent ce que vous devez savoir pour jouer à Wesnoth. " "Lors du jeu, de nouvelles informations seront ajoutées aux diverses " "catégories au fur et à mesure de votre progression. Pour des informations " "détaillées au sujet de situations spécifiques ou d'exceptions, suivez les " "liens suivants." #. [topic]: id=about_game #: data/core/help.cfg:110 msgid "About the Game" msgstr "À propos du jeu" #. [topic]: id=about_game #: data/core/help.cfg:111 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 "" "Le jeu se déroule sur une aire de jeu à base d'hexagones, sur laquelle vos " "unité se battent contre celles dirigées par l'ordinateur, des amis sur le " "même ordinateur, des joueurs sur le même réseau local ou bien des joueurs du " "monde entier via le mode multijoueur.\n" "\n" "Chacune de ces batailles est appelée un text='scénario', " "qui peuvent être assemblées pour former des text='campagnes'. En dehors des campagnes officielles, Wesnoth permet d'utiliser du " "contenu réalisé par les joueurs ainsi qu'un serveur d'extensions fournissant " "des centaines de cartes, campagnes, ères, factions et ressources.\n" "\n" "Le jeu propose également un langage à balise lisible, nommé Wesnoth Markup " "Language (WML), permettant aux joueurs de créer facilement leur propre " "contenu, ainsi qu'un éditeur de cartes et de scénarios pour réaliser vos " "propres champs de batailles.\n" "\n" "Le projet text='Battle for Wesnoth' fut initié en 2003 et " "une multitude de volontaires l'a amélioré depuis lors." #. [topic]: id=..units #: data/core/help.cfg:123 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 "" "Cette section liste toutes les unités que vous découvrez lorsque vous " "explorez le monde de Wesnoth. Quand vous voyez une nouvelle unité au cours " "d'une campagne ou d'un scénario multijoueur, elle sera ajoutée à la sous-" "section de sa race et vous pourrez alors voir sa page chaque fois que vous " "le souhaiterez. La page d'une unité fournit une description générale, ses " "statistiques, ainsi que d'autres informations concernant ses attaques, ses " "capacités de résistance, et ses valeurs de mouvements et de défense.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:132 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" "Une faction est une collection d'unités et de chefs. Les factions sont " "assignées à un camp lors des parties multijoueurs.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:134 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 "" "Une ère est une collections de factions, dans le but de les faire combattre " "entre elles. À côté de l'ère principale officielle du jeu, de nombreuses " "autres réalisées par les joueurs sont disponibles dans les extensions.\n" "\n" #. [topic]: id=..abilities_section #: data/core/help.cfg:143 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 "" "Certaines unités ont des capacités qui affectent les autres unités ou la " "manière dont elles interagissent avec les autres. Ces capacités seront " "listées dans cette rubrique au fur et à mesure que vous les rencontrerez.\n" "Chaque page fournira une description de la capacité et listera les unités " "(actuellement découvertes) qui la possèdent.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:152 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 "" "Certaines armes ont des caractéristiques particulières qui augmentent " "l'efficacité de l'attaque. Quand vous découvrez une nouvelle spécificité " "associée à une attaque lors d'un scénario de campagne ou de multijoueur, " "elle sera ajoutée à cette liste, vous pourrez alors voir sa page chaque fois " "que vous le souhaitez. Chaque page fournira une description de cette " "spécificité ainsi qu'une liste des unités (actuellement découvertes) qui la " "possèdent.\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:161 msgid "Unknown Unit" msgstr "Unité inconnue" #. [topic]: id=.unknown_unit #: data/core/help.cfg:162 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" "Vous ne connaissez pas cette unité pour l'instant. Vous devez l'avoir " "rencontrée pour en lire la description." #. [topic]: id=..gameplay #: data/core/help.cfg:172 #, fuzzy #| 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." 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 est composé d'une série de batailles, appelées " "text='scénarios', qui oppose vos troupes à celles d'un ou " "plusieurs adversaires. De multiples scénarios se suivent les uns les autres, " "racontant une histoire, formant ainsi une text='campagne'. " "Lors d'une campagne, vous devez souvent jouer avec plus d'attention, afin de " "préserver vos meilleures troupes pour les scénarios suivants.\n" "\n" "Le text='tutoriel' interactif introduit les bases de Wesnoth " "dans le contexte d'un scénario. La plupart du contenu couvert par ce " "tutoriel est expliquée en profondeur dans ces pages, vous pourrez vous y " "référer plus tard si vous oubliez quelque chose.\n" "Une fois les bases maîtrisées, essayez-vous à une campagne pour débutant, " "comme text='L'Héritier du trône' ou text='La Garde " "du Sud'. La liste complète des campagnes installées se trouve dans " "le menu principal text='Campagnes'. Wesnoth peut être assez " "difficile, vous devriez commencer par une campagne facile, avant de " "progresser vers les plus ardues.\n" "\n" "Les campagnes sont groupées par text='niveau' et " "text='difficulté'. Par exemple, text='L'Héritier du " "trône' est au niveau « Novice » et jouable en trois difficultés : " "débutant, normal, difficile. Le niveau d'une campagne indique le degrés de " "connaissance des mécaniques de jeu nécessaire (comme les dst='movement' " "text='zones de contrôle' ou dst='time_of_day' text='le moment de " "la journée'). La difficulté mesure le défi que sera le scénario pour " "un joueur vétéran : pour des difficultés les plus hautes, les obstacles à la " "victoire seront plus hauts et les surmonter nécessitera un jeu des plus " "habile. " #. [topic]: id=..gameplay #: data/core/help.cfg:181 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Règles fondamentales du jeu'
\n" "\n" #. [topic]: id=..gameplay #: data/core/help.cfg:181 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 "" "En cours de partie, gardez en tête qu'une brève explication apparaîtra si " "vous glissez le curseur sur différents éléments du jeu, comme par exemple " "dans le panneau d'état, à droite. Cela est très utile quand vous voyez pour " "la première fois une nouvelle dst='..abilities_section' " "text='capacité'." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:193 msgid "Victory and Defeat" msgstr "Victoire et défaite" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:194 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" "Après avoir gagné un scénario, la carte se grise et le bouton de fin de tour " "se transforme en bouton de fin de scénario. Vous pouvez ainsi, par exemple, " "changer vos options de sauvegarde ou, en jeu multijoueur, discuter avec les " "autres avant de continuer." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:194 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 "" "Faites très attention aux text='objectifs' du scénario en début " "de partie. Souvent, vous gagnerez en tuant tous les chefs ennemis et ne " "serez battu qu'en perdant votre propre chef. Mais certains scénarios ont " "d'autres conditions de victoire : amener une unité à un point précis de la " "carte, secourir quelqu'un, résoudre une énigme ou résister à un siège " "pendant un certain nombre de tours." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:203 msgid "Recruiting and Recalling" msgstr "Recruter et rappeler" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 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" "Si vous faites un clic-droit sur un hexagone de château et sélectionnez " "« Recruter », la nouvelle unité apparaîtra sur la case choisie. Autrement, " "elle apparaîtra sur une case libre près du donjon. Vous pouvez recruter " "autant d'unités qu'il y a de cases libres dans votre château, mais vous ne " "pouvez pas dépenser plus d'or que vous n'en disposez." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 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 "" "Chaque camp commence avec un chef dans son donjon. Au début de chaque " "bataille, et parfois au cours de celle-ci, vous aurez besoin d'enrôler des " "dst='..units' text='unités' dans votre armée. Pour recruter, vous " "devez avoir votre chef (par exemple, Konrad dans la campagne « L'Héritier du " "trône ») sur une case de donjon dans un dst='..terrain_castle' " "text='château'. Vous pourrez alors recruter soit en choisissant " "text='Recruter' dans le menu soit par un clic-droit sur un " "hexagone pour sélectionner text='Recruter'. Cela affichera le " "menu de recrutement, avec la liste des unités disponibles et leur coût en " "or. Sélectionnez une unité pour afficher ses caractéristiques, puis appuyez " "sur le bouton « Recruter » pour l'enrôler." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Les unités recrutées arrivent avec deux dst='..traits_section' " "text='traits' choisis au hasard qui modifient leurs caractéristiques." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:208 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" "Dans les scénarios suivants, vous pourrez rappeler des survivants de " "batailles antérieures, à choisir dans la liste des unités ayant servi dans " "les scénarios précédents. Le rappel coûte toujours 20 pièces d'or." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:210 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" "Les unités coûtent de l'or, non seulement pour les recruter ou les rappeler, " "mais aussi pour les entretenir. Consultez dst='income_and_upkeep' " "text='Revenu et entretien' pour plus d'informations." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:219 msgid "Income and Upkeep" msgstr "Revenu et entretien" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 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. (In general " "this is configurable but in campaigns it is almost always one gold per " "village.) 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" "Le revenu se calcule simplement : vous avez un revenu de base de 2 pièces " "d'or par tour et vous gagnez une pièce d'or supplémentaire par tour pour " "chaque village contrôlé ; vous gagnez donc normalement 12 pièces d'or si " "vous possédez 10 villages. Vos coûts d'entretien sont soustraits comme " "détaillé ci-dessous." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 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 "" "Dans Wesnoth, il ne suffit pas d'enrôler des unités et de combattre. Vous " "devez aussi surveiller votre or, particulièrement en campagne, où vous " "pouvez conserver de l'or d'un scénario au suivant. Il y a deux aspects à " "cela : le text='revenu' et l'text='entretien'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 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" "L'entretien se calcule tout aussi simplement. Chaque unité requiert un " "montant d'entretien égal à son niveau ; vous pouvez soutenir gratuitement " "autant de niveaux d'unités que vous possédez de villages, et ne commencerez " "à payer 1 pièce d'or par tour que pour chaque niveau d'unité au-delà de ce " "nombre. Par exemple, si vous avez 12 unités de niveau 1 et 10 villages, vous " "devrez dépenser 2 pièces d'or par tour en entretien." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:224 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" "Les coûts d'entretien sont soustraits de votre revenu ; si vos unités " "regroupées cumulent 12 niveaux et que vous possédez 10 villages, votre " "revenu net sera de 10 pièces d'or par tour." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 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" "Il y a deux exceptions importantes : les unités avec le trait « fidèle » et " "les chefs ne nécessitent jamais d'entretien. Les unités avec lesquelles vous " "débutez le scénario (comme Delfador) ou les unités qui vous rejoignent au " "cours d'un scénario (tel le cavalier dans le deuxième scénario de " "text='L\\'Héritier du trône') auront généralement le trait " "fidèle. Le héros que vous incarnez (comme Konrad) sera presque toujours un " "chef." #. [topic]: id=hitpoints #: data/core/help.cfg:235 msgid "Hitpoints and Experience" msgstr "Points de vie et expérience" #. [topic]: id=hitpoints #: data/core/help.cfg:236 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 "" "Chaque unité a un certain nombre de text='points de vie' " "(PV) et meurt s'ils tombent en dessous de 1. Chaque unité a aussi des " "text='points d\\'expérience' (XP) ; une nouvelle recrue " "démarre sans point d'expérience mais en gagne en combattant." #. [topic]: id=hitpoints #: data/core/help.cfg:240 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 "" "Les points de vie et d'expérience sont indiqués dans le panneau d'état par " "deux nombres (la valeur actuelle et la valeur maximum que l'unité peut " "avoir)." #. [topic]: id=hitpoints #: data/core/help.cfg:242 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 "" "Les points de vie sont aussi indiqués par une barre d'énergie verte, jaune, " "ou rouge, près de chaque unité. Une unité avec au moins un point " "d'expérience a une barre d'expérience bleue, qui devient blanche quand " "l'unité est sur le point d'dst='advancement' text='avancer d\\'un " "niveau'." #. [topic]: id=advancement #: data/core/help.cfg:249 msgid "Advancement" msgstr "Avancement" #. [topic]: id=advancement #: data/core/help.cfg:250 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" "Les unités nécessitent une certaine quantité d'expérience pour s'améliorer " "(quantité réduite pour les unités intelligentes). Une fois ce seuil atteint, " "elles progressent immédiatement au niveau suivant, se soignant complètement. " "Dans certains cas, vous pourrez choisir entre plusieurs promotions." #. [topic]: id=advancement #: data/core/help.cfg:250 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 "" "Deux unités qui survivent à un combat gagnent un nombre de points " "d'expérience égal au niveau de l'unité qu'elles ont combattue. Une unité qui " "en tue une autre reçoit plus d'expérience : 4 pour une unité de niveau 0, 8 " "pour le niveau 1, 16 pour le niveau 2, 24 pour le niveau 3 et ainsi de suite." # Damien : j'ai allégé la traduction car les règles du jeu ont un peu changé. #. [topic]: id=advancement #: data/core/help.cfg:252 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" "La plupart des unités ont trois niveaux, mais pas toutes. Quelques-unes " "(comme les dst=unit_Mage text='mages') peuvent en avoir quatre. " "Une unité qui atteint son niveau maximum peut avoir une « Amélioration Post-" "Niveau Maximum » (APNM), qui la transformera à chaque palier d'expérience : " "l'unité reste au même niveau mais, généralement, l'APNM augmente son maximum " "de PV de 3 points et la soigne complètement. Cependant, chaque nouvelle APNM " "obtenue par une unité rendra les suivantes de plus en plus difficiles à " "gagner ; il est donc généralement plus utile d'essayer de faire progresser " "vos unités de niveau inférieur." #. [topic]: id=movement #: data/core/help.cfg:261 msgid "Movement" msgstr "Mouvement" #. [topic]: id=movement #: data/core/help.cfg:262 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" "Chaque unité dispose d'un certain nombre de points de mouvement qui sont " "dépensés en fonction du terrain lors d'un déplacement vers un nouvel " "hexagone. Par exemple, une case de prairie coûte presque toujours un point " "de mouvement. Le nombre exact de points dépensés pour pénétrer dans un " "hexagone dépend du type d'unité : en forêt, les unités elfes n'utilisent " "qu'un point, la plupart des unités humaines et orcs en consomment deux, " "alors que les cavaliers en dépensent trois. Vous pouvez connaître ce nombre " "avec un clic-droit sur une unité, en choisissant « Description de l'unité », " "puis en consultant la rubrique text='Modificateurs de terrain'." #. [topic]: id=movement #: data/core/help.cfg:262 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 "" "Le déplacement dans « Bataille pour Wesnoth » est simple : cliquez sur " "l'unité à déplacer pour la sélectionner, puis cliquez sur l'hexagone de " "destination ; tous les hexagones que l'unité sélectionnée peut atteindre ce " "tour-ci sont éclairés et les autres sont grisés. Passer la souris sur une " "case éclairée affiche le taux de défense que l'unité aura dessus, passer la " "souris sur une case grisée affiche aussi le nombre de tours nécessaires pour " "l'atteindre ; une unité se déplacera par le chemin le plus court. Une unité " "à qui il reste des points de déplacement peut être bougée de nouveau : ceci " "est très utile pour échanger des positions. Le mouvement est terminé quand " "une unité attaque ou prend un village que vous ne possédez pas ; dans ce " "dernier cas, elle peut toujours attaquer." #. [topic]: id=movement #: data/core/help.cfg:264 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" "Pendant les déplacements, il ne faut pas oublier la notion de " "text='zone de contrôle'. Chaque unité, à l'exception des " "unités de niveau 0, contrôle les hexagones qui l'entourent, et empêche toute " "unité ennemie qui y pénètre de continuer son mouvement. Apprendre à utiliser " "des zones de contrôle à votre avantage constitue un élément important de " "Wesnoth, puisque seuls les dst='ability_skirmisherskirmisher' " "text='tirailleurs' peuvent les ignorer." #. [topic]: id=movement #: data/core/help.cfg:266 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" "Pour voir où l'ennemi peut se déplacer à son prochain tour, pressez « Ctrl-" "v » ou « Cmd-v ». « Ctrl-b » ou « Cmd-b » montrent où l'ennemi pourrait se " "déplacer si vos unités n'étaient pas sur la carte pour bloquer sa " "progression." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:275 msgid "Shroud and Fog of War" msgstr "Voile et brouillard de guerre" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:276 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 "" "Certaines parties de la carte vous seront cachées dans certains scénarios. " "Deux effets peuvent être utilisés ensemble ou séparément : le " "text='voile' cache à la fois le terrain et les unités " "ennemies mais, quand une zone est découverte, vous pourrez toujours la " "voir ; le text='brouillard de guerre' dissimule seulement " "les unités et le possesseur d'un village (autre que vous ou vos alliés). Le " "brouillard de guerre disparaît temporairement lorsque vous avez des unités " "dans les parages, mais réapparaît dès que celles-ci quittent la zone. Le " "voile et le brouillard de guerre sont tous deux découverts par les unités " "dans la portée d'un tour de leurs déplacements, sans tenir compte des zones " "de contrôle et des ennemis.\n" "\n" "En principe, vous pouvez annuler une action tant qu'un événement aléatoire " "n'a pas eu lieu ; ainsi, un combat, un recrutement, l'exploration de lieux " "cachés par le voile ou le brouillard rendent impossible une annulation. " "Activer l'option « Différer les mises à jour du voile », dans le menu " "« Actions », permet de différer les mises à jour du voile et du brouillard " "jusqu'à un prochain événement aléatoire, une mise à jour manuelle via " "l'option « Mettre à jour le voile maintenant » ou la fin de votre tour, et " "permet ainsi de conserver la possibilité d'annuler des déplacements." #. [topic]: id=saveload #: data/core/help.cfg:284 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:285 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, and one of the aims of " "the game is that a sufficiently skilled player should be able to complete " "all of the mainline campaigns, on hard, without needing to save-load. 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.\n" "\n" "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.\n" "\n" "The following points are under discussion on the forums. At least for the " "1.15.x series before 1.16.0 please assume that the forum threads are more " "authoritative than the text on this page.\n" "\n" "In the mainline campaigns, on hard:\n" "• A sufficiently skilled player will have a good chance to win each scenario " "on the first time that they see that scenario, without foreknowledge of what " "will happen.\n" "• This assumes that the player picks up all of the clues given in the " "dialogue.\n" "• There are more experience points available than on easy, and the player " "will be able to train enough troops to cope with losing some L2 or L3 " "units.\n" "\n" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:301 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:302 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.\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.\n" "\n" "Some common reasons for losing a scenario are:\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty.\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.\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.\n" "\n" "• Barely scraping a victory in a previous scenario. At all difficulties " "except “Beginner” (TODO: and “Easy”?), campaigns assume that you will have " "some text='carryover gold' and some advanced units on your " "text='recall list.' (These concepts are explained in the " "tutorial.) If you win a scenario but lose most of your advanced 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.)\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”.)\n" "\n" "
text='Unlikely reasons'
\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:\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.\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.)\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.\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!\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.\n" "\n" "TODO: link to a forum thread where new players can post their replays and " "get review/corrections (like https://forums.wesnoth.org/viewtopic.php?" "f=3&t=39944 but specifically for new players)?\n" msgstr "" #. [topic]: id=combat #: data/core/help.cfg:341 msgid "Combat" msgstr "Combat" #. [topic]: id=combat #: data/core/help.cfg:342 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Ordre et nombre d\\'attaques'
" #. [topic]: id=combat #: data/core/help.cfg:342 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 "" "Un combat dans « Bataille pour Wesnoth » confronte toujours deux unités sur " "des cases adjacentes. Cliquez sur votre unité, puis sur l'ennemi que vous " "voulez attaquer : votre unité se déplacera vers l'adversaire et le combat " "commencera quand elles seront côte à côte. L'attaquant et le défenseur se " "frappent tour à tour jusqu'à ce qu'ils aient utilisé toutes leurs frappes. " "L'attaquant choisit une de ses armes pour attaquer et le défenseur riposte " "avec une de ses attaques du même type. Il y a deux types d'attaques : celles " "au text='corps à corps' (exemples : épées, haches ou crocs) " "et celles text='à distance' (exemples : arcs, lances et " "boules de feu)." #. [topic]: id=combat #: data/core/help.cfg:344 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" "L'attaquant a l'initiative, puis le défenseur riposte ; un coup qui touche " "fait des dégâts, un coup qui rate n'en fait aucun. Les attaques et les " "ripostes alternent jusqu'à épuiser le nombre de coups de chaque unité ; ce " "nombre varie : par exemple, un guerrier elfe avec une attaque 5×4 peut " "asséner 4 coups infligeant chacun 5 points de dégâts, alors qu'un grognard " "orc avec 9×2 ne dispose que de 2 coups, chacun pouvant faire 9 points de " "dégâts." #. [topic]: id=combat #: data/core/help.cfg:346 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Probabilité de toucher'
" #. [topic]: id=combat #: data/core/help.cfg:348 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" "Chaque unité a une probabilité d'être touchée qui dépend du " "text='terrain' sur lequel elle se tient. C'est affiché dans " "le panneau d'état ou peut être trouvé par un clic-droit sur une unité, en " "choisissant text='Description de l\\'unité' puis en consultant " "la rubrique text='Modificateurs de terrain'. Par exemple, les " "elfes ont une défense de 70 % en forêt, ce qui signifie qu'une unité les " "attaquant n'a que 30 % de chance de les atteindre. Inversement, la " "probabilité pour l'elfe de toucher son assaillant dépend du terrain sur " "lequel ce dernier se trouve." #. [topic]: id=combat #: data/core/help.cfg:350 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" "Il y a deux exceptions à cette règle : les dst='weaponspecial_magical' " "text='attaques magiques' et les dst='weaponspecial_marksman' " "text='tireurs d\\'élite'. Les attaques enchantées ont toujours une " "probabilité de toucher de 70 %, indépendamment du terrain, et celle des " "tireurs d'élite est d'au moins 60 % quand ils engagent le combat, là encore " "indépendamment du terrain." #. [topic]: id=combat #: data/core/help.cfg:352 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text='Dégâts'
" #. [topic]: id=combat #: data/core/help.cfg:354 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" "Chaque coup qui porte inflige une quantité de dégâts qui dépend de plusieurs " "facteurs. Par exemple, un guerrier elfe avec une attaque 5×4 cause 5 points " "de dégâts comme base. Généralement modifié par deux éléments : " "dst='damage_types_and_resistance' text='la résistance' et " "dst='time_of_day' text='le moment de la journée'. Pour voir " "l'influence de ces paramètres, sélectionnez text='Calcul des dégâts' pendant le choix de l'attaque." #. [topic]: id=combat #: data/core/help.cfg:356 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" "Quelques unités possèdent des dst='..abilities_section' " "text='capacités' spéciales qui affectent la quantité de dégâts " "infligés en combat. La plus courante d'entre elles est la " "dst='weaponspecial_charge' text='charge', qui double les dégâts " "infligés par l'attaquant et par le défenseur lorsque l'unité attaquante " "charge." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:364 msgid "Damage Types and Resistance" msgstr "Types de dégâts et résistance" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:365 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" "Les résistances fonctionnent de manière très simple : une unité avec 40 % de " "résistance contre un type de dégâts subira 40 % de dégâts en moins par un " "coup de ce type. Il est également possible pour une unité d'avoir une " "faiblesse contre certains types de dégâts : une unité avec -100 % de " "résistance contre un type de dégâts subira 100 % de dégâts en plus par une " "attaque de ce type." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:365 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 "" "Dans Wesnoth, il y a trois types de dégât habituellement associés aux " "attaques physiques : text='tranchant, perforant et contondant'. Trois autres types de dégât sont communément associés aux attaques " "enchantées : text='feu, froid et arcane'. Les unités ont " "différentes résistances qui modifient la quantité de dégâts reçus par les " "différents types d'attaques." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:367 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" "Par exemple, les squelettes sont hautement résistants aux attaques " "tranchantes et perforantes, mais sont vulnérables aux attaques contondantes " "et de feu et extrêmement vulnérables aux attaques arcanes." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 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" "Une attaque qui touche fera toujours au moins un point de dégâts, même si la " "résistance du défenseur est de 100 % pour ce type de dégât." #. [topic]: id=orbs #: data/core/help.cfg:377 msgid "Orbs" msgstr "Orbes" #. [topic]: id=orbs #: data/core/help.cfg:378 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 "" "Il y a un orbe au-dessus de la barre d'énergie affichée à côté de chacune de " "vos unités. Pour une unité que vous contrôlez, cet orbe est :" #. [topic]: id=orbs #: data/core/help.cfg:380 msgid " green if it hasn’t moved this turn," msgstr " vert si elle ne s'est pas encore déplacée pendant ce tour," #. [topic]: id=orbs #: data/core/help.cfg:381 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "" " jaune si elle a déjà bougé, mais pourrait encore se déplacer ou attaquer," #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "" " red if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" " rouge si elle ne peut plus se déplacer ni attaquer, ou si le joueur a mis " "fin à son tour." #. [topic]: id=orbs #: data/core/help.cfg:383 msgid " blue if the unit is an ally you do not control." msgstr " bleu si l'unité est sous le contrôle d'un allié." #. [topic]: id=orbs #: data/core/help.cfg:384 msgid " Enemy units have no orb on top of their energy bar." msgstr " Les unités ennemies n'ont pas d'orbe au dessus de leur barre de vie." #. [topic]: id=time_of_day #: data/core/help.cfg:391 msgid "Time of Day" msgstr "Moment de la journée" #. [topic]: id=time_of_day #: data/core/help.cfg:392 #, fuzzy #| 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 both night and " #| "daytime." 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 "" "Le moment de la journée modifie la quantité de dégâts infligés par les " "unités :\n" "\n" "• text='les loyales' infligent +25 % de dégâts le jour et -25 % " "la nuit ;\n" "• text='les chaotiques' infligent +25 % de dégâts la nuit et " "-25 % le jour ;\n" "• text='les neutres' ne sont pas affectées par le moment de la " "journée ;\n" "• text='les liminales' infligent -25 % de dégâts aussi bien le " "jour que la nuit." #. [topic]: id=time_of_day #: data/core/help.cfg:397 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" "Le moment de la journée est affiché sous la mini-carte dans le panneau " "d'état. Pour un cycle habituel, le matin et l'après-midi correspondent au " "jour, le premier et le deuxième quart correspondent à la nuit :\n" "\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:401 data/core/macros/schedules.cfg:14 #: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64 msgid "Dawn" msgstr "Aube" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:402 data/core/macros/schedules.cfg:26 #: data/test/maps/pathfind_1.cfg:75 msgid "Morning" msgstr "Matinée" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:403 data/core/macros/schedules.cfg:44 #: data/test/maps/pathfind_1.cfg:86 msgid "Afternoon" msgstr "Après-midi" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:404 data/core/macros/schedules.cfg:53 #: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97 msgid "Dusk" msgstr "Crépuscule" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:405 data/core/macros/schedules.cfg:65 #: data/test/maps/pathfind_1.cfg:108 msgid "First Watch" msgstr "Premier quart" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:406 data/core/macros/schedules.cfg:89 #: data/test/maps/pathfind_1.cfg:119 msgid "Second Watch" msgstr "Deuxième quart" #. [topic]: id=time_of_day #: data/core/help.cfg:408 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Retenez que certains scénarios se déroulent sous terre, où il fait toujours " "nuit !\n" #. [topic]: id=time_of_day #: data/core/help.cfg:410 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" "Quelques places souterraines sont illuminées. Elles sont perpétuellement " "entre le jour et la nuit.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:412 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" "Quelques scénarios ont lieu à l'intérieur — ces lieux sont également entre " "le jour et la nuit.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:414 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 "" "Enfin, les unités avec la capacité " "dst='ability_illuminationilluminates' text='illumination' ainsi " "que les terrains tels que la dst='terrain_lava' text='lave' " "changent le bonus du moment de la journée autour d'eux." #. [topic]: id=healing #: data/core/help.cfg:421 msgid "Healing" msgstr "Soins" #. [topic]: id=healing #: data/core/help.cfg:422 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='Repos' : une unité qui ne bouge pas, n'attaque pas et " "ne se fait pas attaquer, se soignera de 2 PV à son prochain tour." #. [topic]: id=healing #: data/core/help.cfg:422 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 "" "Lors des combats, vos unité subiront inévitablement des dégâts. Plusieurs " "façons existent pour les soigner. Cependant, à l'exception du repos, elles " "ne se cumulent pas ; une seule peut intervenir par tour." #. [topic]: id=healing #: data/core/help.cfg:424 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='Villages' : une unité qui commence un tour dans un " "village ou un dst='terrain_oasis' text='oasis' se soignera de 8 " "PV. Si cette unité est empoisonnée, elle sera guérie à la place." #. [topic]: id=healing #: data/core/help.cfg:425 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='Régénération' : " "certaines unités (comme les trolls) se soigneront automatiquement de 8 PV à " "chaque tour. Si cette unité est empoisonnée, elle sera guérie à la place." #. [topic]: id=healing #: data/core/help.cfg:426 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='Unités soignantes' : les unités avec la capacité de " "dst='ability_healingheals +4'' text='soins' soigneront les unités " "alliées adjacentes, habituellement de dst='ability_healingheals +4' " "text='4 PV' ou de dst='ability_healingheals +8' text='8 PV' " "par tour, ou empêcheront le poison de leur faire des dégâts." #. [topic]: id=healing #: data/core/help.cfg:427 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='Unités guérisseuses' : les unités avec la capacité de " "dst='ability_curingcures' text='guérison' guériront de " "l'empoisonnement toutes les unités adjacentes (au lieu de les soigner, si " "l'unité est aussi soignante)." #. [topic]: id=healing #: data/core/help.cfg:428 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='Avancement': Lorsqu'une unité dst='advancement' " "text='progresse', elle est entièrement soignée. Cela se produit " "aussitôt qu'elle gagne suffisamment d'expérience, que cela soit votre tour " "ou non." #. [topic]: id=healing #: data/core/help.cfg:429 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" "Le repos peut être combiné avec d'autres formes de soins, mais les villages, " "la régénération, les soins et la guérison ne peuvent se cumuler : seule " "l'option la plus intéressante sera utilisée. Par ailleurs, les unités " "guérissent complètement d'un scénario à l'autre." #. [topic]: id=healing #: data/core/help.cfg:431 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='Avancé'" #. [topic]: id=healing #: data/core/help.cfg:433 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" "À la différence des autres forme de soin, la capacité de soin ne prend pas " "effet lors du tour de l'unité soignée, mais lors de celui de l'unité " "soignante. Cela signifie qu'une unité entourée de plusieurs soigneurs d'un " "même camp ne sera soignée qu'une fois par tour, tandis qu'une unité entourée " "de plusieurs soigneurs de camps alliés sera soignée une fois par tour de " "chaque allié." #. [topic]: id=wrap_up #: data/core/help.cfg:441 msgid "Wrap Up" msgstr "Conclusion" #. [topic]: id=wrap_up #: data/core/help.cfg:442 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 "" "Ceci conclut les bases de Wesnoth. Vous pourriez vouloir en lire plus sur la " "stratégie de base ou vous familiariser avec les dst='..traits_section' " "text='traits' et les dst='..abilities_section' text='capacités', mais vous connaissez maintenant le nécessaire pour jouer la campagne " "text='L\\'Héritier du trône'. Amusez-vous bien et bonne " "chance !" #. [topic]: id=license #: data/core/help.cfg:447 msgid "License" msgstr "Licence" #. [topic]: id=..traits_section #: data/core/help.cfg:456 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" "La plupart des unités ont deux traits. Cependant les gobelins n'ont qu'un " "seul trait, les morts-vivants ne possèdent que le trait text='mort-" "vivant' et dans certains cas text='intrépide' et " "les woses n'en ont pas. " #. [topic]: id=..traits_section #: data/core/help.cfg:456 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 "" "Les traits sont des modifications qui changent sensiblement les attributs " "d'une unité. Ils sont habituellement assignés de façon aléatoire lors du " "recrutement. Les traits disponibles pour une unité donnée sont déterminés " "par sa text='race'." #. [topic]: id=..traits_section #: data/core/help.cfg:458 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" "La plupart des unités, sauf les morts-vivants, peuvent disposer des traits " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='rapide', dst='traits_resilient' " "text='robuste' ou dst='traits_strong' text='fort'." #. [topic]: id=..traits_section #: data/core/help.cfg:460 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" "Les elfes peuvent également posséder le trait dst='traits_dextrous' " "text='habile', les nains le trait dst='traits_healthy' " "text='vigoureux'. Les trolls et certains humains peuvent recevoir le " "trait dst='traits_fearless' text='intrépide'\n" ". D'autres traits peuvent être accordés, comme dst='traits_loyal' " "text='fidèle', dst='traits_feral' text='sauvage' et " "dst='traits_undead' text='mort-vivant'.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:470 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" "\n" "\n" "Les terrains peuvent être de deux types : text='basique' ou " "text='mixte'." #. [topic]: id=..terrains_section #: data/core/help.cfg:470 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Les cartes du jeu comprennent des terrains variés qui influent à la fois sur " "le déplacement et sur les capacités défensives des unités." #. [topic]: id=..terrains_section #: data/core/help.cfg:472 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Types de terrains basiques'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:474 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 "" "\n" "\n" "Les terrains basiques incluent les plaines, collines, montagnes, déserts, " "eau et marais. Il y en a beaucoup plus que cela — une liste des terrains que " "vous avez déjà découverts est disponible à la fin de cette page.\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:478 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 "" "\n" "\n" "Chaque unité possède un taux défensif et un coût de mouvement pour chaque " "type de terrain basique. Ces valeurs sont listées dans la page d'aide de " "chacune des unités. Les types de terrains basiques peuvent avoir des " "propriétés uniques comme l'illumination par exemple." #. [topic]: id=..terrains_section #: data/core/help.cfg:480 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Types de terrains mixtes'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:482 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 "" "\n" "\n" "Les terrains mixtes partagent les propriétés de plusieurs terrains basiques " "— les unités profitent en général de la text='meilleure défense' et du plus text='mauvais mouvement' des types de " "terrains sous-jacents, lorsqu'elles se trouvent sur un terrain mixte. C'est " "le cas par exemple pour les terrains : text='colline boisée', text='colline désertique' et text='colline " "caverneuse'.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:486 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 "" "\n" "\n" "Une exception notable concerne les ponts, comme les text='ponts au-" "dessus d'eau peu profonde', text='gués' et " "text='ponts au-dessus de crevasses'. Les gués sont " "facilement franchissables par des ondins ou des humains — toutes les unités " "se déplaçant sur un gué profitent de la meilleure défense et du meilleur " "mouvement entre la plaine et l'eau peu profonde, au lieu du pire des deux. " "De façon similaire, les ponts au-dessus des crevasses sont franchissables " "par les unités qui ne volent pas (sans surprise).\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:490 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 "" "\n" "\n" "Les villages sur terre offrent généralement une meilleure défense ainsi que " "de meilleurs mouvements. Ces villages sont sur des terrains mixtes, basés " "sur le type de terrain village avec conjointement colline, marais et cave.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:494 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 "" "\n" "\n" "Finalement, les villages maritimes sont généralement inhospitaliers pour les " "unités terrestres, ne donnant aucun bonus de défense ou de mouvement associé " "au type de terrain village. À la place, ils comptent comme des tuiles " "d'eau.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:498 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 "" "\n" "\n" "Vous pouvez vérifier de quels types basiques est composé un terrain mixte en " "passant la souris dessus et en vérifiant les icônes affichées en haut à " "droite (dans le thème par défaut)." #. [topic]: id=..terrains_section #: data/core/help.cfg:500 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 "" "\n" "\n" "Vous pouvez vérifier le comportement offert par un terrain mixte en " "déplaçant la souris dessus et en regardant la text='description du " "terrain', soit en pressant le raccourci clavier, soit en consultant " "le menu contextuel." #. [topic]: id=..terrains_section #: data/core/help.cfg:502 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Limites défensive'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:504 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 "" "\n" "\n" "Quelques unités ont une text='limite défensive' pour un " "type de terrain basique. Ces unités souffrent d'une pénalité sur les " "terrains mixtes contenant ce type basique — leur défense ne pouvant dépasser " "cette limite." #. [topic]: id=..terrains_section #: data/core/help.cfg:506 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 "" "\n" "\n" "Par exemple les text='cavaliers' dst='unit_Cavalryman' ont une " "défense de 30% dans les forêts et une limite défensive pour les forêts. " "Ainsi, sur une colline boisée, ils ont une défense de 30% au lieu de 40% " "(celle de la colline) à cause de la limite provoquée par le type de terrain " "forêt." #. [topic]: id=..terrains_section #: data/core/help.cfg:508 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 "" "\n" "\n" "Si une unité a une limite défensive sur un type de terrain, ce sera toujours " "la même que son taux de défense sur ce terrain (elle ne peut pas être plus " "élevé)." #. [topic]: id=..terrains_section #: data/core/help.cfg:510 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Types de terrains basiques'
\n" #. [topic]: id=..addons #: data/core/help.cfg:523 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 "" "Le moteur de jeu de Wesnoth permet aux joueurs de créer leur propre contenu " "de jeu, ce qui inclut des nouveaux scénarios, campagnes... Tout cela permet " "de profiter de Wesnoth bien au-delà du contenu officiel du jeu.\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:533 msgid "Using Add-ons" msgstr "Utiliser des extensions" #. [topic]: id=using_addons #: data/core/help.cfg:534 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Campagnes et scénarios'
" #. [topic]: id=using_addons #: data/core/help.cfg:534 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" "Le jeu prend en charge différents types d'extensions qui ne sont pas tous " "disponibles dans tous les modes de jeu." #. [topic]: id=using_addons #: data/core/help.cfg:536 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" "Les campagnes solos sont des groupes de scénarios qui se suivent pour " "raconter une histoire. Les scénarios indépendants — s'ils sont destinés à " "être joués en tant que tel — et les campagnes ordinaires sont disponibles à " "partir du menu text='Campagnes' dans l'écran d'accueil." #. [topic]: id=using_addons #: data/core/help.cfg:538 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Campagnes multijoueurs, scénarios et cartes additionnelles'" #. [topic]: id=using_addons #: data/core/help.cfg:540 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" "\n" "Les parties text='multijoueurs' peuvent être entièrement " "personnalisées. Elles se présentent sous la forme de scénarios déterminés ou " "de campagnes spécialement conçues pour ça. Il y a aussi des extensions qui " "fournissent des ensembles de scénarios multijoueurs individuels sous la " "forme d'une campagne." #. [topic]: id=using_addons #: data/core/help.cfg:542 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Ères multijoueurs et Factions'
" #. [topic]: id=using_addons #: data/core/help.cfg:544 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" "À des fins de jouabilité, diverses races de créatures dans le monde " "coopèrent les unes avec les autres au sein de factions. Les factions sont " "regroupées dans des ensembles équilibrés avec un thème commun; par exemple, " "les principales factions de Wesnoth peuvent être trouvées dans l'ère par " "défaut.\n" "\n" "En mode text='multijoueur', vous pouvez choisir une ère à " "la création d'un nouveau jeu, et les joueurs peuvent choisir parmi les " "factions disponibles pour cette ère lorsqu'ils mettent en place leur camp et " "leur équipe." #. [topic]: id=using_addons #: data/core/help.cfg:548 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" "\n" "\n" "Vous pouvez vérifier l'ère que vous avez chargée dans la text='section " "ère' dst='..eras_section' de l'aide." #. [topic]: id=using_addons #: data/core/help.cfg:550 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Modifications'
" #. [topic]: id=using_addons #: data/core/help.cfg:552 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" "Les modifications sont des scripts indépendants des scénarios et des ères, " "qui peuvent modifier les règles par défaut de différentes manières. Vous " "pouvez les choisir et les configurer à la création de la partie." #. [topic]: id=using_addons #: data/core/help.cfg:554 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Noyaux'
" #. [topic]: id=using_addons #: data/core/help.cfg:556 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" "Les noyaux permettent une reconversion totale de la Bataille pour Wesnoth. " "Un noyau peut remplacer n’importe quel contenu de Wesnoth : lorsqu'un noyau " "est chargé, les unités, terrains et assimilés n'existent plus.\n" "\n" "Les noyaux permettent une expérience de jeu radicalement différente : par " "exemple, une campagne sur la seconde guerre mondiale ou bien un jeu " "complètement différent, tant qu'il peut être représenté par une carte " "d'hexagones avec des sortes d'unités dessus." #. [topic]: id=using_addons #: data/core/help.cfg:560 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Créateur de ressources'
" #. [topic]: id=using_addons #: data/core/help.cfg:562 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" "Les auteurs des extensions peuvent utiliser des packs de ressources " "disponibles sur le serveur d'extensions pour enrichir leur propre contenu " "avec les ressources existantes tels que des images, de la musique et du " "code. Ceux-ci ne sont généralement pas destinés à être utilisés par les " "joueurs et ne peuvent être utilisés directement dans le jeu, cependant, " "d'autres extensions jouables peuvent dépendre d'eux et suggérer ou exiger " "leur installation pendant le téléchargement." #. [topic]: id=installing_addons #: data/core/help.cfg:571 msgid "Installing Add-ons" msgstr "Installation des extensions" #. [topic]: id=installing_addons #: data/core/help.cfg:572 #, fuzzy #| 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='Addon " #| "Details' button provides you with additional details about the add-" #| "on, such as its full description, installation status, and available " #| "translations." 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='Addon Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" "Les extensions conçues par la communauté peuvent être obtenues et mises à " "jour via l'option text='Extensions' dans le menu principal. " "Une fois connecté au serveur d'extensions (par défaut text='add-ons." "wesnoth.org'), vous pourrez voir la liste des extensions " "disponibles sur le serveur en téléchargement.\n" "\n" "L'état de l'installation pour chaque extension est indiqué en dessous de " "chaque entrée. Pour les extensions qui ont une text='mise à jour " "disponible' sur le serveur ou qui sont text='obsolètes', la version installée et la version disponible sur le serveur seront " "affichées dans la colonne text='Version'.\n" "\n" "Pour rechercher des extensions à l'aide de mots-clés, tapez-les dans " "n'importe quel ordre dans la zone text='Filtre', en les " "séparant par des espaces. Vous pouvez également trier la liste des " "extensions en cliquant sur les en-têtes de colonnes. Il est également " "possible de choisir d'afficher uniquement les extensions de catégories " "spécifiques en cliquant sur le bouton text='Type' dans le coin " "supérieur droit.\n" "\n" "Pour installer une extension, sélectionnez-la dans la liste et cliquez sur " "text='+' ou double-cliquez simplement le titre de l'extension. " "Si la fenêtre est trop petit pour les afficher, le bouton " "text='Description' vous fournit des détails supplémentaires sur " "l'extension, comme sa description complète, l'état de l'installation, et les " "langues disponibles." #. [topic]: id=removing_addons #: data/core/help.cfg:585 msgid "Removing Add-ons" msgstr "Suppression des extensions" #. [topic]: id=removing_addons #: data/core/help.cfg:586 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 "" "Pour supprimer des extensions, cliquez sur text='Supprimer des " "extensions' dans la boîte de dialogue de connexion au serveur " "d'extensions. Vous pourrez choisir avec des cases à cocher les extensions à " "supprimer parmi celles que vous avez installées.\n" "\n" "Cette fonction ne peut pas supprimer les extensions pour lesquelles il y a " "des informations publiées (fichiers text='.pbl') attachées, " "afin d'éviter toute perte accidentelle. Au lieu de cela, vous devez " "supprimer manuellement les fichiers d'information ou les extensions elles-" "mêmes en passant par le gestionnaire de fichiers de votre système " "d'exploitation." #. [topic]: id=general_commands #: data/core/help.cfg:601 msgid "General Commands" msgstr "Commandes générales" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:603 data/core/help.cfg:646 data/core/help.cfg:684 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 "" "Ces commandes peuvent soit être exécutées via la ligne de commande en les " "préfixant d'un « : » (comme montré ici) ou via le chat en les préfixant d'un " "« / » (après avoir appuyé sur « m » pour ouvrir le chat).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:605 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Efface les messages de la discussion.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:608 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" "Passe en mode débogage (cela ne fonctionne pas en mode multijoueur). Voir " "dst='debug_commands' text='Commandes du mode débogage'.\n" "Le mode débogage est désactivé à la fin de la partie ou par la commande :" "nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:612 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" "Sélectionne ou bascule le contrôle d'un camp entre un humain et l'IA. Cette " "commande doit être exécutée par le joueur/client qui contrôle ce camp. Si le " "second paramètre est absent, bascule entre humain et IA ; « on » sélectionne " "l'ordinateur, « off », un humain. Sans précision, le camp par défaut est " "celui du joueur actif. \n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:615 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "Affiche le joueur/IA qui contrôle un camp.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:618 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "Active/désactive l'affichage du nombre d'images par seconde.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:621 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "Passe d'un niveau de journalisation à un autre.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:624 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "Redessine l'écran et recharge les images qui ont été modifiées.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:627 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Affiche le menu de sélection des thèmes.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:630 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Finit le scénario (sans confirmer).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:633 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Sauvegarde la partie (sans confirmer).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:636 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Sauvegarde la partie et quitte le scénario (sans confirmer)." #. [topic]: id=mp_commands #: data/core/help.cfg:645 msgid "Multiplayer Commands" msgstr "Commandes multijoueurs" #. [topic]: id=mp_commands #: data/core/help.cfg:648 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" "Éjecte et bannit un utilisateur en mode multijoueur, ainsi que l'IP utilisée " "par cet utilisateur. Peut être utilisée sur les utilisateurs ne jouant pas " "mais connectés sur le serveur. (Il ne seront alors évidemment pas éjectés du " "jeu)\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:651 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" "Donne le contrôle du camp (écrire ici le numéro de camp) au joueur (écrire " "ici le pseudonyme de l'utilisateur ou de l'observateur). Vous pouvez " "regarder à qui appartient un camp dans la fenêtre text='Paramètres du " "Scénario' (appuyez sur le bouton text='Suite' de la " "text='fenêtre d\\'état' pour y accéder (alt+s par défaut)). " "L'hôte peut changer le contrôle de n'importe quel camp.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:654 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" "\n" "Lance une boite de dialogue pour aider l'hébergeur à changer les " "responsables humains des différents camps.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:657 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" "\n" "Bascule le statut de repos pour un camp. L'hébergeur peut mettre un camp en " "repos après une déconnexion réseau.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:660 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" "Éjecte un utilisateur en mode multijoueur. Il pourra rejoindre la partie. Si " "vous voulez seulement changer le contrôle de son camp, utilisez plutôt la " "commande « :control ».\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:663 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 "" "\n" "Envoie un message privé à un utilisateur. Vous ne pouvez pas envoyer de " "messages privés aux joueurs qui contrôlent un camp dans une partie où vous " "êtes.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:666 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "Ignore l'observateur spécifié. Si aucun nom n'est fourni, affiche la liste " "des utilisateurs ignorés.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:669 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Bascule entre ignorer/ne pas ignorer les messages de tous les observateurs.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:672 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" "Dé-bannit un utilisateur en mode multijoueur, en spécifiant l'IP utilisée " "par cet utilisateur. Peut être utilisé sur un utilisateur n'étant pas en jeu " "mais sur le serveur.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:675 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Dé-ignore l'observateur spécifié. Si aucun nom n'est fourni, affiche la " "liste des utilisateurs ignorés." #. [topic]: id=debug_commands #: data/core/help.cfg:683 msgid "Debug Mode Commands" msgstr "Commandes du mode débug" #. [topic]: id=debug_commands #: data/core/help.cfg:686 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "Active un menu de choix de scénario pour avancer immédiatement dans une " "campagne.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:689 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "Crée une unité du type demandé sur la case sélectionnée.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:692 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Active/désactive voile et brouillard pour le joueur en train de jouer.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:695 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Donne cette quantité de pièces d'or au joueur en train de jouer.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:698 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "Avance immédiatement jusqu'au prochain scénario dans une campagne.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:701 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Permet de définir manuellement une variable du jeu.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:704 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Affiche la valeur d'une variable du jeu.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:707 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Déclenche manuellement un évènement précis.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:710 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Modifie une propriété de l'unité sélectionnée. Par exemple : :unit " "hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:713 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "Augmente N fois le niveau de l'unité sélectionnée. Par exemple : :unit " "advances=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 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 "" "Permet à cette unité de soigner les unités adjacentes au début de chaque " "tour.\n" "\n" "Une unité soignée peut soit regagner jusqu'à 4 points de vie, soit ne pas " "subir les effets du poison ce tour-ci.\n" "Cette capacité ne guérira pas une unité infectée par le poison, mais en " "retardera l'effet." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 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 "" "Cette unité combine des remèdes à base de plantes avec des incantations " "magiques pour soigner plus rapidement que la normale sur le champ de " "bataille.\n" "\n" "Une unité soignée peut soit regagner jusqu'à 8 points de vie, soit ne pas " "subir les effets du poison ce tour-ci.\n" "Cette capacité ne guérira pas une unité infectée par le poison, mais en " "retardera l'effet." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "guérison" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr "guérison" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 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 "" "Un guérisseur peut guérir une unité empoisonnée, mais celle-ci ne recevra " "alors pas de soins supplémentaires ce tour-là." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "régénération" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr "régénération" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "L'unité se soigne de 8 PV par tour. Si elle est empoisonnée, elle élimine le " "poison au lieu de se soigner." #. [heals]: id=regenerates_4 #: data/core/macros/abilities.cfg:83 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "régénération" #. [heals]: id=regenerates_4 #: data/core/macros/abilities.cfg:84 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "régénération" #. [heals]: id=regenerates_4 #: data/core/macros/abilities.cfg:85 #, fuzzy #| msgid "" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "L'unité se soigne de 8 PV par tour. Si elle est empoisonnée, elle élimine le " "poison au lieu de se soigner." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:104 msgid "steadfast" msgstr "inébranlable" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:105 msgid "female^steadfast" msgstr "inébranlable" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:106 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Les résistances de cette unité sont doublées, jusqu'à un maximum de 50 %, en " "défense. Les points faibles ne sont pas modifiés." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:119 msgid "leadership" msgstr "commandement" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:120 msgid "female^leadership" msgstr "commandement" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:121 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 "" "Cette unité peut commander les unités alliées présentes à ses côtés, les " "rendant meilleures au combat.\n" "\n" "Les attaques des unités de niveau inférieur aux côtés du commandant et " "appartenant au même camp feront 25% de dégâts supplémentaires pour chaque " "niveau d'écart entre elles et lui." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:138 msgid "skirmisher" msgstr "tirailleur" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:139 msgid "female^skirmisher" msgstr "tirailleur" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:140 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Cette unité est très habile pour aller rapidement derrière les lignes " "ennemies et ignore les zones de contrôle des adversaires." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:153 msgid "illuminates" msgstr "illumination" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:154 msgid "female^illuminates" msgstr "illumination" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:155 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 "" "Cette unité illumine les cases environnantes, rendant les unités loyales " "plus fortes et les unités chaotiques plus faibles.\n" "\n" "Les unités adjacentes à cette unité combattront la nuit comme si c'était le " "crépuscule, et comme s'il faisait jour au crépuscule." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:167 msgid "teleport" msgstr "téléportation" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:168 msgid "female^teleport" msgstr "téléportation" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:169 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Cette unité peut se téléporter instantanément entre deux villages d'un même " "camp pour un point de mouvement." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:198 msgid "ambush" msgstr "embuscade" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:199 msgid "female^ambush" msgstr "embuscade" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:200 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 "" "Cette unité peut se cacher dans les forêts et y rester invisible.\n" "\n" "Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve en forêt, " "sauf s'ils sont juste à côté. Le premier à découvrir cette unité perd " "immédiatement tous ses points de mouvement." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:217 data/core/macros/abilities.cfg:218 msgid "nightstalk" msgstr "chasseur nocturne" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:219 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 "" "Cette unité devient invisible la nuit.\n" "\n" "Les ennemis ne peuvent pas voir cette unité la nuit, sauf s'ils sont juste à " "côté. Le premier à découvrir cette unité perd immédiatement tous ses points " "de mouvement." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:236 msgid "concealment" msgstr "dissimulation" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:237 msgid "female^concealment" msgstr "dissimulation" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:238 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.\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 "" "Cette unité peut se cacher dans les villages (sauf ceux aquatiques), et y " "rester invisible des ennemis à l'exception de ceux qui se tiennent juste à " "côté.\n" "\n" "Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve dans un " "village, sauf s'ils sont juste à côté. Le premier à découvrir cette unité " "perd immédiatement tous ses points de mouvement." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:255 msgid "submerge" msgstr "immersion" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:256 msgid "female^submerge" msgstr "immersion" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:257 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 "" "Cette unité peut se cacher dans les eaux profondes et y rester invisible.\n" "\n" "Les ennemis ne peuvent pas voir cette unité tant qu'elle se trouve dans les " "eaux profondes, sauf s'ils sont juste à côté. Le premier à découvrir cette " "unité perd immédiatement tous ses points de mouvement." # Benoît : traduction pas littérale, mais expliquant bien de quoi il s'agit #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:274 msgid "feeding" msgstr "nécrophagie" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:275 msgid "female^feeding" msgstr "nécrophagie" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:276 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Cette unité ajoute un point de vie à son maximum à chaque fois qu'elle tue " "une unité sauf si celle-ci est immunisé contre la nécrophagie." #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:287 msgid "berserk" msgstr "fureur berserk" #. [berserk]: id=berserk #: data/core/macros/abilities.cfg:288 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 "" "En attaque comme en défense, cette attaque force le combat jusqu'à la mort " "de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:298 msgid "backstab" msgstr "coup dans le dos" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:299 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 "" "Lorsqu'elle est utilisée offensivement, cette attaque occasionne des dégâts " "doublés si une unité ennemie (ni pétrifiée ni paralysée) de la cible se " "trouve en vis-à-vis de l'attaquant." #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:317 data/core/macros/abilities.cfg:328 msgid "plague" msgstr "peste" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:318 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 "" "Une unité tuée par la peste est remplacée par une unité appartenant à la " "même armée que celle ayant la peste. Cela ne fonctionne pas sur les morts-" "vivants ou sur les unités stationnées dans les villages." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:329 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 "" "Une unité tuée par la peste se transforme zombi appartenant à la même armée " "que celle ayant la peste. Cela ne fonctionne pas sur les morts-vivants ou " "sur les unités stationnées dans les villages." #. [slow]: id=slow #: data/core/macros/abilities.cfg:339 msgid "slows" msgstr "ralentissement" #. [slow]: id=slow #: data/core/macros/abilities.cfg:340 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 "" "Cette attaque ralentit la cible jusqu'à la fin de son tour. Une unité " "ralentie inflige moitié moins de dégâts et voit le coût de ses mouvements " "multiplié par deux. Lorsqu'elle est sélectionnée, une unité ralentie aura un " "petit escargot dans son profil." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:349 msgid "petrifies" msgstr "pétrification" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:350 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Cette attaque transforme la cible en pierre. Les unités ainsi pétrifiées ne " "peuvent plus se déplacer ou attaquer." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:359 msgid "marksman" msgstr "tir d'élite" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:360 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Utilisée en attaque, cette attaque a toujours au moins 60 % de chance " "d'atteindre sa cible." #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:372 msgid "magical" msgstr "magique" #. [chance_to_hit]: id=magical #: data/core/macros/abilities.cfg:373 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que soit " "la capacité défensive de l'ennemi." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:384 msgid "swarm" msgstr "essaim" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:385 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 "" "Le nombre de frappes de cette attaque diminue lorsque l'unité est blessée. " "Ce nombre est proportionnel aux points de vie restants. Par exemple une " "unité avec 3/4 de ses points de vie aura 3/4 de ses frappes." #. [damage]: id=charge #: data/core/macros/abilities.cfg:394 msgid "charge" msgstr "charge" #. [damage]: id=charge #: data/core/macros/abilities.cfg:395 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 "" "Lorsqu'elle est utilisée offensivement, cette attaque inflige le double de " "dégâts à la cible, mais l'attaquant recevra également le double de dégâts " "lors de la riposte." #. [drains]: id=drains #: data/core/macros/abilities.cfg:407 msgid "drains" msgstr "drain" #. [drains]: id=drains #: data/core/macros/abilities.cfg:408 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Cette unité draine la vie des unités vivantes et se régénère de la moitié " "des dégâts causés (arrondis à l'inférieur)." #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:417 msgid "first strike" msgstr "initiative" #. [firststrike]: id=firststrike #: data/core/macros/abilities.cfg:418 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "Cette unité attaque toujours en premier, même quand elle se défend." #. [poison]: id=poison #: data/core/macros/abilities.cfg:427 msgid "poison" msgstr "empoisonnement" #. [poison]: id=poison #: data/core/macros/abilities.cfg:428 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 "" "Cette attaque empoisonne des cibles vivantes, qui perdent 8 points de vie " "chaque tour, jusqu'à ce qu'elles soient guéries ou qu'elles n'aient plus " "qu'un seul point de vie. Le poison seul ne peut pas tuer une unité." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Bonus de PV max +3, XP max +20 %" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "Midi" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "Minuit" #. [time]: id=indoors #: data/core/macros/schedules.cfg:101 msgid "Indoors" msgstr "Intérieur" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:121 msgid "Deep Underground" msgstr "Abysses souterrains" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 msgid "Second Watch — First Hour" msgstr "Deuxième quart - Première heure" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 msgid "Second Watch — Second Hour" msgstr "Deuxième quart - Deuxième heure" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 msgid "Second Watch — Third Hour" msgstr "Deuxième quart - Troisième heure" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 msgid "Second Watch — Fourth Hour" msgstr "Deuxième quart - Quatrième heure" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 msgid "Second Watch — Fifth Hour" msgstr "Deuxième quart - Cinquième heure" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 msgid "Second Watch — Sixth Hour" msgstr "Deuxième quart - Sixième heure" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "Matin - Première heure" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "Matin - Deuxième heure" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "Matin- Troisième heure" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "Matin - Quatrième heure" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "Après-midi - Première heure" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "Après-midi - Deuxième heure" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "Après-midi - Troisième heure" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "Après-midi - Quatrième heure" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "Après-mid - Cinquième heure" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "Après-midi - Sixième heure" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "Premier quart - Première heure" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "Premier quart - Deuxième heure" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "Premier quart - Troisième heure" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "Premier quart - Quatrième heure" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 msgid "First Dawn" msgstr "Première aube" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 msgid "Second Dawn" msgstr "Deuxième aube" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 msgid "First Morning" msgstr "Premier matin" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 msgid "Second Morning" msgstr "Deuxième matin" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 msgid "First Midday" msgstr "Premier midi" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 msgid "Second Midday" msgstr "Second midi" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 msgid "First Afternoon" msgstr "Premier après-midi" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 msgid "Second Afternoon" msgstr "Deuxième après-midi" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 msgid "First Dusk" msgstr "Premier crépuscule" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 msgid "Second Dusk" msgstr "Deuxième crépuscule" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:614 msgid "The Short Dark" msgstr "La nuit courte" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:626 msgid "The Long Dark (1)" msgstr "La longue nuit (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:638 msgid "The Long Dark (2)" msgstr "La longue nuit (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:650 msgid "The Long Dark (3)" msgstr "La longue nuit (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:664 msgid "The Long Dark (4)" msgstr "La longue nuit (4)" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Remarques :" #: data/core/macros/special-notes.cfg:8 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." msgid "" "\n" "• Spirits have very unusual resistances to damage, and move quite slowly " "over open water." msgstr "" " Les fantômes ont une résistance aux dégâts assez inhabituelle et se meuvent " "assez lentement sur l'eau." #: 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." msgid "" "\n" "• This unit’s arcane attack deals tremendous damage to magical creatures, " "and even some to mundane creatures." msgstr "" " L'attaque sacrée de cette unité provoque des dégâts considérables sur les " "créatures magiques et aussi quelques dégâts sur les créatures non magiques." #: data/core/macros/special-notes.cfg:16 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "" "\n" "• This unit is capable of basic healing." msgstr " Cette unité est capable de prodiguer des soins de base." #: data/core/macros/special-notes.cfg:20 #, fuzzy #| msgid " This unit is capable of rapid healing." msgid "" "\n" "• This unit is capable of rapid healing." msgstr " Cette unité est capable de prodiguer des soins de base." #: data/core/macros/special-notes.cfg:24 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "\n" "• This unit is capable of healing those around it, and curing them of poison." msgstr "" " Cette unité est capable de soigner les unités environnantes et de les " "guérir du poison." #: data/core/macros/special-notes.cfg:28 #, fuzzy #| msgid "" #| " This unit is capable of neutralizing the effects of poison in units " #| "around it." msgid "" "\n" "• This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Cette unité est capable de neutraliser les effets du poison sur les unités " "adjacentes." #: data/core/macros/special-notes.cfg:32 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "\n" "• This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Cette unité se régénère naturellement, ce qui lui permet de se soigner " "comme si elle était toujours stationnée dans un village." #: data/core/macros/special-notes.cfg:36 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "\n" "• The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Cette unité inébranlable reçoit moitié moins de dégâts lorsqu'elle se " "défend." #: data/core/macros/special-notes.cfg:40 #, 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." msgid "" "\n" "• 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 "" " Le commandement de cette unité permet aux unités amies adjacentes de faire " "plus de dégâts lors d'un combat. Cela ne s'applique qu'aux unités de niveau " "inférieur." #: data/core/macros/special-notes.cfg:44 #, fuzzy #| msgid "" #| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " #| "control and thus move unhindered around them." msgid "" "\n" "• This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " La capacité de tirailleur de cette unité lui permet d'ignorer les zones de " "contrôle ennemies et donc de se faufiler dans les lignes ennemies." #: data/core/macros/special-notes.cfg:48 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "" "\n" "• Illumination increases the lighting level in adjacent areas." msgstr " L'illumination éclaire les zones adjacentes." #: data/core/macros/special-notes.cfg:52 #, fuzzy #| msgid "" #| " This unit can use one move to teleport between any two empty villages " #| "controlled by its side." msgid "" "\n" "• This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " Cette unité peut se téléporter instantanément entre deux villages d'un même " "camp pour un point de mouvement." #: data/core/macros/special-notes.cfg:56 #, 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 "" "\n" "• In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" " Dans les forêts, le camouflage de cette unité la rend invisible aux " "ennemis, sauf s'ils sont présents dans les zones adjacentes ou si l'unité a " "révélé sa présence en attaquant." #: data/core/macros/special-notes.cfg:60 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "" "\n" "• This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Cette unité peut se cacher la nuit, sans laisser de trace de sa présence." #: data/core/macros/special-notes.cfg:64 #, 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." msgid "" "\n" "• 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 "" " Cette unité peut se cacher dans les villages (à l'exception des villages " "aquatiques), restant invisible de ses ennemis, sauf s'ils sont juste à coté." #: data/core/macros/special-notes.cfg:68 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "\n" "• This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Cette unité peut se mouvoir sans être vue dans les eaux profondes, sans " "avoir besoin d'air de la surface." #: data/core/macros/special-notes.cfg:72 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "\n" "• This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Cette unité gagne un point de vie rajouté à chaque fois qu'elle tue une " "unité vivante. Ce point de vie est aussi ajouté au maximum." #: data/core/macros/special-notes.cfg:76 #, fuzzy #| msgid "" #| " Whenever its berserk attack is used, this unit continues to push the " #| "attack until either it or its enemy lies dead." msgid "" "\n" "• Whenever its berserk attack is used, this unit continues to push the " "attack until either it or its enemy lies dead." msgstr "" " Quand son attaque de fureur berserk est utilisée, cette unité se bat " "jusqu'à sa mort ou jusqu'à celle de son adversaire." #: data/core/macros/special-notes.cfg:80 #, 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." msgid "" "\n" "• 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 "" " Si un ennemi de la cible se trouve du coté opposé, cette unité peut " "l'attaquer en la frappant dans le dos et infliger des dégâts doublés en se " "glissant derrière elle." #: data/core/macros/special-notes.cfg:84 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "\n" "• Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Ceux qui meurent de la peste deviendront des morts-vivants, sauf s'ils sont " "dans un village." #: data/core/macros/special-notes.cfg:88 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "\n" "• This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Cette unité peut ralentir ses ennemis, réduisant de moitié leur déplacement " "et leurs dégâts jusqu'à la fin de leur tour." #: data/core/macros/special-notes.cfg:92 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "\n" "• The ability to turn the living to stone makes this unit extremely " "dangerous." msgstr "" " Cette capacité de pétrification rend cette unité extrêmement dangereuse." #: data/core/macros/special-notes.cfg:96 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "\n" "• This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr "" " Le tir d'élite donne à cette unité de fortes chances de toucher l'ennemi, " "mais seulement en attaque." #: data/core/macros/special-notes.cfg:100 #, fuzzy #| msgid "" #| " This unit has magical attacks, which always have a high chance of " #| "hitting an opponent." msgid "" "\n" "• This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " L'attaque à distance de cette unité est magique et a toujours de fortes " "chances de toucher sa cible." #: data/core/macros/special-notes.cfg:104 #, fuzzy #| msgid "" #| " The swarming attacks of this unit become less deadly whenever its " #| "members are wounded." msgid "" "\n" "• The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " L'attaque multiple de cette unité devient moins efficace lorsqu'elle est " "blessée." #: data/core/macros/special-notes.cfg:108 #, fuzzy #| msgid "" #| " Using a charging attack doubles both damage dealt and received; this " #| "does not affect defensive retaliation." msgid "" "\n" "• Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " La charge double à la fois les dégâts infligés et subis. Cela n'affecte pas " "la riposte." #: data/core/macros/special-notes.cfg:112 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "\n" "• During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Pendant un combat, cette unité draine la vie de ses victimes pour " "renouveler la sienne." #: data/core/macros/special-notes.cfg:116 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "\n" "• The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" " La longueur de son arme permet à cette unité d'attaquer en premier au corps " "à corps, en attaque comme en défense." #: data/core/macros/special-notes.cfg:120 #, 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 "" "\n" "• 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 "" " Les victimes du poison de cette unité subiront continuellement des dégâts " "jusqu'à ce qu'elles soient guéries dans un village ou par une unité " "guérisseuse." #: data/core/macros/special-notes.cfg:124 #, fuzzy #| 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." msgid "" "\n" "• 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 "" " Cette unité a une limite défensive sur certains terrains — elle ne pas " "obtenir une meilleurs défense sur un terrain mixte composé de ces types de " "terrain." #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "fidèle" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "fidèle" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "Sans entretien" #. [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" "Durant une campagne, certaines unités rejoignent spontanément le joueur. " "Signalées par le trait « fidèle », elles ont toujours un coût de rappel mais " "ne coûtent ensuite aucun entretien. Elles sont donc incontournables pendant " "une longue campagne, lorsque l'or devient rare. Une unité recrutée ne " "possède jamais ce trait ; il n'est donc pas sage de renvoyer des troupes " "fidèles ou de les envoyer inconsidérément à une mort certaine." #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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 "" "La plupart des unités ont un coût d'entretien égal à leur niveau, payé à la " "fin de chaque tour. Cela ne concerne pas les unités text='fidèles', qui ne nécessitent pas d'entretien." #. [trait]: id=undead #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "mort-vivant" #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "morte-vivante" #. [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 msgid "Immune to drain, poison, and plague" msgstr "Immunisé contre le poison, la peste et le drain de vie" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 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" "Les unités mortes-vivantes n'ont normalement que ce trait. Constituées de " "corps décédés relevés pour combattre par-delà la mort, elles sont " "insensibles au poison ; cela les rend sans pareil contre les ennemis " "utilisant des attaques empoisonnées." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Les unités text='mortes-vivantes' sont insensibles au " "poison, à la peste et au drain de vie." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "mécanique" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "mécanique" #. [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 "" "\n" "\n" "Les unités mécaniques ont généralement « mécanique » comme seul trait. Comme " "elles n'ont pas vraiment de vie propre, le drain de vie, la peste et le " "poison n'ont aucun effet sur elles." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Les unités text='mécaniques' sont insensibles au poison, à " "la peste et au drain de vie." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "élémental" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "élémentale" #. [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 "" "\n" "\n" "Les unités élémentales ont généralement « élémental » comme seul trait. " "Comme ce sont des êtres de pure énergie, le drain de vie, la peste et le " "poison n'ont aucun effet sur elles." #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Les unités text='élémentales' sont insensibles au poison, à " "la peste et au drain de vie." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "fort" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "forte" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 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" "Même si la force est toujours utile pour les combats au corps à corps, elle " "favorise surtout les unités qui ont un nombre élevé de coups, comme les " "guerriers elfes. Les unités fortes sont très utiles quand un ou deux dégâts " "supplémentaires suffisent à transformer une touche en un coup mortel." #. [trait]: id=strong #: data/core/macros/traits.cfg:134 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "Les unités text='fortes' ont 1 point de vie en plus et " "infligent 1 point de dégât supplémentaire par touche au corps à corps." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "habile" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "habile" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 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" "Seuls les elfes peuvent avoir le trait habile. Cette race est bien connue " "pour sa grâce sans pareil et pour ses dons à l'arc. Certains surpassent même " "leurs semblables et possèdent un talent naturel encore supérieur ; ces elfes " "infligent un point de dégât supplémentaire pour chaque tir au but." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Les unités text='habiles' font un point de dégât en plus " "pour chaque coup porté à distance." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "rapide" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "rapide" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 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" "Le trait rapide est le plus remarquable, surtout pour des troupes lentes " "comme des trolls ou de l'infanterie lourde. Les unités rapides bénéficient " "souvent d'une mobilité améliorée sur les terrains difficiles ; prenez cela " "en compte lorsque vous déployez vos forces. Rappelez-vous également que les " "unités rapides sont plus fragiles que les autres et ne sont donc pas " "adaptées pour tenir des positions." #. [trait]: id=quick #: data/core/macros/traits.cfg:172 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "Les unités text='rapides' ont un point de mouvement " "supplémentaire, mais 5 % de points de vie en moins que la normale." #. [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 "intelligente" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 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" "Les unités text='intelligentes' sont très utiles au début " "d'une campagne parce qu'elles progressent plus rapidement vers les niveaux " "supérieurs. Elles s'avèrent moins utiles plus tard car une amélioration au-" "delà du niveau maximum ne représente pas un changement aussi significatif " "qu'un changement de niveau. Si vous avez plusieurs unités au niveau maximum, " "vous devriez privilégier celles qui ont des traits plus intéressants." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Les unités intelligentes ont besoin de 20 % d'expérience en moins pour " "progresser d'un niveau." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "robuste" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "robuste" #. [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" "Les unités robustes peuvent être utiles à toutes les périodes d'une campagne " "et c'est un trait utile pour tous. La résistance sert surtout une unité qui " "combine peu de points de vie, une bonne défense, ou de bonnes résistances. " "Les unités robustes sont particulièrement adéquates pour tenir des positions " "stratégiques." #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "Les unités text='robustes' ont 4 points de vie, et gagnent " "1 point de vie de plus par niveau." #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "vigoureux" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "vigoureuse" #. [trait]: id=healthy #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "Récupère à chaque tour" #. [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 "" "\n" "\n" "Les unités text='vigoureuse' ont 1 point de vie " "supplémentaire et en gagne un de plus par niveau. Elles se soigne également " "de 2 point de vie par tour, qu'elles soient ou non engagées dans un combat " "au tour précédent." #. [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 "" "Certains nains, connus pour leur vitalité, sont plus vigoureux que les " "autres et peuvent même récupérer lorsqu'ils se déplacent." #. [trait]: id=fearless #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "intrépide" #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "intrépide" #. [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 "Combat sans malus lors des périodes défavorables de jour ou de nuit" #. [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 "La lumière et l'obscurité n'ont aucun effet sur ces braves." #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "sauvage" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "sauvage" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "Reçoit seulement 50% de défense dans les villages terrestres" #. [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 "" "Les habitations d'êtres pensants ne fournissent pas de bonne protection aux " "créatures sauvages à faible intelligence. Par conséquent, les unités " "text='sauvages' reçoivent un maximum de 50% en défense dans " "tout village terrestre, quel que soit son terrain." #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "faible" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "faible" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "Les unités text='faibles' ont 1 point de vie en moins et " "infligent 1 point de dégât en moins par coup au corps à corps." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "lent" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "lente" #. [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" "Empâtées et maladroites, les unités lentes, comme par exemple les gobelins, " "compensent leur vitesse réduite par une légère augmentation de leur " "endurance." #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "Les unités text='lentes' ont 1 point de mouvement en moins, " "mais 5 % de points de vie en plus." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "faible" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "faible" #. [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" "Le trait idiot est très fréquent chez les gobelins et d'autres espèces dites " "« mineures ». Ceci explique en partie ce qualificatif." #. [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 "" "Les unités text='idiotes' ont besoin de 20 % d'expérience " "en plus pour progresser d'un niveau." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "âgé" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "âgée" #. [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 "" "Les unités text='âgées' ont 8 points de vie en moins et 1 " "point de mouvement et de dégâts de mêlée en moins." #: 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 "" "Bien que les orcs croient en la force brute, peu de leurs enfants sont " "destinés à en posséder. Les gobelins, malgré leur apparence, sont de la même " "race que les orcs. Alors que d'autres races élèvent un ou deux enfants à la " "fois, les orcs ont des portée d'enfants plus grandes en même temps, causant " "l'explosion de leur populations. Au sein d'une portée, seuls un ou deux " "auront la force d'un « vrai orc », quelques-uns auront une force et une " "taille inférieure, pour le reste, souvent la moitié d'une portée, sera trop " "faible et destinée à être des gobelins. À l'image de la naissance, le " "système de classes de la société orc est visible, les plus faibles étant " "remis à leur place par les plus forts. Ces derniers dévorent l'essentiel de " "la nourriture et deviennent plus musclés encore, alors que les plus faibles " "ne grandissent pas." #. [race]: id=bats #: data/core/units.cfg:39 msgid "race^Bat" msgstr "Chauve-souris" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "Chauve-souris" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "Chauves-souris" #. [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 "" "Les chauves-souris existent sous de nombreuses formes et tailles, et la " "plupart sont sans grand danger, se nourrissant simplement d'insectes et " "autres petits animaux. Les espèces plus grandes et malfaisantes sont connues " "pour poser problème aux humains et aux autres races aussi bien qu'à leur " "bétail, en particulier quand elles arrivent en groupe. Habituellement " "nocturnes, elles sont souvent gardées, voire apprivoisées, par ceux qui " "partagent leur amour de la nuit." #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "Dracan" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "Dracane" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "Dracans" #. [race]: id=drake #: data/core/units.cfg:54 #, fuzzy #| 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, they are still quite clumsy " #| "creatures and surprisingly slow in combat. This, combined with 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 in to 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. The only " #| "technology drakes value is armor- and weapon-smithing, and neither know " #| "or need other science and culture besides this. However, 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 usually live naturally between 20 to 30 years. " #| "Death in battle is the most preferred way for a drake to leave this " #| "world. Unlike the elder members of other races, drakes naturally grow " #| "more aggressive and reckless towards the ends of their natural lives, " #| "perhaps to help ensure their place in the heroic legends of their kind.\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." 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, they " "are still quite clumsy creatures and surprisingly slow in combat. This, " "combined with 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 in to 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 usually live naturally between 20 to 30 years. " "Death in battle is the most preferred way for a drake to leave this world. " "Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\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 "" "Les dracans sont de larges créatures ailées qui crachent du feu, à l'image " "des vrais dragons. En moyenne, un dracan adulte mesure près de trois mètres " "et pèse facilement plus qu'un homme et un cheval réunis. Leur peau est " "couverte d'écailles solides, résistantes à la plupart des attaques physiques " "à l'exception des attaques perforantes ou froides. La majorité des dracans " "sont vraiment capables de voler et de parcourir ainsi de longues distances " "rapidement. Cependant, le poids de leur corps massif limite quelque peu leur " "agilité dans les airs. Quand c'est possible, ils se servent des points hauts " "du terrain, comme des collines, des montagnes ou des forêts, comme point " "d'envol dans le but d'atteindre une hauteur et une vitesse plus élevées. " "Heureusement pour leurs ennemis, ce sont toujours des créatures assez " "maladroites et étonnamment lentes au combat. Cela, tout comme leur taille " "imposante, en fait des cibles faciles pour ceux qui osent les attaquer.\n" "\n" "Les dracans sont des créatures magiques par nature, dont la vie même est " "nourrie par un mystérieux feu intérieur. On peut facilement l'observer quand " "l'un d'eux meurt au combat : son feu intérieur est alors libéré, réduisant " "ainsi ses restes en cendres. Leur feu intérieur est également leur plus " "grand faiblesse, puisqu'il les rend vulnérables aux attaques froides. Malgré " "leur nature magique, les dracans sont incapables de maîtriser l'appel à la " "magie. Même si la magie contenue dans son corps lui permet de cracher du feu " "et le maintient en vie, un dracan ne peut exercer aucun contrôle conscient " "sur les fonctions de cette magie.\n" "\n" "
text='Société'
\n" "Les dracans forment une race plutôt guerrière et leurs sociétés peuvent être " "assimilées à des sociétés de culture martiale. Le cœur d'une tribu dracane " "est un petit groupe de guerriers vétérans conduite par un dominant respecté, " "ou craint, qui dirige d'une main de fer. Les dracans doivent se faire une " "place dans la stricte hiérarchie, en obéissant à leurs supérieurs et en " "commandant leurs inférieurs. Entrer dans l'élite dirigeante n'est possible " "qu'en défiant et en vainquant un supérieur en combat singulier, qui est le " "fondement de la hiérarchie au sein de cette élite. La moindre sorte de " "tromperie envers un congénère dracan est, sans exception, considérée comme " "une lâcheté inacceptable.\n" "\n" "Alors que leur nature guerrière et leur sens du territoire les conduisent à " "défendre sauvagement leurs terres, les dracans n'envahissent ou ne " "traversent que rarement des régions déjà occupées par les principales autres " "races. Ils s'installent plutôt dans des zones inhabitées afin d'y établir " "leur propre territoire. Ils se nourrissent principalement de grands animaux " "qu'ils chassent dans les environs de leurs colonies, mais des nouveaux-nés " "et des dracans de caste inférieure sont connus pour manger aussi un certain " "type de mousse et de champignons qu'ils cultivent dans les profondeurs de " "leurs cavernes. La seule technologie en laquelle les dracans croient est la " "forge d'armes et d'armures, toute autre science ou culture ne les intéresse " "pas. Mais les quelques outils qu'ils affectionnent ont une qualité " "pratiquement sans aucune égale, seule la production des fonderies naines les " "plus élaborées rivalise avec elles.\n" "\n" "Les dracans naissent dans des œufs et vivent habituellement entre 20 et 30 " "ans. Mourir au combat est la manière préférée des dracans de quitter ce " "monde. Contrairement aux anciens des autres races, les dracans ont une " "agressivité et une témérité qui croissent avec l'âge, sans doute pour mieux " "trouver une place dans les légendes héroïques de leur espèce.\n" "\n" "
text='Géographie'
\n" "Les dracans sont originaires d'un archipel d'îles volcaniques nommé " "dst='morogor' text='Morogor' dans le dst='great_ocean' " "text='Grand Océan'. Une combinaison de pression démographique et " "d'engloutissement de nombre de leurs îles natales ont poussé les dracans à " "établir des colonies sur l'ensemble du dst='great_continent' " "text='Grand Continent'. Les dracans établissent leurs habitiations de " "préférence dans des cavernes montagneuses proches de volcans afin de mettre " "à l'abri leurs œufs et leurs forges. Même si les dracans préfèrent " "naturellement la chaleur, leur feu intérieur est plus que capable de leur " "permettre de vivre dans un climat relativement froid, une caractéristique " "qui leur a permis de peupler même certaines montagnes dans l'extrême nord du " "Grand Continent." #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "Nain" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "Naine" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "Nains" #. [race]: id=dwarf #: data/core/units.cfg:90 #, fuzzy #| 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." 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 "" "Les nains sont célèbres pour leurs mineurs, leurs forgerons, leurs marchands " "et leurs guerriers. Ils sont considérés comme la troisième race la plus " "ancienne sur le Grand Continent, après les elfes et les trolls. Leur " "histoire nimbée de mystères et de légendes parle d'un temps révolu où leurs " "ancêtres ont commencé à sortir des profondeurs en suivant les souterrains. " "Personne ne sait rien sur leur vie antérieure à leur venue, ou sur les " "raisons de leur arrivée à la surface ; mais ils font partie de l'histoire du " "continent. Peu après leur apparition, les nains ont combattu les elfes, " "premiers habitants du pays ; la raison véritable du conflit est oubliée " "depuis, mais les deux races ont livré trois longues guerres interrompues " "seulement par quelques décennies de paix. Durant ces guerres, les nains " "n'ont pu déloger les elfes de leurs profondes forêts, mais ont réussi à " "fortifier leurs campements dans les collines et les montagnes au nord du " "continent, connu sous le nom de Terres du Nord. Depuis, ils ont construit " "des citadelles fantastiques et des refuges profonds dans les flancs escarpés " "de leur territoire.\n" "\n" "Peut-être à cause de leur isolement, les nains sont souvent méfiants et " "hostiles envers les autres races, surtout les elfes. Les humains constituent " "une exception notable qui remonte à l'époque de l'arrivée Haldric Ier et des " "orcs sur le continent. Les nains ont autorisé quelques humains, " "principalement des hors-la-loi et des fugitifs recherchés par la Couronne, " "de s'installer dans certaines zones des Terres du Nord. Leurs motivations " "n'étaient pas une surprise : le destin de ces hommes leur rappelait leurs " "premières persécutions et éveillait leur solidarité. Par ailleurs, les nains " "profitaient grandement de ces nouveaux venus qui colonisaient des terres " "indésirables : les plaines, les forêts et les marais n'avaient dès lors plus " "besoin d'être défendus.\n" "\n" "Les nains mesurent moins que les humains mais ne sont pas du tout fragiles. " "Leurs guerriers, forts et puissants, sont à la fois craints et respectés à " "travers le continent car ils ont su prouver leur valeur pendant les " "batailles. De plus, les nains sont fameux pour leur intelligence " "calculatrice et leurs réalisations magnifiques. Leurs forgerons savent " "fabriquer des armes mortelles et des armures solides ; ces équipements sont " "inégalés, sauf peut-être par ceux des dracans. Leurs capacités " "intellectuelles et leur curiosité naturelle en ont fait la race la plus " "avancée techniquement sur ce continent. Leur invention la plus célèbre et la " "plus terrible est cette poudre mystérieuse qui explose à la moindre flamme " "ou à la plus petite étincelle ; des soldats utilisent cette poudre pour " "projeter des petits objets à une vitesse incroyable. Leur technologie les " "pousse à la méfiance envers les magiciens ; pourtant certains d'entre eux " "gravent des runes magiques ; ces forgerons des runes, comme on les appelle, " "les inscrivent sur des objets pour les améliorer par des enchantements." #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "Elfe" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "Elfe" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "Elfes" #. [race]: id=elf #: data/core/units.cfg:111 #, fuzzy #| 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 a full two and a half centuries. While some elves possessing a " #| "high magical aptitude have been known to live an additional full century, " #| "most elves begin to grow physically frail at some point between 250 and " #| "300 years of age and pass away rapidly (generally within a year or two) " #| "thereafter.\n" #| "\n" #| "Elves are naturally imbued with magic to a small degree. Though most are " #| "unable to channel it directly, its latent presence gives them their keen " #| "senses and long life. Many elves have magic-driven talents such as " #| "marksmanship or stealth, allowing them to achieve tasks that most normal " #| "beings would find astonishing. Those elves that learn to wield this power " #| "in more general ways can become truly formidable in its use. Many choose " #| "to use their gift to heal others.\n" #| "\n" #| "A few elves, venturing far down the paths of magic and mysticism, become " #| "sensitive to the presence of cold iron and can even be burned by it. " #| "Elvish legend hints that this was more common in the far past.\n" #| "\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. As a result, elves excel at archery, which is perhaps " #| "their most important method of warfare. Most elvish troops carry a bow " #| "and no other race can rival their archers in speed and accuracy. All " #| "elves also share an intense affection for unspoiled nature. They often " #| "feel uncomfortable in open unvegetated spaces. 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 over a millennium." 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 " "a full two and a half centuries. While some elves possessing a high magical " "aptitude have been known to live an additional full century, most elves " "begin to grow physically frail at some point between 250 and 300 years of " "age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are " "unable to channel it directly, its latent presence gives them their keen " "senses and long life. Many elves have magic-driven talents such as " "marksmanship or stealth, allowing them to achieve tasks that most normal " "beings would find astonishing. Those elves that learn to wield this power in " "more general ways can become truly formidable in its use. Many choose to use " "their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become " "sensitive to the presence of cold iron and can even be burned by it. Elvish " "legend hints that this was more common in the far past.\n" "\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. As a result, elves excel at archery, which is perhaps their most " "important method of warfare. Most elvish troops carry a bow and no other " "race can rival their archers in speed and accuracy. All elves also share an " "intense affection for unspoiled nature. They often feel uncomfortable in " "open, unvegetated spaces. 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 over a millennium." msgstr "" "Comparés aux humains, les elfes sont un peu plus grands, plus agiles mais " "moins robustes. Ils ont des oreilles légèrement pointues, une peau claire et " "le plus souvent des cheveux blonds. Ce qui distingue le plus les elfes des " "humains, c'est leur incroyable espérance de vie : la plupart, quand ils ne " "meurent pas prématurément d'une maladie, d'un accident ou dans une guerre, " "vivent au moins deux siècles et demi. Même si certains elfes doués de hautes " "aptitudes à la magie ont été connus pour vivre encore un siècle de plus, la " "plupart des elfes commencent à s'affaiblir physiquement à un certain moment " "entre 250 et 300 ans et meurent ensuite rapidement, en général un ou deux " "ans plus tard.\n" "\n" "Les elfes baignent naturellement dans la magie à un certain degré. Même si " "la plupart ne savent pas la canaliser directement, sa présence latente " "affûte leurs sens et allonge leur vie. Beaucoup d'elfes disposent de talents " "magiques comme l'habileté au tir ou la furtivité, ce qui leur permet " "d'accomplir des choses que d'aucuns trouveraient étonnantes. Ces elfes qui " "apprennent à exercer ce pouvoir de manière plus générale peuvent finir par " "s'en servir de manière vraiment impressionnante. Nombreux sont ceux qui " "choisissent de consacrer leur don à la guérison d'autrui.\n" "\n" "Certains elfes, qui se sont aventurés plus loin sur le chemin de la magie et " "du mysticisme, deviennent sensibles à la présence du fer froid, qui peut " "même les brûler. D'après la légende elfe, ce phénomène était plus répandu " "dans un lointain passé.\n" "\n" "Les elfes passent la plus grande partie de leur temps à aiguiser leurs " "talents et compétences. Ceux qui ne versent pas dans les arts magiques " "consacrent typiquement leur temps à entraîner leurs capacités physiques. " "Ainsi, les elfes excellent au tir à l'arc, qui est leur arme de guerre la " "plus répandue. La plupart des troupes elfes ont un arc et aucune autre race " "ne peut rivaliser avec leurs archers en vitesse et précision. Tous les elfes " "partagent aussi un amour intense pour la nature préservée. Ils ne sont " "souvent pas à l'aise dans les espaces ouverts sans végétation. Ils vivent " "surtout dans les forêts du Grand Continent : la Forêt d'Aethen au sud-ouest, " "Wesmere au nord-ouest et les grandes forêts du nord dont la Forêt de " "Lintanir est la limite sud.\n" "\n" "Les elfes sont la race la plus ancienne du continent, à la seule exception " "des trolls peut-être. La plupart de leurs colonies ne peut pas être datée de " "manière fiable, mais elles existent probablement depuis plus d'un millénaire." #. [race]: id=falcon #: data/core/units.cfg:128 msgid "race^Falcon" msgstr "Humain" #. [race]: id=falcon #: data/core/units.cfg:129 msgid "race+female^Falcon" msgstr "Humaine" #. [race]: id=falcon #: data/core/units.cfg:130 msgid "race^Falcons" msgstr "Humains" #. [race]: id=falcon #: data/core/units.cfg:131 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 "" "Les faucons sont des oiseaux de proie, reconnus pour leur vitesse et leur " "agilité exceptionnelles. Plus légers et moins puissants que les autres " "rapaces, les faucons favorisent l'utilisation de leur bec pour tuer leurs " "cibles. Leur acuité visuelle et leur facilité de domestication en font des " "créatures populaires et bien connues, utilisées aussi bien par des nobles " "pour le sport que par des nomades qui les trouvent utiles pour la chasse. " "Les faucons trouvent également leur place sur le champ de bataille ; certain " "fauconnier entraînent leur oiseau à distinguer les amis des ennemis, faisant " "d'eux des alliés utiles pour les charges sur les troupes adverses." #. [race]: id=goblin #: data/core/units.cfg:141 msgid "race^Goblin" msgstr "Gobelin" #. [race]: id=goblin #: data/core/units.cfg:142 msgid "race+female^Goblin" msgstr "Gobeline" #. [race]: id=goblin #: data/core/units.cfg:143 msgid "race^Goblins" msgstr "Gobelins" #. [race]: id=goblin #: data/core/units.cfg:144 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 "" "\n" "\n" " Les gobelins sont chétifs et plutôt frêles, et ne dépassent que rarement la " "taille et de la carrure d'un enfant humain.\n" "\n" "Les gobelins sont destinés à une vie proche de l'esclavage au profit de " "leurs congénères plus forts et sont utilisés au combat comme chair à épée. " "Ils ne sont pas méprisés pour autant ; en partie parce qu'ils sont vraiment " "nombreux, mais aussi parce que leurs frères orcs savent combien ils " "dépendent des gobelins. Les gobelins forment le gros de la force de travail " "manuel des orcs, à la seule exception des travaux qui requièrent la force " "brute des vrais orcs. Ceux-là sont l'occasion pour eux de faire étalage de " "leurs prouesses." #. [race]: id=gryphon #: data/core/units.cfg:161 msgid "race^Gryphon" msgstr "Griffon" #. [race]: id=gryphon #: data/core/units.cfg:162 msgid "race+female^Gryphon" msgstr "Griffonne" #. [race]: id=gryphon #: data/core/units.cfg:163 msgid "race^Gryphons" msgstr "Griffons" #. [race]: id=gryphon #: data/core/units.cfg:164 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 "" "Les griffons sont d'énormes bêtes très puissantes, possédant les " "caractéristiques des prédateurs terrestres et des oiseaux de proies. Bien " "qu’occasionnellement apprivoisés et montés par les plus audacieux, les " "griffons sont très territoriaux et agressifs, particulièrement à l'égard de " "leur nid.\n" "\n" "Le moyen par lequel les griffons sont capables de voler malgré leur poids " "énorme, a été une source de débats depuis des siècles, mais il reste aussi " "mystérieux que leurs origines." #. [race]: id=human #: data/core/units.cfg:182 msgid "race^Human" msgstr "Humain" #. [race]: id=human #: data/core/units.cfg:183 msgid "race+female^Human" msgstr "Humaine" #. [race]: id=human #: data/core/units.cfg:184 msgid "race^Humans" msgstr "Humains" #. [race]: id=human #: data/core/units.cfg:185 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 "" "Les humains sont une race très diversifiée. Bien qu'ils viennent du Vieux " "Continent, ils se sont répandus à travers le monde et se sont divisés en " "plusieurs cultures. Même si la magie ne les imprègne pas, ils peuvent " "apprendre mieux que les autres à en maîtriser plusieurs types. Ils ne " "possèdent pas de caractéristiques particulières, exceptés leur adaptabilité " "et leur dynamisme. Malgré quelques tensions avec les autres races, ils " "peuvent s'allier avec les moins agressives d'entre elles, comme les elfes et " "les nains ; les moins scrupuleux n'hésitent pas à recruter des mercenaires " "orcs. Ils n'ont pas de vrais ennemis, malgré un dégoût partagé par les " "autres peuples pour les morts-vivants. Les hommes sont plus petits que les " "elfes et plus grands que les nains. La couleur de leur peau peut varier d'un " "blanc presque parfait à un noir ébène.\n" "\n" "
text='Les sujets de la Couronne'
\n" "Malgré le nombre de communautés qui existent, la majorité des hommes sur le " "Grand Continent vivent sous la domination de la Couronne de Wesnoth. Les " "humains ont commencé à débarquer sur le continent pour fuir un pays très " "éloigné perdu dans l'Océan Occidental, l'Île Verte, et ont vite établi leur " "capitale dans une ville intérieure nommée Weldyn. Ils ont fondé de " "nombreuses cités sur ces terres pendant les siècles qui ont suivi. Les " "soldats de la Couronne protègent le royaume et forment la principale force " "militaire du monde connu ; ils viennent des provinces où la conscription " "s'impose aux jeunes gens.\n" "\n" "
text='Les clans'
\n" "La topographie des provinces orientales de Wesnoth, nommées les Territoires " "des Clans, comprend plus de plaines et de collines que sa partie " "occidentale, plus peuplée. Ces terres abritent les Clans des Cavaliers, " "alliés de la Couronne mais agissant en toute indépendance et développant " "leur propre culture ; certains les considèrent comme un état vassal qui " "envoie de la nourriture et des troupes en échange de protection ; d'autres " "disent qu'ils traitent d'égal à égal avec Wesnoth. Quoi qu'il en soit, les " "provinces de l'est n'entretiennent pas une armée régulière comme le fait " "Wesnoth. S'entraîner à combattre fait partie du mode de vie des clans : les " "parents enseignent dès le plus jeune âge à leurs enfants la façon de monter " "à cheval, de combattre et de tirer à l'arc. En général, les guerriers des " "clans sont moins organisés que ceux de Wesnoth, mais les forces et les " "faiblesses des différents clans se compensent mutuellement." # En greque ancien, sable se dit « ammos », cela donne donc les « Ammorites » => validé sur la liste de diffusion des traducteurs francophones #. [race]: id=dunefolk #: data/core/units.cfg:200 msgid "race^Dunefolk Human" msgstr "Ammorite" #. [race]: id=dunefolk #: data/core/units.cfg:201 msgid "race+female^Dunefolk Human" msgstr "Ammorite" #. [race]: id=dunefolk #: data/core/units.cfg:202 msgid "race+plural^Dunefolk" msgstr "Ammorites" #. [race]: id=dunefolk #: data/core/units.cfg:203 #, fuzzy #| msgid "" #| "An offshoot of a forgotten nomadic civilization, the Dunefolk humans 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." 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 "" "Rejeton d'un civilisation nomade oubliée, les ammorites revendiquent les " "vallées de la rivière et les oasis de Sandy Wastes. Pourquoi en sont-ils " "venus à habiter ce coin reculé du Grand Continent est une question sans " "réponse. Leurs légendes parlent de longs et périlleux voyages à travers de " "vastes pays, mais leur véritable origine est un sujet de débats houleux et " "sans fin même pour les plus érudits de leurs savants.\n" "\n" "Quelle que soit leur origine, les ammorites ont prospéré. Des villes " "débordantes d'activités se tiennent fièrement dans les plus grandes régions " "fertiles. Des artisans doués, de fins forgerons et des marchands opulents " "forment la colonne vertébrale de leur économie urbaine. Chacune de ces cités " "profite d'un degré d'indépendance peu commun par rapport aux nations plus " "centralisées du nord. Certaines entretenant même leurs propres armées. En " "temps de crise, cependant, elles se rassemblent sous une haute autorité " "désignée pour protéger l'intérêt supérieur de la nation.\n" "\n" "Ceux qui ne se sont pas installés dans ces centres urbains adhérent encore " "au mode de vie de leurs ancêtres, parcourant les dunes et menant leurs " "hordes d'un point d'eau à un autre. Ils sont plus actifs aux petites heures " "de l'aube et à l'arrivée du crépuscule, lorsque les terres arides ne sont ni " "trop chaudes ni trop froides. Leur habilité à se déplacer sur le sable est " "excellente même à l'aune d'un ammorite. Bien que parfois regardés avec " "dédain par leur contrepartie citadine, ils fournissent un service sans prix " "en tant que troupe légère et mobile en temps de guerre ou comme escorte pour " "les caravanes en temps de paix.\n" "\n" "L'inclinaison des ammorites pour le commerce et l'exploration a permis à " "leurs cités d’amasser d'immenses fortunes. Un fait vu avec admiration et " "envie par d'autres races. Des intérêts mutuels ont encouragé des relations " "cordiales avec leur voisin Naga, mais des races plus secrètes comme les " "Dracans ou les elfes ont toujours considéré les incursions du peuple du " "désert comme trop intrusives, en particulier lorsqu'elles s'approchaient " "trop près des frontières. Il n'est pas rare pour des caravanes de tomber sur " "une embuscade dans les montagnes, ce qui a donné lieu à de nombreux contes " "sur d'inimaginables trésors amassés dans des cavernes secrètes.\n" "\n" "À force de vivre dans un environnement hostile depuis des siècles, les " "ammorites ont développé des méthodes rationnelles de questionnement à " "travers lesquelles ils continuent d'améliorer leur compréhension du monde. " "Leur étude des herbes médicinales garde leurs guerriers et leur travailleurs " "frais et bien portants. Leur connaissance de l'alchimie leur permet " "d'apprivoiser le feu et de le brandir comme une arme mortelle sur les champs " "de bataille. Pourtant, cet état d'esprit analytique leur a fait prendre de " "la distance par rapport aux arts magiques ; pour un esprit rationnel, la " "magie est incontrôlable, imprévisible et par conséquent n'est fiable. Pour " "cette raison, les ammorites répugnent les perversions de la nécromancie et " "la magie noire, bien plus que d'autres races.\n" "\n" "La nature curieuse et exploratrice des ammorites n'empêche pas leur force " "militaire. Non seulement ils mettent en œuvre sur des troupes légères " "agiles, des cataphractes et de l’infanterie lourdement armée, mais leur " "savoir technologique leur garantit un avantage décisif sur leurs " "adversaires. Lors d'un affrontement avec les ammorites, la vue la plus " "terrifiante, cependant, est le déploiement de bêtes féroces et bizarres. Du " "Roc majestueux à l'imposante Wyverne, leur synergie avec ces créatures leur " "permet un grande diversité dans les combats. Les origines de cette tradition " "prend ses racines dans le lointain héritage des ammorites, en provenance des " "coins exotiques reculés d'Irdya." #. [race]: id=lizard #: data/core/units.cfg:224 msgid "race^Saurian" msgstr "Saurien" #. [race]: id=lizard #: data/core/units.cfg:225 msgid "race+female^Saurian" msgstr "Saurienne" #. [race]: id=lizard #: data/core/units.cfg:226 msgid "race^Saurians" msgstr "Sauriens" #. [race]: id=lizard #: data/core/units.cfg:227 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 "" "Les Sauriens sont des créatures ayant l'apparence de lézards. Plus petits et " "plus minces que les humains, ils sont rarement plus grands qu'un enfant de " "dix ans, mais du bout du museau au bout de la queue un Saurien peut être " "plus long qu'un homme moyen est grand. Légers et habiles, les guerriers " "préfèrent se battre comme ils chassent — glissant à travers les lignes " "ennemies pour viser les plus faibles et les blessés tout en esquivant les " "attaques.\n" "\n" "
text='Societé'
\n" "Les mystères entourant les Sauriens sont dus à leur tendance à vivre dans " "des lieux inhospitaliers, comme les marais. Fatalistes à l’extrême, les " "Sauriens croient que les évènements de la vie peuvent être prédits par " "l'utilisation d'une forme complexe d'astrologie.\n" "\n" "La culture saurienne est très nettement scindée en deux genres. Au sein de " "chaque genre la compétition fait rage, à travers la compétence, la " "détermination et la réputation pour établir une hiérarchie claire, " "comportant un chef au sommet. Au cours des rencontres entre les deux genres, " "il n'y a pas de compétition pour la domination ; c'est la situation qui " "détermine le genre dominant. Le chef des mâles est l'alpha au sein du " "campement ou du village du clan, tandis que la chef des femelles est " "dominante partout ailleurs. Cette règle s'applique à tous les rangs de la " "hiérarchie, chaque mâle ou femelle étant le dominant sur tous les membres du " "genre opposé de rang inférieur et se soumettant aux membres du genre opposé " "d'un rang supérieur.\n" "\n" "La ségrégation et l'alternance du genre dominant de la société saurienne est " "une conséquence du rôle bien déterminé de chaque genre. Il est de la " "responsabilité de la femelle de chasser et de trouver de la nourriture, " "compétence qui les entraîne à devenir guerrières : les fameux tirailleurs, " "embusqueurs et flanqueurs que les autres races craignent tant. Les mâles, " "cependant, sont responsables du nid — les œufs laissés par les femelles. " "Bien que cela laisse le temps aux mâles de développer et d'aiguiser l'art de " "l'astrologie, du soin et de la magie, cela les expose également à de grands " "dangers, car ils représentent des cibles stationnaires pour leur ennemi " "numéro un — les autres clans sauriens.\n" "\n" "Les nouveaux clans sauriens sont créés lorsque les bons signes astrologiques " "font leur apparition dans le ciel. Au cours de cet évènement appelé « " "éclosion », chaque femelle désignée par la conjonction sélectionne un groupe " "d'individus de rang inférieur et quitte son clan d'origine. Il arrive " "fréquemment que toutes les femelles possédant une capacité particulière " "soient désignées, causant « l'éclosion » de plusieurs clans simultanément. " "La sélection est simple : aucun groupe nouvellement créé ne peut être plus " "gros qu'un autre, tous les groupes réunis ne peuvent être plus gros que le " "groupe d'origine et un rang supérieur permet à une femelle d'avoir priorité " "sur une autre femelle quand au choix d'un membre de son nouveau clan.\n" "\n" "À cause de leur forte natalité, des fréquentes scissions dans les clans et " "du cannibalisme qui n'est pas un tabou, la violence est un trait commun la " "vie saurienne. La culture saurienne ne se répand ainsi que par à-coups, car " "l'essentiel de leur connaissance est transmise par la tradition orale et " "leurs possessions doivent être facilement transportables.\n" "\n" "
text='Géographie'
\n" "Les Sauriens peuvent vivre dans de nombreux endroits, cependant les marais " "sont leur habitat le plus commun.\n" "\n" "
text='Biologie'
\n" "Les Sauriens ont une espérance de vie particulièrement courte en comparaison " "des autres races de Wesnoth, ils atteignent l'âge adulte en trois ans et " "mourent entre 10 et 15 ans. La cause la plus courante de décès est de loin " "la violence. Les femelles sauriennes produisent des portées d'une vingtaine " "d'œufs environ une fois par an, ce qui crée une pression constante sur la " "population et mettrait à mal la plupart des chaînes alimentaires carnivores. " "Chasseurs et charognards, les Sauriens ont de fortes mâchoires et un " "puissant système digestif doté de fluides très acides, les rendant capables " "de manger et digérer leurs proies en entier, peau, dents, cornes et os. De " "plus, ils n'ont pas d'aversion pour la charogne et le cannibalisme, ce qui " "se produit assez fréquemment." #. [race]: id=mechanical #: data/core/units.cfg:253 msgid "race^Mechanical" msgstr "Mécanique" #. [race]: id=mechanical #: data/core/units.cfg:254 msgid "race+plural^Mechanical" msgstr "Mécaniques" #. [race]: id=mechanical #: data/core/units.cfg:255 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 "" "Animée ni de vie naturelle ni par la nécromancie, une entité " "text='mécanique' est l'œuvre d'une créature intelligente. " "La plupart des choses mécaniques n'ont pas de conscience et ne se déplacent " "pas par elles-mêmes, mais quelques-unes le font grâce à un enchantement." #. [race]: id=merman #: data/core/units.cfg:264 msgid "race^Merman" msgstr "Ondin" #. [race]: id=merman #: data/core/units.cfg:265 msgid "race^Mermaid" msgstr "Ondine" #. [race]: id=merman #: data/core/units.cfg:266 msgid "race^Merfolk" msgstr "Ondins" #. [race]: id=merman #: data/core/units.cfg:268 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 "" "Quelque part entre les humains et les poissons, les ondins forment une race " "énigmatique qui mélange les caractéristiques des deux. Ils ont de fortes " "queues qui leur donnent un mouvement rapide dans tout environnement " "aquatique tandis que leurs mains habiles et leurs esprits affûtés permettent " "un artisanat et une fabrication d'outils élaborés. Moitié aquatiques par " "nature, les ondins peuvent respirer aussi bien sous l'eau que dans l'air. " "Même s'ils peuvent survivre sur terre, ils sont plus rapide et plus agiles " "dans l'eau, c'est pourquoi on les trouve rarement loin de l'océan. Ils se " "méfient typiquement des terrains secs, car ils y sont maladroits, et ils ont " "beaucoup de mal sur un terrain minéral ou forestier." #. [race]: id=monster #: data/core/units.cfg:276 msgid "race^Monster" msgstr "Monstre" #. [race]: id=monster #: data/core/units.cfg:277 msgid "race+female^Monster" msgstr "Monstre" #. [race]: id=monster #: data/core/units.cfg:278 msgid "race^Monsters" msgstr "Monstres" #. [race]: id=monster #: data/core/units.cfg:279 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 "" "Le terme « monstre » recouvre de nombreuses bêtes qui hantent les cavernes, " "les déserts, les profondeurs des océans et les autres contrées du monde. Ils " "sont aussi très présents dans les contes et les cauchemars de ses habitants." #. [race]: id=naga #: data/core/units.cfg:286 msgid "race^Naga" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:287 msgid "race^Nagini" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:288 msgid "race^Nagas" msgstr "Nagas" #. [race]: id=naga #: data/core/units.cfg:289 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 "" "Les nagas serpentins sont l'une des races les moins comprises du Grand " "Continent. Cela est dû en partie à leur nature xénophobe, en partie à leur " "environnement inhabituel. Les nagas sont l'une des rares races à disposer " "d'une mobilité significative dans l'eau, ce qui leur donne accès à un monde " "inconnu des habitants terrestres et qui les éloigne encore plus des piétons " "qu'ils évitent. Cependant, ce ne sont pas de vraies créatures des mers, et " "leur incapacité à respirer sous l'eau les laisse dans l'appréhension de " "l'abysse. Vivre dans des zones côtières leur donne une échappatoire face aux " "habitants des profondeurs tout en les tenant hors de portée des créatures à " "pieds, à ailes ou à pattes. Bien que les nagas soit un peu frêles dans leur " "constitution, ils sont souvent plus rapides et plus agiles que leurs " "adversaires. Ils se retrouvent quelques fois en conflit avec des ondins " "quand leurs territoires se chevauchent, mais dans l'ensemble les nagas " "tendent à favoriser les marais et les rivières aussi bien que l'eau profonde." #. [race]: id=ogre #: data/core/units.cfg:297 msgid "race^Ogre" msgstr "Ogre" #. [race]: id=ogre #: data/core/units.cfg:298 msgid "race+female^Ogre" msgstr "Ogresse" #. [race]: id=ogre #: data/core/units.cfg:299 msgid "race^Ogres" msgstr "Ogres" #. [race]: id=ogre #: data/core/units.cfg:300 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 "" "Les ogres sont une race sauvage et non civilisée qui vit principalement dans " "les terres sauvages du Grand Continent. Physiquement, ils ressemblent à des " "humains ou à des orcs mais en plus larges et plus forts. Même leurs " "adolescents font plus que rivaliser avec la plupart des hommes. Les ogres ne " "sont pas appréciés dans de nombreuses régions habitées, qu'ils évitent " "normalement ou dont ils sont éconduits par force. Ils errent donc plutôt " "dans des régions montagneuses aux confins de la civilisation, où des ogres " "bandits affamés constituent une menace constante pour les voyageurs et les " "caravanes. Même si les ogres ne sont pas particulièrement intelligents ni " "rapides, leur robustesse et leur force physique en font un atout dans les " "armées des autres races. Ils sont notamment appréciés des commandants sans " "scrupules que la brutalité des ogres ne dérange pas. On en sait peu sur leur " "biologie ou leur société, s'ils en ont une vraiment, mais on dit qu'ils se " "battent aux côtés de loups ou d'autres bêtes. On ignore s'il s'agit d'un " "signe de coopération, de domestication ou de simple opportunisme mutuel." #. [race]: id=orc #: data/core/units.cfg:308 msgid "race^Orc" msgstr "Orc" #. [race]: id=orc #: data/core/units.cfg:309 msgid "race+female^Orc" msgstr "Orc" #. [race]: id=orc #: data/core/units.cfg:310 msgid "race^Orcs" msgstr "Orcs" #. [race]: id=orc #: data/core/units.cfg:311 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 "" "Les orcs ressemblent pour moitié à des hommes, pour moitié à des bêtes. Ils " "sont plus grands et plus forts que les humains. Ils sont belliqueux, " "sauvages, et cruels. Leur sang est plus sombre et plus épais que celui d'un " "homme normal ; ils se soucient peu de leur hygiène ou de leur apparence. " "Bien qu'ils soient violents, même entre eux, ils aiment vivre en groupes : " "un orc ne vit ou ne voyage jamais en bandes de moins d'une demi-douzaine " "d'individus.\n" "\n" "
text='Société'
\n" "Presque chaque orc fait partie d'une tribu ou d'un clan. Les relations de " "voisinage sont souvent violentes, sauf si un ennemi commun les menace ou " "s'ils entrevoient un pillage fructueux. Parfois, un chef très fort émerge " "pour diriger plusieurs tribus, généralement en intimidant ses sujets. Un " "groupe en paix a surtout tendance à s'endurcir uniquement pour préparer le " "prochain conflit. Les orcs possèdent un système d'écriture rudimentaire, " "souvent en lettres de sang, surtout utilisé pour échanger des insultes ou " "des menaces entre meneurs.\n" "\n" "La société orc se base surtout sur la loi du plus fort. Un chef dirige et " "survit tant que personne n'arrive à le renverser. Cette lutte de pouvoir " "agite tous les dirigeants potentiels, qui ne vivent d'ailleurs pas plus de " "quelques années avant de succomber sous les coups d'un autre convoitant " "cette autorité absolue. L'histoire enseigne néanmoins quelques notables " "exceptions. Les orcs ne suivent pas de véritable code de l'honneur et si la " "brutalité obtient souvent les préférences, l'assassinat et l'empoisonnement " "sont d'autres méthodes totalement acceptables pour atteindre un but.\n" "\n" "Les orcs vivent principalement dans les zones rurales, aux pieds des " "collines ou dans les régions montagneuses, parfois dans les cavernes. Ils ne " "cultivent rien et ne constituent pas de provisions, mais ils chassent bien : " "ils sont capables de vider une région de tout gibier plus gros qu'un rongeur " "en peu de temps. Ceci combiné à leur hiérarchie volatile explique pourquoi " "ces tribus mènent un mode de vie semi-nomade, ne s'installant jamais bien " "longtemps en un endroit. Les groupes les plus nombreux colonisent parfois " "des aires pendant des années, voire des décennies, et construisent de grands " "campements qui ressemblent à des villes, néanmoins rapidement détruites et " "abandonnées s'il faut faire migrer la horde.\n" "\n" "Les plus vieux orcs atteignent cinquante ou soixante ans, mais peu dépassent " "deux ou trois décennies avant de trouver la mort à la guerre ou sous les " "coups d'un de leur frère. Les plus vieux sont souvent les chamans, qui sont " "souvent les seuls êtres modérés à qui faire confiance. L'origine de cette " "coutume est inconnue, car les chamans contribuent peu à la société orc, se " "contentant de donner des conseils (ce qui est généralement peu apprécié " "venant des autres). Ils contrastent avec les autres de leur espèce : ils " "sont souvent petits et frêles, et manquent d'adresse au combat.\n" "\n" #. [race]: id=orc #: data/core/units.cfg:322 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" "\n" "\n" "Les orcs qui ne sont pas les plus vigoureux de leur portée tendent à se " "spécialiser dans d'autres disciplines, comme l'archerie ou l'assassinat." #. [race]: id=troll #: data/core/units.cfg:331 msgid "race^Troll" msgstr "Troll" #. [race]: id=troll #: data/core/units.cfg:332 msgid "race+female^Troll" msgstr "Trollesse" #. [race]: id=troll #: data/core/units.cfg:333 msgid "race^Trolls" msgstr "Trolls" #. [race]: id=troll #: data/core/units.cfg:334 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple-minded, 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 orcs to " "persuade 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 "" "Les trolls sont une race ancienne, l'une des plus vieilles du Grand " "Continent. Ils sont lents, grands, simples, et vivent très longtemps ; ils " "habitent dans des cavernes profondes ou aux sommets de hautes montagnes. " "Leur exceptionnelle vitalité les fortifie et les guérit. Ils ont donc des " "existences très différentes de la majorité des autres créatures vivantes. " "Les trolls ont des besoins réels limités : ils mangent et boivent peu, et " "sont donc peu agressifs sauf pour se défendre. Cela implique qu'ils se " "préoccupent de peu de choses et peuvent passer leur temps à dormir ou à " "méditer. Les trolls ont une étrange affinité avec la nature, non pas avec ce " "qui vit, comme les elfes, mais pour l'inanimé comme la terre et les pierres. " "Ils sont curieux et les jeunes aiment voyager pour découvrir leur " "environnement ; en vieillissant, les trolls perdent leur intérêt pour ce qui " "les entoure et deviennent plus passifs, passant leur temps à dormir dans un " "endroit familier de la caverne où ils habitent. Ils meurent finalement quand " "leur corps s'est totalement transformé en statue de pierre.\n" "\n" "Les trolls sont souvent considérés comme un type particulier de monstre " "sauvage. Cette erreur commune provient du fait que les orcs arrivent souvent " "à facilement convaincre les trolls, plutôt naïfs, de rejoindre leurs armées " "en leur proposant de se venger de ceux qui les chassent. Ces nouvelles " "recrues attaquent alors tout ceux que les orcs combattent, que ce soient de " "nouveaux ennemis ou d'anciens adversaires, allongeant ainsi la liste de ceux " "qui en veulent aux trolls. Les nains sont leurs grands ennemis et " "l'animosité entre ces deux races est ancienne.\n" "\n" "
text='Localisation'
\n" "Les trolls occupent les montagnes du Grand Continent depuis plus longtemps " "que les nains qui ont migré là ensuite. Ils peuvent facilement être aperçus " "sur les massifs au nord et à l'est de Wesnoth, et partout là où voyagent les " "hordes orcs." #. [race]: id=undead #: data/core/units.cfg:354 msgid "race^Undead" msgstr "Mort-vivant" #. [race]: id=undead #: data/core/units.cfg:355 msgid "race+female^Undead" msgstr "Morte-vivante" #. [race]: id=undead #: data/core/units.cfg:356 msgid "race+plural^Undead" msgstr "Morts-vivants" #. [race]: id=undead #: data/core/units.cfg:357 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Almost any dead creature can, by a sufficiently skilled necromancer, " "be reanimated and rise again in undeath. Undead are for the most part " "unnatural but mindless constructs, obeying whoever created them without " "question nor thought. A greater mystery of necromancy is in how constructs " "are sustained without continuous effort from the necromancer. An undead " "creature does not require the constant attention of the necromancer to " "command and sustain, but can work autonomously according to the commands of " "its master. Only rarely, perhaps once every few months, does the necromancer " "need to maintain his creation.\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 "" "Les morts-vivants ne sont pas une race à proprement parler, même s'ils sont " "souvent classés en tant que tels. Presque toutes les créatures décédées " "peuvent être réanimées par un nécromancien suffisamment doué. Les morts-" "vivants sont dans leur grande majorité des créatures artificielles et " "dénuées de toute conscience, obéissant à celui qui les a invoqués sans " "interrogations et sans arrière-pensées. Un des grands mystères de la " "nécromancie réside dans la capacité du nécromancien à maintenir ses " "créatures animées sans fournir d'effort continu. Un mort-vivant n'a pas " "besoin d'une attention constante particulière de la part du " "nécromancien pour la commander et pour l'entretenir : elle peut fonctionner " "de manière autonome aux ordres de son maître. En de rares occasions, le " "nécromancien doit entretenir sa créature, mais cela n'arrive pas plus que " "quelques fois par année.\n" "\n" "La nécromancie est presque exclusivement réservée aux humains. Même les " "légendes des races naturellement douées pour la magie, comme les elfes ou " "les ondins, ne parlent que de quelques individus qui ont versé dans les arts " "des ténèbres. On suppose qu'ils nécessitent une grande adaptabilité et un " "esprit très flexible, caractéristiques naturelles des humains. Le but ultime " "des nécromanciens est de parvenir à exploiter le même art de préservation " "sur eux-mêmes pour s'imprégner de la vie, coûte que coûte, quitte à être " "déformés, et d'échapper à la mort en préservant leur esprit et leur " "intelligence.\n" "\n" "
text='Localisation'
\n" "Même si les grands seigneurs morts-vivants ont débarqué sur le Grand " "Continent avec l'avènement d'Haldric Ier, les elfes et les nains en avaient " "déjà entendu parler auparavant." #. [race]: id=wolf #: data/core/units.cfg:370 msgid "race^Wolf" msgstr "Loup" #. [race]: id=wolf #: data/core/units.cfg:371 msgid "race+female^Wolf" msgstr "Louve" #. [race]: id=wolf #: data/core/units.cfg:372 msgid "race^Wolves" msgstr "Loups" #. [race]: id=wolf #: data/core/units.cfg:373 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 "" "Les loups sont des prédateurs canins fréquemment rencontrées à l'état " "sauvage. Rapide, solide et endurant, un loup solitaire suffit pour " "facilement blesser ou tuer des civils et des soldats sous-entraînés. Mais " "c'est leur penchant aux voyages en meute et aux attaques organisées qui les " "rend particulièrement terrifiants aux yeux des voyageurs. Ils ont tendance à " "rester à l'écart de le civilisation, s'aventurant près d'un cheptel " "uniquement pour attraper une proie." #. [race]: id=wose #: data/core/units.cfg:382 msgid "race^Wose" msgstr "Wose" #. [race]: id=wose #: data/core/units.cfg:383 msgid "race^Woses" msgstr "Woses" #. [race]: id=wose #: data/core/units.cfg:384 #, fuzzy #| 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 " #| "deeper connection to the woodlands 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." 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 "" "Les woses résident dans les forêts les plus profondes du monde connu. Pour " "des yeux non-entraînés, les woses peuvent se confondre avec des arbres " "anciens. En tant que gardiens de la forêt, les woses partagent une plus " "grande connexion encore avec la forêt que les elfes. Bien que les woses " "soient une race pacifique, perturber les anciennes forêts dont ils sont les " "protecteurs peut provoquer la colère de la nature elle-même. Les woses sont " "des créatures très lentes et peuvent rester pendant des siècles à la même " "place sans se préoccuper du temps qui passe.\n" "\n" "Bien qu'ils ne puissent pas pratiquer la magie de leur plein gré, les woses " "partagent une forte connexion avec la magie féerique. Tout ce que l'on sait " "à propos de cette ancienne race vient de certains savants elfes qui croient " "que ce pouvoir mystique, que beaucoup d'elfes ont cherché à maîtriser durant " "toutes leurs vies, est inhérent aux woses. Et bien que les woses leurs " "ressemblent, ils ne partagent pas d'ancêtres communs avec les arbres. On " "pense que les woses sont les plus anciennes créatures de ce monde, voire " "peut-être même aussi anciens que les forêts où ils résident, et ce seraient " "sans doute les fées qui auraient donné aux woses la tâche éternelle d'être " "les gardiens de la forêt. \n" "\n" "Les woses ne sont pas des guerriers et sont donc très peu habitués à " "combattre. Ils peuvent par contre défendre très violemment leur territoire " "forestier. Les woses sont particulièrement lents et sont ainsi très " "vulnérables en dehors des forêts. En raison de leur connexion avec les fées, " "les woses sont particulièrement sensible aux arcanes. Le bois dur des woses " "les rend quasiment insensibles aux attaques physiques mais les rend très " "vulnérables au feu. Leurs écorces épaisses et leurs capacités à utiliser le " "pouvoir des fées afin de se régénérer après avoir été blessés leurs " "permettent de survivre assez longtemps à une attaque ennemie pour pouvoir " "riposter en les écrasant. Dans leurs forêts, les woses peuvent se camoufler " "entre les arbres et prendre en embuscade le plus entraîné des éclaireurs " "elfes.\n" "\n" "La durée de vie d'un wose est inconnue, bien que l'on sache que certains " "membres de leur race ont vécu quelques centaines d'années et avaient une " "taille incommensurable. On pense donc que les woses ne peuvent mourir qu'au " "combat et ont une durée de vie quasi-illimitée. Se contentant de passer des " "siècles debout comme une sentinelle, désintéressés des événements du monde " "civilisé, les woses ne se réveillent que pour la défense du monde naturel et " "en particulier des forêts." #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1 PV max" #: src/help/help.cpp:181 msgid "Close" msgstr "Fermer" #: src/help/help.cpp:184 msgid "The Battle for Wesnoth Help" msgstr "Aide de « Bataille pour Wesnoth »" #: src/help/help.cpp:241 msgid "Parse error when parsing help text: " msgstr "Erreur d'analyse lors de la lecture du texte d'aide : " #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Creator Resources'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Créateur de ressources'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "Orc" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "Orc" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "Orcs" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Pure Map Mode'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Mode carte uniquement'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Scenario Mode'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Mode scénario'
" #, fuzzy #~| msgid "Fundamentals of Gameplay" #~ msgid "" #~ "\n" #~ "\n" #~ "Fundamentals of Gameplay\n" #~ "\n" #~ msgstr "Bases du jeu" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Probabilité de toucher'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Basic Terrain Types'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Types de terrains basiques'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Mixed Terrain Types'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Types de terrains mixtes'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Defense Caps'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Defense Caps" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Limites défensive'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Basic Terrain Types'
\n" #~| "\n" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Types de terrains basiques'
\n" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Campaigns and Scenarios'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Campagnes et scénarios'
" #~ msgid "race^Mermen" #~ msgstr "Ondins" #~ msgid "righteous rage" #~ msgstr "fureur berserk" #~ 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 "" #~ "En attaque comme en défense, cette attaque force le combat jusqu'à la " #~ "mort de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours." #~ msgid "true strike" #~ msgstr "initiative" #~ msgid "" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the champion being attacked." #~ msgstr "" #~ "Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que " #~ "soit la capacité défensive de l'ennemi." #~ msgid "This race does not have a description yet." #~ msgstr "Cette race n'a pour l'instant pas de description." #~ msgid "ingame_help_item^Contributors" #~ msgstr "Contributeurs" #~ msgid "race^Khalifate Human" #~ msgstr "Khâlifa" #~ msgid "race+female^Khalifate Human" #~ msgstr "Khâlifa" #~ msgid "race+plural^Khalifate" #~ msgstr "Khâlifas" #~ msgid "female^nightstalk" #~ msgstr "chasseuse nocturne" #~ 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 "" #~ "Une unité tuée par la peste se transforme en unité de même type " #~ "appartenant à la même armée que celle ayant la peste. Cela ne fonctionne " #~ "pas sur les morts-vivants ou sur les unités stationnées dans les villages." #~ msgid "Intelligent" #~ msgstr "Intelligent" #~ msgid "Quick" #~ msgstr "Rapide" #~ msgid "Resilient" #~ msgstr "Robuste" #~ msgid "Strong" #~ msgstr "Fort" #~ msgid "Fearless" #~ msgstr "Intrépide" #~ msgid "Feral" #~ msgstr "Sauvage" #~ msgid "Loyal" #~ msgstr "Fidèle" #~ msgid "trait^Undead" #~ msgstr "Mort-vivant" #~ msgid "trait^Mechanical" #~ msgstr "Mécanique" #~ msgid "trait^Elemental" #~ msgstr "Élémental" #~ msgid "Dextrous" #~ msgstr "Habile" #~ msgid "Healthy" #~ msgstr "Vigoureux" #~ msgid "Dim" #~ msgstr "Idiot" #~ msgid "Slow" #~ msgstr "Lent" #~ msgid "Weak" #~ msgstr "Faible" #~ msgid "trait^Aged" #~ msgstr "Âgé" #, fuzzy #~| msgid "" #~| "In combat, your units will inevitably take damage. When a unit " #~| "dst='experience_and_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." #~ 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 "" #~ "Au combat, vos unités vont inévitablement subir des dégâts. Quand une " #~ "unité dst=experience_and_advancement text='gagne un niveau', " #~ "elle se soigne complètement. Cela peut arriver à la fin d'un combat, que " #~ "ce soit votre tour ou non. Wesnoth offre plusieurs solutions pour soigner " #~ "vos unités, qui s'appliquent toutes au début de votre tour, avant que " #~ "vous n'agissiez." #~ msgid "Factions" #~ msgstr "Factions" #~ msgid "Overview" #~ msgstr "Aperçu" #~ 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" #~ "Pour commencer, l'idéal est de cliquer sur le bouton " #~ "text='Didacticiel' du menu principal. Un apprentissage " #~ "interactif vous enseignera les bases de Wesnoth. Après, il est recommandé " #~ "de commencer par la campagne L'Héritier du trône : sélectionnez " #~ "text='Campagne' puis text='L\\'Héritier du trône'. Comme le jeu peut sembler plutôt ardu au début, vous pourriez " #~ "commencer en mode text='Débutant'." #~ 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 "" #~ "Ces pages résument tout ce dont vous aurez besoin pour jouer à « Bataille " #~ "pour Wesnoth ». Elles couvrent les mécanismes élémentaires du jeu et " #~ "s'enrichiront au fur et à mesure de vos parties, quand vous serez " #~ "confrontés à de nouveaux aspects du jeu. Pour les cas particuliers et les " #~ "exceptions, veuillez vous reporter aux liens indiqués." #~ 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" #~ "Les text='campagnes' consistent en une succession de " #~ "scénarios autour d'une histoire. Vous aurez alors souvent besoin de jouer " #~ "plus prudemment, afin de préserver vos meilleures troupes pour les " #~ "rappeler dans les scénarios ultérieurs de la campagne." #~ 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 "" #~ "Le jeu consiste en des suites de batailles, appelés " #~ "text='scénarios'. Dans chaque scénario, vous troupes " #~ "affrontent celles d'un ou plusieurs adversaires. Vous pouvez jouer contre " #~ "l'ordinateur ou avec des amis à tour de rôle sur la même machine (jeu en " #~ "chaise tournante) ; si votre ordinateur est connecté à un réseau ou à " #~ "Internet, vous pouvez aussi jouer en ligne." #~ msgid "Experience and Advancement" #~ msgstr "Expérience et avancement" #~ msgid "" #~ "\n" #~ "\n" #~ "text='Healthy' units have 1 HP plus 1 HP per level more " #~ "than usual and rest heal the usual 2 HP after each turn they did not " #~ "fight. They also suffer a quarter less damage from poison." #~ msgstr "" #~ "\n" #~ "\n" #~ "Les unités text='vigoureuses' ont 1 PV plus 1 PV par " #~ "niveau de plus que la normale et peuvent récupérer 2 PV chaque tour où " #~ "elles ne combattent pas. Qui plus est, les dégâts du poison sont réduits " #~ "d'un quart." #~ msgid "Help" #~ msgstr "Aide" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Unités ayant ce type d\\'attaque spéciale'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Unités ayant cette capacité'
" #~ msgid "Leaders:" #~ msgstr "Chefs : " #~ msgid "Recruits:" #~ msgstr "Recrues : " #~ msgid "Era:" #~ msgstr "Ère :" #~ msgid "Factions:" #~ msgstr "Factions :" #~ msgid "Factions are only used in multiplayer" #~ msgstr "Les factions ne sont utilisées qu'en mode multijoueur." #~ msgid "Base Terrain: " #~ msgstr "Terrain de base : " #~ msgid "level" #~ msgstr "niveau" #~ msgid "Advances from: " #~ msgstr "Évolue à partir de : " #~ msgid "Base unit: " #~ msgstr "Unité de base : " #~ msgid "Base units: " #~ msgstr "Unités de base : " #~ msgid "Variations: " #~ msgstr "Variantes : " #~ msgid "race^Miscellaneous" #~ msgstr "Divers" #~ msgid "Race: " #~ msgstr "Race : " #~ msgid "Abilities: " #~ msgstr "Capacités : " #~ msgid "Ability Upgrades: " #~ msgstr "Mise à jour des capacités : " #~ msgid "HP: " #~ msgstr "PV : " #~ msgid "Moves: " #~ msgstr "Déplacements : " #~ msgid "Vision: " #~ msgstr "Vision : " #~ msgid "Jamming: " #~ msgstr "Brouillage : " #~ msgid "Cost: " #~ msgstr "Coût : " #~ msgid "Alignment: " #~ msgstr "Alignement : " #~ msgid "Required XP: " #~ msgstr "Expérience requise : " #~ msgid "unit help^Attacks" #~ msgstr "Attaques" #~ msgid "unit help^Name" #~ msgstr "Nom" #~ msgid "Type" #~ msgstr "Type" #~ msgid "Strikes" #~ msgstr "Attaques" #~ msgid "Range" #~ msgstr "Portée" #~ msgid "Special" #~ msgstr "Spécial" #~ msgid "Resistances" #~ msgstr "Résistances" #~ msgid "Attack Type" #~ msgstr "Type d'attaque" #~ msgid "Resistance" #~ msgstr "Résistance" #~ msgid "Terrain" #~ msgstr "Terrain" #~ msgid "Defense" #~ msgstr "Défense" #~ msgid "Movement Cost" #~ msgstr "Coût des mouvements" #~ msgid "Vision Cost" #~ msgstr "Coût de la vision" #~ msgid "Jamming Cost" #~ msgstr "Coût du brouillage" #~ msgid " < Back" #~ msgstr " < Précédent" #~ msgid "Forward >" #~ msgstr "Suivant >" #~ msgid "Reference to unknown topic: " #~ msgstr "Référence à un sujet inconnu : " #~ msgid "corrupted original file" #~ msgstr "fichier original corrompu" #~ msgid "Caste" #~ msgstr "Caste" #~ msgid "" #~ "One of the variant forms of the drake: either be a dst='unit_Drake " #~ "Clasher' text='Clasher' or a dst='unit_Drake Fighter' " #~ "text='Drake Fighter'." #~ msgstr "" #~ "Une des formes alternatives du dracan : soit un dst='unit_Drake " #~ "Clasher' text='Cogneur' soit un dst='unit_Drake Fighter' " #~ "text='Combattant dracan'." #~ msgid "Aerie" #~ msgstr "Nid de dragon" #~ msgid "" #~ "A very large castle-like structure that is home to a dst='flight' " #~ "text='flight'. It contains the dst='breeding_pen' " #~ "text='breeding pens'." #~ msgstr "" #~ "Une sorte de très grand château qui abrite un dst='flight' " #~ "text='escadron'. C'est là que se trouvent leurs " #~ "dst='breeding_pen' text='nids de reproduction'." #~ msgid "Breeding Pen" #~ msgstr "Nid de reproduction" #~ msgid "" #~ "The portion of an dst='aerie' text='aerie' where the " #~ "nonsentient dst='breeder' text='Breeders' live under the " #~ "dst='dominant' text='Dominant'’s eye." #~ msgstr "" #~ "La partie du dst='aerie' text='nid de dragon' où les " #~ "dst='breeder' text='pondeuses' indolentes vivent sous le " #~ "regard du dst='dominant' text='dominant'." #~ msgid "Breeding Cycle" #~ msgstr "Cycle de ponte" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "" #~ "Le temps qui passe entre une ponte d'dst=egg text='œufs' et la " #~ "suivante." #~ msgid "World Ocean" #~ msgstr "Océan Mondial" #~ msgid "" #~ "The World Ocean is the name of the open seas that surround the " #~ "archipelago of dst='morogor' text='Morogor'. The drakes " #~ "believe it to end at the dst='abyss' text='Abyss', a vast and " #~ "deadly waterfall." #~ msgstr "" #~ "L'Océan Mondial est le nom de l'ensemble des mers qui entourent " #~ "l'archipel dedst='morogor' text='Morogor'. Les dracans pensent " #~ "qu'il se termine par l'dst='abyss' text='Abysse', une grande " #~ "et mortelle chute d'eau." #~ msgid "New Continent" #~ msgstr "Nouveau Continent" #~ msgid "" #~ "The great continent to the east of dst='morogor' text='Morogor'. Its existence is unknown to the drakes until the flight of Galun." #~ msgstr "" #~ "Le vaste continent qui s'étend à l'est de dst='morogor' " #~ "text='Morogor'. Son existence était inconnue des dracans jusqu'au " #~ "vol de Galun." #~ msgid "Abyss" #~ msgstr "Abysse" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "" #~ "Dans la cosmologie dracane, une vaste et meurtrière chute d'eau où " #~ "l'océan tombe du disque-monde." #~ msgid "Spiral Path" #~ msgstr "Voie de la Spirale" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "Une organisation dracane presque secrète qui cherche à empêcher une " #~ "ultime guerre malthusienne. Voir aussi dst='straight_path' text='Le " #~ "droit chemin'" #~ msgid "Straight Path" #~ msgstr "Le droit chemin" #~ msgid "" #~ "The drakish tradition of perpetual expansion and conquest. This term is " #~ "mostly used by the members of the dst='spiral_path' text='Spiral " #~ "Path'." #~ msgstr "" #~ "La tradition dracane de conquête et d'expansion perpétuelle. Ce terme est " #~ "surtout utilisé par les membres de la dst='spiral_path' text='Voie " #~ "de la Spirale'." #~ msgid "Dominant" #~ msgstr "Dominant" #~ msgid "" #~ "The dst='aspirant' text='Aspirant' that emerges as the drake " #~ "leader, the only drake in the tribe that is allowed to reproduce with the " #~ "dst='breeder' text='breeders'. Rarely, he may confer breeding " #~ "privileges on others." #~ msgstr "" #~ "L'dst='aspirant' text='aspirant' qui finit par prendre la tête " #~ "des dracans, le seul de la tribu autorisé à se reproduire avec les " #~ "dst='breeder' text='pondeuses'. À de rares occasions, il peut " #~ "transmettre ce privilège." #~ msgid "Vulcaniad" #~ msgstr "Vulcaniade" #~ msgid "" #~ "The (irregular) period between consecutive eruptions of " #~ "dst='mount_morogor' text='Mount Morogor'. The " #~ "dst='long_count' text='Long Count' calendar is based upon it." #~ msgstr "" #~ "La période (irrégulière) qui sépare deux éruptions consécutives du " #~ "dst='mount_morogor' text='mont Morogor'. C'est la base de " #~ "l'dst='long_count' text='ancien calendrier'." #~ msgid "Recorder" #~ msgstr "Greffier" #~ msgid "" #~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish " #~ "dst='drakish_script' text='script'. The recorders are the only " #~ "dst='caste' text='caste' of Drake not determined by biology: " #~ "they recruit their members from all of the other castes." #~ msgstr "" #~ "Un greffier est un gardien de parchemins dracan qui a appris " #~ "l'dst='drakish_script' text='écriture' dracane. Les greffiers " #~ "forment la seule dst='caste' text='caste' de dracans qui n'est " #~ "pas déterminée par la biologie : ils recrutent leurs membres dans toutes " #~ "les autres castes." #~ msgid "Laying" #~ msgstr "Ponte" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "" #~ "L'aboutissement du dst='breeding_cycle' text='cycle de ponte'." #~ msgid "Hatching" #~ msgstr "Éclosion" #~ msgid "Hatchling" #~ msgstr "Nouveau-né" #~ msgid "" #~ "A young drake that has not yet seen another generation hatch. The younger " #~ "of the current generation of hatchlings are the most aggressive is the " #~ "behavior of the dst='flight' text='flight'." #~ msgstr "" #~ "Un jeune dracan qui n'a pas encore vu l'éclosion de la génération " #~ "suivante. Les plus jeunes de cette nouvelle génération ont le " #~ "comportement le plus agressif de l'dst='flight' text='escadron'." #~ msgid "Fledgling" #~ msgstr "Dragonnet" #~ msgid "" #~ "A young drake that has seen another generation hatch. If the " #~ "dst='flight' text='flight' can afford the loss of a generation " #~ "they start the dst='swarming' text='Swarming'." #~ msgstr "" #~ "Un jeune dracan qui a vu l'éclosion d'une génération. Si " #~ "l'dst='flight' text='escadron' peut se permettre de perdre une " #~ "génération, ils commencent l'dst='swarming' text='essaimage'." #~ msgid "Breeder" #~ msgstr "Pondeuse" #~ msgid "" #~ "The female drake. They are rare since dst='egg' text='eggs' " #~ "that become breeders have to be handled with extra care. The number of " #~ "breeders is also limited by the amounts of non-breeders around, since " #~ "breeders can't take care of their food for themselves when laying. Drake " #~ "breeders become fertile after the next dst='hatching' " #~ "text='hatching'." #~ msgstr "" #~ "La femelle dracane. Elles sont rares car les dst='egg' text='œufs' destinés à devenir des pondeuses nécessitent un soin particulier. Le " #~ "nombre de pondeuses est également limité par celui des autres dracans, " #~ "qui doivent leur apporter de la nourriture quand elles pondent. Les " #~ "pondeuses dracanes deviennent fertiles après la prochaine " #~ "dst='hatching' text='éclosion'." #~ msgid "Egg, Drake" #~ msgstr "Œuf dracan" #~ msgid "" #~ "The dst=caste text='caste' the dst='hatchling' " #~ "text='Hatchling' will belongs to is determined by the time it is " #~ "laid and to some extent the ambient temperature." #~ msgstr "" #~ "La dst=caste text='caste' à laquelle le dst='hatchling' " #~ "text='nouveau-né' appartiendra est déterminée par le temps " #~ "d'incubation et, dans une certaine mesure, par la température ambiante." #~ msgid "Flight" #~ msgstr "Escadron" #~ msgid "" #~ "Tribe of Drakes, lives in an dst='aerie' text='Aerie', " #~ "controlling a hunting range. Each tribe has one dst='dominant' " #~ "text='Dominant', who confers mating privileges." #~ msgstr "" #~ "Tribu de dracans, vivant dans un dst='aerie' text='nid de dragon' et contrôlant un terrain de chasse. Chaque tribu dispose d'un " #~ "dst='dominant' text='dominant', qui attribue des droits " #~ "d'accouplement." #~ msgid "Aspirant" #~ msgstr "Aspirant" #~ msgid "" #~ "Male drake that has passed through a hormonal metamorphosis that makes " #~ "him able to mate with the dst='breeder' text='breeders'. The " #~ "secretion of the hormone is caused by hunt and combat actions in which " #~ "the drake is involved." #~ msgstr "" #~ "Dracan mâle ayant subi une métamorphose hormonale lui permettant de " #~ "s'accoupler avec les dst='breeder' text='pondeuses'. La " #~ "sécrétion de l'hormone est causée par la chasse et les faits d'armes " #~ "auxquels le dracan participe." #~ msgid "Ascendant" #~ msgstr "Ascendant" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "" #~ "Nom que donnent les dracans à un vrai dst='unit_Fire Dragon' " #~ "text='dragon'." #~ msgid "Intendant" #~ msgstr "Intendant" #~ msgid "" #~ "One of the dst='aspirant' text='Aspirant' lieutenants of a " #~ "dst='dominant' text='Dominant'. Traditionally he has one of " #~ "each dst=caste text='caste' other than his own. Additional " #~ "'Intendants' are sometimes designated for special duties. Intendants are " #~ "likeliest to be granted mating privileges, especially after a notable " #~ "service." #~ msgstr "" #~ "Un dst='aspirant' text='aspirant' au service du " #~ "dst='dominant' text='dominant'. La tradition lui en octroie un " #~ "de chacune des autres dst=caste text='castes' que la sienne. " #~ "Des « intendants » supplémentaires sont parfois nommés pour des tâches " #~ "spéciales. Les intendants ont les meilleurs chances de gagner un " #~ "privilège d'accouplement, surtout après un service remarquable." #~ msgid "Swarm" #~ msgstr "Essaim" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "Les dst='swarmlings' text='essaimeurs' sont ceux qui quittent " #~ "le dst='aerie' text='nid de dragon' pour en fonder un nouveau." #~ msgid "Swarming" #~ msgstr "Essaimage" #~ msgid "" #~ " The dst='flight' text='flight' for a new drake " #~ "dst='aerie' text='aerie' that recurs every " #~ "dst='breeding_cycle' text='breeding cycle'. See " #~ "dst='swarm' text='Swarm'" #~ msgstr "" #~ " L'dst='flight' text='escadron' formé pour la fondation d'un " #~ "nouveau dst='aerie' text='nid de dragon' à chaque " #~ "dst='breeding_cycle' text='cycle de ponte'. Voir " #~ "dst='swarm' text='essaim'" #~ msgid "Runners" #~ msgstr "Coureurs" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "" #~ "Terme dracan désignant des esclaves ayant pris la fuite et dont la chasse " #~ "est un jeu." #~ msgid "Mount Morogor" #~ msgstr "Mont Morogor" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "" #~ "Montagne volcanique sur l'île centrale de l'archipel de " #~ "dst='morogor' text='Morogor'." #~ msgid "Long Count" #~ msgstr "Ancien Calendrier" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "Le calendrier dracan est rythmé par les dst='vulcaniad' " #~ "text='vulcaniades' et les dst=breeding_cycle text='cycles de " #~ "ponte'." #~ msgid "Long Pig" #~ msgstr "Long Pig" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "" #~ "Terme pidgin des mers du Sud pour de la viande humaine, utilisé pour " #~ "traduire un mot dracan ayant la même signification." #~ msgid "Ceramics" #~ msgstr "Céramique" #~ msgid "" #~ "The drakes work metal, but are are masters in the craftsmanship of making " #~ "ceramics. Only the dst='unit_Drake Burner' text='burners' can " #~ "generate the amount of heat to cure the pieces to full strength." #~ msgstr "" #~ "Les dracans travaillent le métal, mais sont des maîtres en matière de " #~ "céramique. Seuls les dst='unit_Drake Burner' text='pyrodracans' peuvent générer une chaleur suffisante pour cuire les pièces de " #~ "manière optimale." #~ msgid "Drakish, script" #~ msgstr "Dracan, écriture" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "La langue écrite des dracans. Enregistrée sur des tablettes de " #~ "dst='ceramic' text='céramique' par des dst='recorder' " #~ "text='greffiers'." #~ msgid "Drakish, language" #~ msgstr "Dracan, langage" #~ msgid "The language spoken by the drakes." #~ msgstr "La langue parlée par les dracans." #~ msgid "Flat" #~ msgstr "Plat" #~ 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 "" #~ "La text='prairie' représente des plaines ouvertes, " #~ "cultivées, utilisées pour la pâture, ou restées sauvages. Elle facilite " #~ "les déplacements mais complique la défense. Généralement, la cavalerie et " #~ "les unités agiles profitent le plus de ces grands espaces.\n" #~ "\n" #~ "La plupart des unités ont une défense de 30 à 40 % en prairie." #~ msgid "Road" #~ msgstr "Route" #~ 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 "" #~ "Les text='routes' sont des chemins de terre formés par " #~ "le passage de nombreux voyageurs. Dans le jeu, les routes sont identiques " #~ "aux dst='terrain_flat' text='terrains plats'.\n" #~ msgid "Forest" #~ msgstr "Forêt" #~ 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 "" #~ "Les text='forêts' correspondent aux terrains boisés avec " #~ "un sous-bois suffisamment touffu pour gêner le passage. Bien qu'elles " #~ "ralentissent presque tout le monde, elles protègent souvent mieux qu'un " #~ "terrain ouvert. La cavalerie a cependant tant de mal à y circuler que le " #~ "bénéfice de la discrétion y est annulé. Les elfes constituent une " #~ "exception à cette règle générale : non seulement ils s'y déplacent sans " #~ "malus, mais ils y gagnent également un bonus défensif considérable. Les " #~ "nains sont une autre exception : bien qu'ils soient capables de " #~ "progresser dans les bois sans être trop ralentis, ce terrain complètement " #~ "inconnu ne leur donne presque aucun bonus défensif.\n" #~ "\n" #~ "La défense de la plupart des unités est de 50 % en forêt et celle des " #~ "cavaleries est limitée à 30 %. Les elfes bénéficient de 60 à 70 % de " #~ "défense, même pour leurs unités montées. Les nains n'y reçoivent " #~ "généralement que 30 % de défense.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Collines" #~ 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 "" #~ "Les text='collines' représentent tout terrain inégal " #~ "comportant suffisamment de creux et de bosses pour apporter une " #~ "couverture. La plupart des troupes circulent difficilement dans des " #~ "collines. Les nains, les trolls et les orcs sont suffisamment habitués à " #~ "ce terrain pour ne pas être ralentis. Les cavaleries s'y déplacent si " #~ "difficilement que le bonus apporté par cette couverture est presque nul.\n" #~ "\n" #~ "La plupart des unités ont environ 50 % de défense dans les collines, " #~ "tandis que les cavaleries sont limitées à 40 %. Les nains bénéficient " #~ "d'une défense de 60 % dans les collines.\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "Montagnes" #~ 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 "" #~ "Les text='montagnes' sont abruptes, ce qui force les " #~ "unités qui veulent s'y déplacer à escalader les obstacles sur leur " #~ "passage. Les montagnes apportent un bonus défensif considérable à la " #~ "plupart des troupes, mais gênent aussi beaucoup les déplacements. La " #~ "plupart des cavaleries ne peuvent pénétrer en terrain montagneux ; la " #~ "cavalerie elfe et les monteurs de loups gobelins constituent cependant " #~ "des exceptions. Les nains et les trolls sont habitués aux terrains " #~ "montagneux et il leur est facile de s'y déplacer.\n" #~ "\n" #~ "La plupart des unités reçoivent environ 60 % de défense dans les " #~ "montagnes, tandis que les nains bénéficient de 70 % de bonus." #~ msgid "Swamp" #~ msgstr "Marais" #~ 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 "" #~ "Les text='marais' représentent tout type de terres " #~ "humides. Les marais ralentissent presque tout le monde et réduisent les " #~ "possibilités de défense. Les races adaptées à la navigation aquatique " #~ "font exception ; elles reçoivent leur plein mouvement et un bonus " #~ "défensif. Ceux qui vivent dans les terres humides se servent de ce " #~ "terrain comme d'une couverture défensive.\n" #~ "\n" #~ "La plupart des unités ont 30 % de défense dans les marais. Les ondins, " #~ "les nagas et les sauriens y profitent d'une défense de 60 %." #~ msgid "Shallow Water" #~ msgstr "Eau peu profonde" #~ 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 "" #~ "L'text='eau peu profonde' arrive environ à la taille " #~ "d'un homme. C'est suffisant pour ralentir presque toutes les unités et " #~ "les rendre plus vulnérables aux attaques. Les nains, ayant de l'eau " #~ "presque jusqu'à la tête, sont en position fort inconfortable. Toute race " #~ "avec un corps naturellement adapté à la natation constitue une exception " #~ "et bénéficie d'un bonus défensif considérable et de son plein mouvement.\n" #~ "\n" #~ "La plupart des unités ont 20 à 30 % de défense en eau peu profonde, " #~ "tandis que les nagas et les ondins y profitent d'une défense de 60 %." #~ msgid "Deep Water" #~ msgstr "Eau profonde" #~ 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 "" #~ "L'text='eau profonde' recouvrira la tête d'un homme. La " #~ "plupart des unités ne peuvent pas y entrer : c'est le domaine des troupes " #~ "aériennes et de celles qui nagent très bien.\n" #~ "\n" #~ "Les ondins et les nagas reçoivent 50 % de défense en eau profonde et leur " #~ "plein mouvement." #~ msgid "Frozen" #~ msgstr "Gelé" #~ 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 "" #~ "Le terrain text='gelé' désigne une zone plane couverte " #~ "de neige ou de glace. La plupart des unités s'y déplacent lentement et " #~ "éprouvent des difficultés à s'y défendre. Notez que les unités " #~ "aquatiques, même celles qui peuvent respirer sous l'eau, ne peuvent pas " #~ "nager sous la glace.\n" #~ "\n" #~ "La plupart des unités ont une défense de 20 à 40 % sur un terrain gelé." #~ msgid "Castle" #~ msgstr "Château" #~ 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 "" #~ "Les text='châteaux' incluent tous les genres de " #~ "fortifications permanentes. Presque toutes les unités y reçoivent un " #~ "bonus défensif considérable, et la majorité des unités s'y déplacent au " #~ "maximum de leurs capacités. Les unités dans un château constituent sa " #~ "garnison. Un hexagone libre permet à un ennemi de s'introduire facilement " #~ "dans le château et d'obtenir un bonus de défense identique à celui des " #~ "troupes à l'intérieur.\n" #~ "\n" #~ "La plupart des unités ont environ 60 % de défense dans un château.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Sable" #~ 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 "" #~ "L'instabilité du text='sable' le rend difficile à " #~ "traverser pour la plupart des unités, qui deviennent vulnérables aux " #~ "attaques. Au contraire, les pieds larges ou les corps sinueux des races " #~ "assimilées aux lézards leur permettent de circuler plus facilement sur ce " #~ "terrain.\n" #~ "\n" #~ "La plupart des unités ont une défense de 20 à 40 % dans le sable." #~ msgid "Desert" #~ msgstr "Désert" #~ 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 "" #~ "Les text='déserts' ont une composition différente des " #~ "petites zones sablonneuses ou des plages, mais ils sont considérés comme " #~ "identiques dans le jeu. Voir dst=terrain_sand text='sable'." #~ msgid "Cave" #~ msgstr "Caverne" #~ 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 "" #~ "Les text='cavernes' représentent des galeries " #~ "suffisamment spacieuses pour permettre le passage des unités. Il s'agit " #~ "d'un terrain inconnu pour la plupart des unités, qui sont donc ralenties " #~ "et gênées pour leur défense. Les nains et les trolls, qui y habitent, se " #~ "déplacent relativement aisément, particulièrement les nains qui, du fait " #~ "de leur petite taille, peuvent franchir de nombreux obstacles. De temps " #~ "en temps, les cavernes sont dst='terrain_illuminated_cave' " #~ "text='éclairées'.\n" #~ "\n" #~ "La plupart des unités bénéficient de 20 à 40 % de défense dans les " #~ "cavernes, tandis que les nains en obtiennent 50 %." #~ msgid "Rockbound Cave" #~ msgstr "Caverne accidentée" #~ 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 "" #~ "Les text='cavernes accidentées' sont formées par " #~ "l'action de l'eau et du vent, qui transportent des particules qui érodent " #~ "la roche. Cela a l'aspect d'un souterrain accidenté qui réduit " #~ "l'efficacité de la plupart des unités, mais favorise la défense. Les " #~ "nains et les trolls, qui sont les principaux habitants des cavernes, s'y " #~ "déplacent relativement aisément. Les nains, du fait de leur petite " #~ "taille, peuvent pleinement tirer parti de ce type de topographie. De " #~ "temps en temps, les cavernes sont dst='terrain_illuminated_cave' " #~ "text='éclairées'.\n" #~ "\n" #~ "La plupart des unités ont environ 50% de défense dans ces cavernes, alors " #~ "que la cavalerie est limitée à 40%. Les nains y bénéficient de 60% de " #~ "défense." #~ msgid "Illuminated Cave" #~ msgstr "Caverne éclairée" #~ 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 "" #~ "Il existe peu d'endroits dans le monde souterrain où la lumière de la " #~ "surface vient illuminer les sombres ténèbres. Celle-ci procure un bonus " #~ "de dégâts aux unités loyales et annule celui des unités chaotiques. À " #~ "part cela, ce terrain est similaire aux dst='terrain_cave' " #~ "text='cavernes' normales." #~ msgid "Mushroom Grove" #~ msgstr "Forêt de champignons" #~ 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 "" #~ "Les text='forêts de champignons' sont de vastes étendues " #~ "où poussent des champignons géants qui se développent dans la pénombre " #~ "souterraine. La plupart des unités ont du mal à se déplacer sur le sol " #~ "rendu spongieux par les moisissures, mais l'abondance de grands " #~ "champignons leur fournit une bonne couverture. Les unités montées " #~ "s'embourbent complètement et leurs possibilités de mouvement en combat " #~ "sont sérieusement entravées. Les unités mortes-vivantes ont une affinité " #~ "naturelle avec la pourriture et sont à l'aise dans les forêts de " #~ "champignons.\n" #~ "\n" #~ "La plupart des unités reçoivent 50% à 60% de défense dans les forêts de " #~ "champignons, alors que la cavalerie n'en reçoit que 20%." #~ msgid "Village" #~ msgstr "Village" #~ 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 "" #~ "Les text='villages' sont constitués de groupes de " #~ "bâtiments, humains ou autres. Presque toutes les unités, même les " #~ "cavaleries, circulent facilement dans les villages et la plupart des " #~ "unités y obtiennent un bonus défensif. Les villages apportent aux unités " #~ "des moyens de laver et soigner leurs blessures, ce qui permet à toute " #~ "unité qui y stationne de se soigner de 8 points de vie à chaque tour ou " #~ "d'être guérie du poison.\n" #~ "\n" #~ "La plupart des unités ont 50 à 60 % de défense dans les villages, tandis " #~ "que les cavaleries n'y reçoivent que 40 %.\n" #~ msgid "Submerged Village" #~ msgstr "Village sous-marin" #~ 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 "" #~ "Les text='villages sous-marins' abritent les ondins et " #~ "les nagas. Alors que ces créatures aquatiques sont là chez elles, les " #~ "créatures terrestres ont du mal à s'y mouvoir et s'y défendre. Toutefois, " #~ "comme tout village, ils permettent à tous de soigner leurs blessures : " #~ "toute unité qui y stationne peut récupérer 8 points de vie par tour ou " #~ "être guérie du poison.\n" #~ "\n" #~ "Les ondins et les nagas ont 60 % de défense dans les villages sous-" #~ "marins, tandis que les unités terrestres n'y ont qu'une défense réduite." #~ msgid "Unwalkable" #~ msgstr "Impraticable" #~ 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 "" #~ "La notion de text='terrain impraticable' couvre les " #~ "abîmes et gorges qui ne peuvent pas être franchies en marchant. Les " #~ "abîmes comportent des falaises si raides qu'il faudrait des jours pour " #~ "les traverser. Dans le jeu, seules les unités capables de voler peuvent " #~ "les franchir." #~ msgid "Lava" #~ msgstr "Lave" #~ 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 "" #~ "Marcher sur la lave comporte des dangers évidents : elle équivaut à un " #~ "terrain dst='terrain_unwalkable' text='impraticable' et ne " #~ "peut être traversée que par des unités capables de voler bien au-dessus. " #~ "La lave en fusion produit également une lumière rougeâtre qui procure un " #~ "bonus d'attaque aux unités loyales et supprime celui des unités " #~ "chaotiques." #~ msgid "River Ford" #~ msgstr "Gué" #~ 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 "" #~ "Les unités terrestres peuvent traverser très facilement une rivière très " #~ "peu profonde. De plus, toute créature nageuse a une mobilité totale à de " #~ "tels endroits de la rivière. Dans le jeu, un gué est traité soit comme " #~ "une plaine, soit comme une eau peu profonde, selon les meilleurs bonus de " #~ "défense et de mouvement pour l'unité qui y est présente." #~ msgid "Coastal Reef" #~ msgstr "Récif" #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "Les text='récifs côtiers' sont formés de rochers, de " #~ "coraux et de sable. Cela offre à la plupart des unités terrestres un " #~ "terrain bien plus praticable que les eaux peu profondes. Quant aux unités " #~ "aquatiques, elles y bénéficient d'une protection exceptionnellement " #~ "haute.\n" #~ "\n" #~ "Les ondins et les nagas reçoivent 70 % de défense sur les récifs côtiers." #~ msgid "Bridge" #~ msgstr "Pont" #~ 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 "" #~ "Un text='pont' permet à ceux capables d'en construire de " #~ "s'affranchir de la nature inconstante des passages à gué qui dépendent " #~ "des variations du niveau de l'eau. Il ne faut pas oublier qu'un passage à " #~ "pieds secs est un luxe dont la perte est un problème très sérieux durant " #~ "les périodes froides de l'année.\n" #~ "\n" #~ "Un pont sera considéré comme le meilleur terrain pour ceux qui se " #~ "déplacent sur terre comme sur mer : dans le jeu, il sera traité soit " #~ "comme une prairie, soit comme une eau peu profonde, selon les meilleurs " #~ "bonus de mouvement et de défense pour l'unité occupant la case du pont. " #~ "Une unité nageuse et une unité terrestre ne sont pas capables d'occuper " #~ "en même temps une case de pont." #~ msgid "Impassable" #~ msgstr "Infranchissable" #~ msgid "" #~ "Obstacles that not even the most determined traveler may overcome include " #~ "solid walls of stone and mountains so tall and steep that they are " #~ "constantly wreathed in cloud. Even flying creatures cannot navigate the " #~ "jagged peaks at such rarified heights, and not even the fiercest troll " #~ "can smash through thick walls of stone." #~ msgstr "" #~ "Parmi les obstacles que même le plus obstiné des voyageurs ne pourra " #~ "franchir se trouvent les murailles de pierre et des montagnes si élevées " #~ "que leurs sommets se perdent dans les nuages. En effet, même le plus " #~ "féroce des trolls ne pourra s'ouvrir un chemin au travers de solides murs " #~ "de roches, et les créatures volantes ne peuvent pas dépasser les " #~ "altitudes des plus hauts sommets." #~ msgid "" #~ "Wesnoth’s extensibility allows the thriving user community to develop " #~ "content by making use of the game engine’s full potential to deliver new " #~ "scenarios, campaigns, and more beyond what the official content set has " #~ "to offer.\n" #~ "\n" #~ msgstr "" #~ "L'extensibilité de Wesnoth permet à la communauté florissante des " #~ "utilisateurs de développer du contenu en utilisant le plein potentiel du " #~ "moteur de jeu pour offrir de nouveaux scénarios, des campagnes, et bien " #~ "au-delà de ce que l'ensemble des contenus officiels a à offrir.\n" #~ "\n" #~ msgid "" #~ "The game supports various types of add-ons that are used differently " #~ "according to their purpose." #~ msgstr "" #~ "Le jeu est compatible avec divers types d'extensions qui sont utilisés " #~ "différemment en fonction de leur usage." #~ 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 "" #~ "Fureur berserk :\n" #~ "En attaque comme en défense, cette attaque force le combat jusqu'à la " #~ "mort de l'un des deux protagonistes ou jusqu'à un maximum de 30 tours." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Magique :\n" #~ "Cette attaque a toujours 70 % de chance d'atteindre sa cible quelle que " #~ "soit la capacité défensive de l'ennemi." #~ msgid "firststrike" #~ msgstr "initiative" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Initiative :\n" #~ "Cette unité attaque toujours en premier, même quand elle se défend." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Nécrophagie :\n" #~ "Cette unité gagne un point de vie à chaque fois qu'elle tue une unité " #~ "vivante. Ce point de vie est aussi ajouté au maximum." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Certaines armes ont des caractéristiques spéciales qui augmentent " #~ "l'efficacité d'une attaque.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Probabilité de toucher'
"