# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Croatian translations for Battle for Wesnoth package.
# Copyright (C) 2008 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2008.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.4+dev\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2019-08-27 22:40+0300\n"
"PO-Revision-Date: 2012-08-20 11:37+0100\n"
"Last-Translator: \n"
"Language-Team: none\n"
"Language: hr_HR\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Podzemlje"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "liječi +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 ""
#. [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 ""
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "liječi +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 ""
#. [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 ""
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [topic]: id=editor_brush
#: data/core/editor/help.cfg:13
msgid "Editor Brush"
msgstr ""
#. [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 ""
#. [topic]: id=editor_clipboard
#: data/core/editor/help.cfg:21
msgid "Terrain Clipboard"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid "Paint Tool"
msgstr ""
#. [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 ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:39
msgid "Fill Tool"
msgstr ""
#. [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 ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:49
msgid "Select Tool"
msgstr ""
#. [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 ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:59
msgid "Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:60
msgid "Paste the terrain in the clipboard"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:67
msgid "Starting Tool"
msgstr ""
#. [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 ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:77
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:85
msgid "Item Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:93
msgid "Soundsource Tool"
msgstr ""
#. [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 ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:103
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:111
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:119
msgid "Named Areas"
msgstr ""
#. [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 ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:130
msgid "Playlist Manager"
msgstr ""
#. [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 ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:140
msgid "Map/Scenario Editor"
msgstr ""
#. [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 ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:144
msgid ""
" option at the title screen.\n"
"\n"
""
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:184
msgid "Editing Modes"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
msgid ""
"\n"
"\n"
""
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
msgid "The editor features two separate modes of operation:"
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:198
msgid ""
"\n"
"\n"
""
msgstr ""
#. [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 ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:211
msgid "Editor Tools"
msgstr ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:212
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 ""
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:234
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "Mjenjači terena"
#. [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 ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:242
msgid "Editor Mask Usage"
msgstr ""
#. [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 ""
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:250
msgid "Time Schedule Editor"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:258
msgid "Editor Palette"
msgstr ""
#. [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 ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:266
msgid "Wesnoth Map Format"
msgstr ""
#. [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 ""
#. [topic]: id=scenario_format
#: data/core/editor/help.cfg:280
msgid "Scenario Format"
msgstr ""
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:288
msgid "Starting Positions Howto"
msgstr ""
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopedija"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "[dst='..geography' text='Geography']"
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Geografija"
#. [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'"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
#| msgid "Great Ocean"
msgid "Great River"
msgstr "Veliki Ocean"
#. [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 ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:38
msgid "Great Ocean"
msgstr "Veliki Ocean"
#. [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 ""
#. [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 ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:52
msgid "Green Isle"
msgstr "Zeleni Otok"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"A bigger island lying in the [dst='great_ocean' text='Great Ocean']."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Old Continent"
msgstr "Stari Kontinent"
#. [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 ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:64
msgid "Great Continent"
msgstr "Veliki Kontinent"
#. [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 ""
#. [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 ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:76
msgid "Kingdom of Wesnoth"
msgstr "Kraljestvo Wesnotha"
#. [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"
"\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 ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:106
msgid "Elensefar"
msgstr "Elensfar"
#. [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"
"\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 ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:119
msgid "Northlands"
msgstr ""
#. [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"
"\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 ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
msgid "Southwest Elven Lands"
msgstr ""
#. [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"
"\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 ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:154
#, fuzzy
msgid "Heart Mountains"
msgstr "Planine"
#. [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 ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:160
msgid "Far North"
msgstr ""
#. [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"
"\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 ""
#. [section]: id=schedule
#: data/core/help.cfg:14
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Doba dana"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:21 data/core/help.cfg:99
msgid "Introduction"
msgstr "Uvod"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:27 data/core/help.cfg:171
msgid "Gameplay"
msgstr "Igrivost"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:33 data/core/help.cfg:454
msgid "Traits"
msgstr "Osobina"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:41 data/core/help.cfg:122
msgid "Units"
msgstr "Jedinice"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:50 data/core/help.cfg:142
msgid "Abilities"
msgstr "Sposobnosti"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:58 data/core/help.cfg:151
msgid "Weapon Specials"
msgstr "Posebnosti oružja"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:66 data/core/help.cfg:131
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:74 data/core/help.cfg:469
msgid "Terrains"
msgstr "Teren"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:82 data/core/help.cfg:522
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:88 data/core/help.cfg:595
msgid "Commands"
msgstr "Naredbe"
#. [topic]: id=..introduction
#: data/core/help.cfg:100
#, fuzzy
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"
"Bitka za Wesnoth je potezno-bazirana fantasy strateška igra pomalo neobična "
"među modernim strateškim igrama. Dok ostale igre teže kompleksnosti, Bitka "
"za Wesnoth teži jednostavnosti pravila i igrivosti. Naravno to igru ne čini "
"jednostavnom, dakako - iz tih jednostavnih pravila proizlazi da igra obiluje "
"strateškim duhom, čineći igru lakom za naučiti no izazovnom za nadvladati."
#. [topic]: id=about_game
#: data/core/help.cfg:110
msgid "About the Game"
msgstr "O igri"
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:143
#, fuzzy
#| 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 topic as you encounter them.\n"
#| "\n"
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 ""
"Pojedine jedinice posjeduju sposobnosti koje ili direktno utječu na druge "
"jedinice ili utječu na interakciju jedinice s drugim jedinicama. Ove "
"sposobnosti biti će ispisane pod ovim naslovom kako ćete nailaziti na njih.\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 ""
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:161
msgid "Unknown Unit"
msgstr "Nepoznata jedinica"
#. [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"
"Ova jedinica je trenutno nepoznata. Morate ju otkiriti u igri kako bi Vam "
"bilo dopušteno da vidite njen opis."
#. [topic]: id=..gameplay
#: data/core/help.cfg:172
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 ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:181
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"text='Fundamentals of Gameplay'\n"
"\n"
msgstr "Temelji igrivosti"
#. [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 ""
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:193
msgid "Victory and Defeat"
msgstr "Pobjeda i poraz"
#. [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'"
"bold> 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 ""
#. [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 ""
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:203
msgid "Recruiting and Recalling"
msgstr "Regrutiraj i Povlačenje "
#. [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 ""
#. [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'"
"ref>. Then you may recruit by either choosing text='Recruit' "
"from the menu or right-clicking on a hex and selecting text='Recruit'"
"bold>. 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 ""
#. [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 ""
#. [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"
"U sljedećim scenarijima, možete pozvati preživjele jedinice iz ranijih "
"bitaka. Pozivanje Vas košta 20 zlatnika i prikazuje popis svih preživjelih "
"jedinica iz prijašnjih scenarija."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:210
#, fuzzy
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"
"Jedinice ne samo da morate platiti zlatnicima prilikom regrutiranja ili "
"pozivanja, također ih je potrebno uzdržavati novcem. Pogledajte "
"[dst=income_and_upkeep text='Dohoci i održavanje'] za više "
"informacija."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:219
msgid "Income and Upkeep"
msgstr "Prihodi i održavanje"
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=hitpoints
#: data/core/help.cfg:235
msgid "Hitpoints and Experience"
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=advancement
#: data/core/help.cfg:249
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Napreduje u:"
#. [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"
"Jedinicima je potreban određen broj bodova iskustva kako bi napredovale "
"(odnosno 20% manje za jedinice s osobinom Inteligentan). Jednom kada "
"dostignu taj bodovni prag, napredeuju na idući nivo, potpuno se izlječivši u "
"tom procesu. Ponekad će Vam također biti ponuđene opcije pri napredovanju. "
#. [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 ""
"Ako obje jedinice prežive borbu, dobit će određen broj bodova iskustva koji "
"je jednak nivou jedinice s kojom se borio. Ako jedinica uništi u borbi drugu "
"jedinicu, dakako dobit će puno više iskustva - 4 za jedinicu s nivoom 0, 8 "
"za jedinicu s nivoom 1, 16 za nivo 2, 24 za nivo 3 i tako dalje."
#. [topic]: id=advancement
#: data/core/help.cfg:252
#, fuzzy
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"
"Dok većina jedinica ima 3 nivoa, to ne uključuje njih sve. Neke jedinice "
"(kao što je [dst=unit_Mage text=Magi]) imaju četiri. Jednom kada "
"jedinica dostigne maksimaloan nivo, može Once a unit has reached its maximum "
"level, it may have an 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."
#. [topic]: id=movement
#: data/core/help.cfg:261
msgid "Movement"
msgstr "Pomicanje"
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:275
msgid "Shroud and Fog of War"
msgstr "Ratna zavjesa i magla rata"
#. [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'"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
#. [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'"
"italic> 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"
"\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 "Borba"
#. [topic]: id=combat
#: data/core/help.cfg:342
msgid ""
"\n"
"\n"
"text='Order and Number of Strikes'"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=combat
#: data/core/help.cfg:346
msgid ""
"\n"
"\n"
""
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:348
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the text='terrain'"
"italic> 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 ""
#. [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 ""
#. [topic]: id=combat
#: data/core/help.cfg:352
msgid ""
"\n"
"\n"
""
msgstr ""
#. [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'"
"bold> in the attack selection menu."
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:356
msgid ""
"\n"
"\n"
"A few units have special [dst='..abilities_section' text='abilities'"
"ref> 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 ""
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:364
msgid "Damage Types and Resistance"
msgstr "Tipovi šteta i otpornosti"
#. [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 ""
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:365
#, fuzzy
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'"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"U Wesnothu, postoje tri tipa šteta obično povezanih s fizičkim napadima: "
"Blade, "
#. [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 ""
#. [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 ""
#. [topic]: id=orbs
#: data/core/help.cfg:377
msgid "Orbs"
msgstr "Kugle (Orbs)"
#. [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 ""
#. [topic]: id=orbs
#: data/core/help.cfg:380
#, fuzzy
msgid " green if it hasn’t moved this turn,"
msgstr "zeleno ako nije pomaknuta u ovom potezu,"
#. [topic]: id=orbs
#: data/core/help.cfg:381
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr ""
"žuto ako se pomaknula, no još se uvijek može pomaknuti ili napasti, ili"
#. [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 ""
#. [topic]: id=orbs
#: data/core/help.cfg:383
msgid " blue if the unit is an ally you do not control."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:384
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr "Neprijateljske jedinice nemaju kuglu (orb) na vrhu prikaza energije. "
#. [topic]: id=time_of_day
#: data/core/help.cfg:391
msgid "Time of Day"
msgstr "Doba dana"
#. [topic]: id=time_of_day
#: data/core/help.cfg:392
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 ""
#. [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 ""
#. [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 "Zora"
#. [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 "Jutro"
#. [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 "Poslije podne"
#. [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 "Sumrak"
#. [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 "Prva smjena"
#. [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 "Druga smjena"
#. [topic]: id=time_of_day
#: data/core/help.cfg:408
#, fuzzy
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr "Imajte na umu da se neki scenariji odvijaju ispod zemlje, "
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=healing
#: data/core/help.cfg:421
msgid "Healing"
msgstr "Liječenje"
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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'"
"ref> or ][dst='ability_healingheals +8' text='8HP'] per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=healing
#: data/core/help.cfg:431
msgid ""
"\n"
"\n"
"text='Advanced'"
msgstr ""
#. [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 ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:441
msgid "Wrap Up"
msgstr ""
#. [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'"
"ref>, but you now know everything you need to know to play the "
"text='Heir to the Throne' campaign. Have fun, and good luck!"
msgstr ""
#. [topic]: id=license
#: data/core/help.cfg:447
msgid "License"
msgstr "Licenca"
#. [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 ""
#. [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'"
"italic>."
msgstr ""
#. [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 ""
#. [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'"
"ref>. 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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:470
msgid ""
"\n"
"\n"
"Terrains come in two types: text='basic' and "
"text='mixed'."
msgstr ""
#. [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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:472
msgid ""
"\n"
"\n"
"text='Basic Terrain Types'"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:480
msgid ""
"\n"
"\n"
"text='Mixed Terrain Types'"
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:502
msgid ""
"\n"
"\n"
""
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:510
msgid ""
"\n"
"\n"
"text='Basic Terrain Types'\n"
"\n"
msgstr ""
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:533
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:534
msgid ""
"\n"
"\n"
"text='Campaigns and Scenarios'"
msgstr ""
#. [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 ""
#. [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'"
"italic> menu at the title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:538
msgid ""
"\n"
"\n"
"text='Multiplayer Campaigns, Scenarios, and Map Packs'"
msgstr ""
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:542
msgid ""
"\n"
"\n"
"text='Multiplayer Eras and Factions'"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:550
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
""
msgstr "Temelji igrivosti"
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:554
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
""
msgstr "Temelji igrivosti"
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:560
msgid ""
"\n"
"\n"
""
msgstr ""
#. [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 ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:571
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:572
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'"
"italic> 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='+'"
"bold> 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 ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:585
msgid "Removing Add-ons"
msgstr ""
#. [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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:601
#, fuzzy
#| msgid "Commands"
msgid "General Commands"
msgstr "Naredbe"
#. [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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:605
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:615
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:618
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:621
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
#. [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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:627
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:630
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:633
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:636
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:645
msgid "Multiplayer Commands"
msgstr ""
#. [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 ""
#. [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'"
"bold> 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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:669
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:683
msgid "Debug Mode Commands"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:692
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:695
msgid ""
"\n"
"Adds the specified amount to the current side’s gold.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:698
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:701
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:704
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:707
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
#. [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 ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:713
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [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 ""
#. [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 ""
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "liječi"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
msgid "female^cures"
msgstr ""
#. [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 ""
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr ""
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
#, fuzzy
msgid "female^regenerates"
msgstr "Regenerirati"
#. [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 ""
#. [heals]: id=regenerates_4
#: data/core/macros/abilities.cfg:83
#, fuzzy
msgid "regenerates +4"
msgstr "Regenerirati"
#. [heals]: id=regenerates_4
#: data/core/macros/abilities.cfg:84
#, fuzzy
msgid "female^regenerates +4"
msgstr "Regenerirati"
#. [heals]: id=regenerates_4
#: data/core/macros/abilities.cfg:85
msgid ""
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:104
msgid "steadfast"
msgstr ""
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:105
msgid "female^steadfast"
msgstr ""
#. [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 ""
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:119
msgid "leadership"
msgstr ""
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:120
#, fuzzy
msgid "female^leadership"
msgstr "Vodstvo"
#. [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 ""
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:138
msgid "skirmisher"
msgstr ""
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:139
msgid "female^skirmisher"
msgstr ""
#. [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 ""
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:153
msgid "illuminates"
msgstr ""
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:154
msgid "female^illuminates"
msgstr ""
#. [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 ""
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:167
msgid "teleport"
msgstr ""
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:168
msgid "female^teleport"
msgstr ""
#. [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 ""
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:198
msgid "ambush"
msgstr ""
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:199
msgid "female^ambush"
msgstr ""
#. [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 ""
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:217 data/core/macros/abilities.cfg:218
msgid "nightstalk"
msgstr ""
#. [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 ""
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:236
msgid "concealment"
msgstr ""
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:237
msgid "female^concealment"
msgstr ""
#. [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 ""
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:255
msgid "submerge"
msgstr ""
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:256
msgid "female^submerge"
msgstr ""
#. [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 ""
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:274
msgid "feeding"
msgstr ""
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:275
msgid "female^feeding"
msgstr ""
#. [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 ""
#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:287
msgid "berserk"
msgstr ""
#. [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 ""
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:298
msgid "backstab"
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:339
msgid "slows"
msgstr "usporava"
#. [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 ""
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:349
msgid "petrifies"
msgstr ""
#. [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 ""
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:359
msgid "marksman"
msgstr ""
#. [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 ""
#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:372
msgid "magical"
msgstr "magičan"
#. [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 ""
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:384
msgid "swarm"
msgstr ""
#. [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 ""
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:394
msgid "charge"
msgstr ""
#. [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 ""
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:407
msgid "drains"
msgstr ""
#. [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 ""
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:417
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "prvi udarac"
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:418
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:427
msgid "poison"
msgstr ""
#. [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 ""
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr ""
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr "Podne"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr "Ponoć"
#. [time]: id=indoors
#: data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr ""
#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:121
msgid "Deep Underground"
msgstr "Duboko podzemlje"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — First Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Second Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Third Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fourth Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fifth Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Sixth Hour"
msgstr "Druga smjena"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr "Jutro -Prvi Sat"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr "Jutro-Drugi Sat"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr "Jutro-Treći Sat"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr "Jutro-Četvrti Sat"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr "Poslijepodne-Prvi Sat"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr "Poslijepodne-Drugi Sat"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr "Poslijepodne-Treći Sat"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr "Poslijepodne-Četvrti Sat"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr "Poslijepodne-Peti Sat"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr "Poslijepodne-Šesti Sat"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr "Prva Smjena-Prvi Sat"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr "Prva Smjena-Drugi Sat"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr "Prva Smjena-Treći sat"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr "Prva Smjena-Četvrti Sat"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Prva smjena"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Druga smjena"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Jutro"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Jutro"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "Podne"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Druga smjena"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Poslije podne"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Poslije podne"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "prvi udarac"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Druga smjena"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:614
msgid "The Short Dark"
msgstr ""
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:626
msgid "The Long Dark (1)"
msgstr ""
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:638
msgid "The Long Dark (2)"
msgstr ""
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:650
msgid "The Long Dark (3)"
msgstr ""
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:664
msgid "The Long Dark (4)"
msgstr ""
#: data/core/macros/special-notes.cfg:3
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Posebne "
#: data/core/macros/special-notes.cfg:8
msgid ""
"\n"
"• Spirits have very unusual resistances to damage, and move quite slowly "
"over open water."
msgstr ""
#: data/core/macros/special-notes.cfg:12
msgid ""
"\n"
"• This unit’s arcane attack deals tremendous damage to magical creatures, "
"and even some to mundane creatures."
msgstr ""
#: data/core/macros/special-notes.cfg:16
msgid ""
"\n"
"• This unit is capable of basic healing."
msgstr ""
#: data/core/macros/special-notes.cfg:20
msgid ""
"\n"
"• This unit is capable of rapid healing."
msgstr ""
#: data/core/macros/special-notes.cfg:24
msgid ""
"\n"
"• This unit is capable of healing those around it, and curing them of poison."
msgstr ""
#: data/core/macros/special-notes.cfg:28
msgid ""
"\n"
"• This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
#: data/core/macros/special-notes.cfg:32
msgid ""
"\n"
"• This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
#: data/core/macros/special-notes.cfg:36
msgid ""
"\n"
"• The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
#: data/core/macros/special-notes.cfg:40
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 ""
#: data/core/macros/special-notes.cfg:44
msgid ""
"\n"
"• This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
"control and thus move unhindered around them."
msgstr ""
#: data/core/macros/special-notes.cfg:48
msgid ""
"\n"
"• Illumination increases the lighting level in adjacent areas."
msgstr ""
#: data/core/macros/special-notes.cfg:52
msgid ""
"\n"
"• This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
#: data/core/macros/special-notes.cfg:56
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 ""
#: data/core/macros/special-notes.cfg:60
msgid ""
"\n"
"• This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
#: data/core/macros/special-notes.cfg:64
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 ""
#: data/core/macros/special-notes.cfg:68
msgid ""
"\n"
"• This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
#: data/core/macros/special-notes.cfg:72
msgid ""
"\n"
"• This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
#: data/core/macros/special-notes.cfg:76
msgid ""
"\n"
"• Whenever its berserk attack is used, this unit continues to push the "
"attack until either it or its enemy lies dead."
msgstr ""
#: data/core/macros/special-notes.cfg:80
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 ""
#: data/core/macros/special-notes.cfg:84
msgid ""
"\n"
"• Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
#: data/core/macros/special-notes.cfg:88
msgid ""
"\n"
"• This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
#: data/core/macros/special-notes.cfg:92
msgid ""
"\n"
"• The ability to turn the living to stone makes this unit extremely "
"dangerous."
msgstr ""
#: data/core/macros/special-notes.cfg:96
msgid ""
"\n"
"• This unit’s marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
#: data/core/macros/special-notes.cfg:100
msgid ""
"\n"
"• This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
#: data/core/macros/special-notes.cfg:104
msgid ""
"\n"
"• The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
#: data/core/macros/special-notes.cfg:108
msgid ""
"\n"
"• Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
#: data/core/macros/special-notes.cfg:112
msgid ""
"\n"
"• During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
#: data/core/macros/special-notes.cfg:116
msgid ""
"\n"
"• The length of this unit’s weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
#: data/core/macros/special-notes.cfg:120
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 ""
#: data/core/macros/special-notes.cfg:124
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 ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:12
msgid "loyal"
msgstr "vjeran"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:13
msgid "female^loyal"
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:14
msgid "Zero upkeep"
msgstr ""
#. [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 ""
#. [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 ""
#. [trait]: id=undead
#: data/core/macros/traits.cfg:55
msgid "undead"
msgstr "Nemrtvi"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:56
msgid "female^undead"
msgstr ""
#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83
#: data/core/macros/traits.cfg:109
#, fuzzy
msgid "Immune to drain, poison, and plague"
msgstr "Imun na"
#. [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 ""
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
#, fuzzy
msgid ""
"text='Undead' units are immune to poison, drain, and plague."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:81
msgid "mechanical"
msgstr "mehanički"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:82
msgid "female^mechanical"
msgstr ""
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units don’t really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
#, fuzzy
msgid ""
"text='Mechanical' units are immune to poison, drain, and "
"plague."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:107
msgid "elemental"
msgstr "elementalni"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:108
#, fuzzy
msgid "female^elemental"
msgstr "Vodstvo"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
#, fuzzy
msgid ""
"text='Elemental' units are immune to poison, drain, and "
"plague."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=strong
#: data/core/macros/traits.cfg:132
msgid "strong"
msgstr "jak"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:133
msgid "female^strong"
msgstr ""
#. [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 ""
#. [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 ""
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:153
msgid "dextrous"
msgstr ""
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:154
msgid "female^dextrous"
msgstr ""
#. [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 ""
#. [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 ""
#. [trait]: id=quick
#: data/core/macros/traits.cfg:170
msgid "quick"
msgstr "brz"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:171
msgid "female^quick"
msgstr ""
#. [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 ""
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
#, fuzzy
msgid ""
"text='Quick' units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:190
msgid "intelligent"
msgstr ""
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:191
msgid "female^intelligent"
msgstr ""
#. [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 ""
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Inteligentne jedinice - potrebno im je 20% manje prikupljenog iskustva kako "
"bi napredovale. "
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:206
msgid "resilient"
msgstr ""
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:207
msgid "female^resilient"
msgstr ""
#. [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 ""
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
#, fuzzy
msgid ""
"text='Resilient' units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr "Otporne jedinice imaju 4 HP plus 1 HP po nivou nego li uobičajeno."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "zdrav"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:228
msgid "female^healthy"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"\n"
"\n"
"text='Healthy' units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
msgid "fearless"
msgstr "hrabar"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
msgid "female^fearless"
msgstr ""
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271
msgid "Fights normally during unfavorable times of day/night"
msgstr ""
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:285
msgid "feral"
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:286
#, fuzzy
msgid "female^feral"
msgstr "Vodstvo"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:287
msgid "Receives only 50% defense in land-based villages"
msgstr ""
#. [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 ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:304
msgid "weak"
msgstr "slab"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:305
#, fuzzy
msgid "female^weak"
msgstr "Vodstvo"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:306
#, fuzzy
msgid ""
"Units with the text='weak' trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=slow
#: data/core/macros/traits.cfg:323
#, fuzzy
msgid "slow"
msgstr "Usporen"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:324
msgid "female^slow"
msgstr ""
#. [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 ""
#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
#, fuzzy
msgid ""
"text='Slow' units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=dim
#: data/core/macros/traits.cfg:343
msgid "dim"
msgstr "mračan"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:344
#, fuzzy
msgid "female^dim"
msgstr "Vodstvo"
#. [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 ""
#. [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 ""
#. [trait]: id=aged
#: data/core/macros/traits.cfg:359
#, fuzzy
msgid "aged"
msgstr "Spremljeno"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:360
#, fuzzy
msgid "female^aged"
msgstr "Vodstvo"
#. [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 ""
#: data/core/units.cfg:4
msgid ""
"Despite orcs’ reliance on raw strength, few of their children are destined "
"to grow to possess any. Goblins are, despite their appearance, born as "
"siblings to the orcs and members of the same race. While other races usually "
"bear children singly or in pairs, orcs will have large litters of children "
"all at once, causing their populations to explode. Within any litter, there "
"will be only one or two who grow to the strength of a “true orc”, a few who "
"are born slightly smaller and weaker, and the rest, often a full half of any "
"litter, are much weaker and destined to be goblins. Almost as newborns the "
"class system of orcish society is visible, with the weak put in their place "
"by their stronger siblings. The stronger ones will routinely grab most of "
"the food and thus grow stronger still, while their weaker siblings do not."
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:39
msgid "race^Bat"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:40
#, fuzzy
msgid "race+female^Bat"
msgstr "Vodstvo"
#. [race]: id=bats
#: data/core/units.cfg:41
msgid "race^Bats"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:42
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:51
msgid "race^Drake"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:52
#, fuzzy
msgid "race+female^Drake"
msgstr "Vodstvo"
#. [race]: id=drake
#: data/core/units.cfg:53
msgid "race^Drakes"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:54
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"
"\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"
"\n"
"Drakes originated from an archipelago of volcanic islands called "
"[dst='morogor' text='Morogor'] in the [dst='great_ocean' "
"text='Great Ocean']. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the [dst='great_continent' text='Great Continent']. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:87
msgid "race^Dwarf"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:88
#, fuzzy
msgid "race+female^Dwarf"
msgstr "Vodstvo"
#. [race]: id=dwarf
#: data/core/units.cfg:89
msgid "race^Dwarves"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:90
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However, some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:107
msgid "race^Elf"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:108
msgid "race+female^Elf"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:109
msgid "race^Elves"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:111
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 ""
#. [race]: id=falcon
#: data/core/units.cfg:128
#, fuzzy
msgid "race^Falcon"
msgstr "Vodstvo"
#. [race]: id=falcon
#: data/core/units.cfg:129
#, fuzzy
msgid "race+female^Falcon"
msgstr "Vodstvo"
#. [race]: id=falcon
#: data/core/units.cfg:130
#, fuzzy
msgid "race^Falcons"
msgstr "Vodstvo"
#. [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 ""
#. [race]: id=goblin
#: data/core/units.cfg:141
msgid "race^Goblin"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:142
msgid "race+female^Goblin"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:143
msgid "race^Goblins"
msgstr ""
#. [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 ""
#. [race]: id=gryphon
#: data/core/units.cfg:161
msgid "race^Gryphon"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:162
msgid "race+female^Gryphon"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:163
msgid "race^Gryphons"
msgstr ""
#. [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 ""
#. [race]: id=human
#: data/core/units.cfg:182
msgid "race^Human"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:183
msgid "race+female^Human"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:184
msgid "race^Humans"
msgstr ""
#. [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"
"\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
#. [race]: id=dunefolk
#: data/core/units.cfg:200
#, fuzzy
msgid "race^Dunefolk Human"
msgstr "Vodstvo"
#. [race]: id=dunefolk
#: data/core/units.cfg:201
#, fuzzy
msgid "race+female^Dunefolk Human"
msgstr "Vodstvo"
#. [race]: id=dunefolk
#: data/core/units.cfg:202
#, fuzzy
msgid "race+plural^Dunefolk"
msgstr "Vodstvo"
#. [race]: id=dunefolk
#: data/core/units.cfg:203
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
"this far corner of the Great Continent is unknown. Their legends tell of "
"many long and perilous travels through far-flung lands, but the true origin "
"of their people is a topic of endless and heated debate among even the most "
"erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolk’s inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:224
msgid "race^Saurian"
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:225
msgid "race+female^Saurian"
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:226
msgid "race^Saurians"
msgstr ""
#. [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"
"\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"
"\n"
"Saurians can live in many different areas, though swamps are by far their "
"most common habitat.\n"
"\n"
"\n"
"Saurians live spectacularly short lives by comparison to most of the other "
"races of Wesnoth, reaching full adulthood within three years and often dying "
"by the time they are 10 to 15 years old. By far, the most common cause of "
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
"once a year, which creates constant population pressure and would stress "
"most carnivores' food supply. Hunters and scavengers, Saurians have "
"extremely strong jaws and have a very powerful digestive system with highly "
"acidic fluids, making them capable of eating and digesting all of their prey "
"including skin, teeth, horns and bones. Further, they have no aversion to "
"eating carrion and even committing cannibalism, which are both regular "
"occurrences."
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:253
msgid "race^Mechanical"
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:254
msgid "race+plural^Mechanical"
msgstr ""
#. [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 ""
#. [race]: id=merman
#: data/core/units.cfg:264
msgid "race^Merman"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:265
msgid "race^Mermaid"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:266
#, fuzzy
msgid "race^Merfolk"
msgstr "Vodstvo"
#. [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 ""
#. [race]: id=monster
#: data/core/units.cfg:276
msgid "race^Monster"
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:277
#, fuzzy
msgid "race+female^Monster"
msgstr "Vodstvo"
#. [race]: id=monster
#: data/core/units.cfg:278
msgid "race^Monsters"
msgstr ""
#. [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 ""
#. [race]: id=naga
#: data/core/units.cfg:286
msgid "race^Naga"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:287
msgid "race^Nagini"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:288
msgid "race^Nagas"
msgstr ""
#. [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 ""
#. [race]: id=ogre
#: data/core/units.cfg:297
msgid "race^Ogre"
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:298
#, fuzzy
msgid "race+female^Ogre"
msgstr "Vodstvo"
#. [race]: id=ogre
#: data/core/units.cfg:299
msgid "race^Ogres"
msgstr ""
#. [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 ""
#. [race]: id=orc
#: data/core/units.cfg:308
msgid "race^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:309
msgid "race+female^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:310
msgid "race^Orcs"
msgstr ""
#. [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"
"\n"
"Almost every orc is a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further one’s own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle.\n"
"\n"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:322
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:331
msgid "race^Troll"
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:332
#, fuzzy
msgid "race+female^Troll"
msgstr "Vodstvo"
#. [race]: id=troll
#: data/core/units.cfg:333
msgid "race^Trolls"
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:334
#, fuzzy
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"
"\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 ""
"Trolovi su prastara stvorenja, jedni od najstarijih vrsta koje naseljavaju "
"Veliki Kontinenet. Oni su veliki, spori"
#. [race]: id=undead
#: data/core/units.cfg:354
msgid "race^Undead"
msgstr ""
#. [race]: id=undead
#: data/core/units.cfg:355
#, fuzzy
msgid "race+female^Undead"
msgstr "Vodstvo"
#. [race]: id=undead
#: data/core/units.cfg:356
msgid "race+plural^Undead"
msgstr ""
#. [race]: id=undead
#: data/core/units.cfg:357
#, fuzzy
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"
"\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 ""
"Nemrtvi nisu vrsta stvorenja, iako su smatrani takvim. Skoro svako mrtvo "
"stvorenje može se, uz dovoljno vještog nekromancera, oživiti i ponovo "
#. [race]: id=wolf
#: data/core/units.cfg:370
msgid "race^Wolf"
msgstr ""
#. [race]: id=wolf
#: data/core/units.cfg:371
#, fuzzy
msgid "race+female^Wolf"
msgstr "Vodstvo"
#. [race]: id=wolf
#: data/core/units.cfg:372
msgid "race^Wolves"
msgstr ""
#. [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 ""
#. [race]: id=wose
#: data/core/units.cfg:382
msgid "race^Wose"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:383
msgid "race^Woses"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:384
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 ""
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr "+1 max HP"
#: src/help/help.cpp:181
msgid "Close"
msgstr "Zatvori"
#: src/help/help.cpp:184
msgid "The Battle for Wesnoth Help"
msgstr "Battle for Wesnoth pomoć"
#: src/help/help.cpp:241
msgid "Parse error when parsing help text: "
msgstr ""
#, fuzzy
#~ msgid "race^Roc"
#~ msgstr "Vodstvo"
#, fuzzy
#~ msgid "race+female^Roc"
#~ msgstr "Vodstvo"
#, fuzzy
#~ msgid "race^Rocs"
#~ msgstr "Vodstvo"
#~ msgid "Intelligent"
#~ msgstr "Inteligentan"
#~ msgid "Quick"
#~ msgstr "Brz"
#~ msgid "Resilient"
#~ msgstr "Otporan"
#~ msgid "Strong"
#~ msgstr "Snažan"
#~ msgid "Fearless"
#~ msgstr "Bez straha"
#~ msgid "Loyal"
#~ msgstr "Lojalan"
#, fuzzy
#~ msgid "trait^Elemental"
#~ msgstr "Vodstvo"
#~ msgid "Healthy"
#~ msgstr "Zdrav"
#~ msgid "Dim"
#~ msgstr "Mračan"
#, fuzzy
#~ msgid "Slow"
#~ msgstr "Usporen"
#~ msgid "Weak"
#~ msgstr "Slabo"
#, fuzzy
#~ msgid "Factions"
#~ msgstr "Frakcija"
#~ msgid "Overview"
#~ msgstr "Pregled"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, it’s best to click the text='Tutorial' button "
#~ "at the main menu. This will take you to the interactive tutorial, which "
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
#~ "you play the Heir to the Throne campaign first — click "
#~ "text='Campaign' then text='Heir to the Throne'"
#~ "italic>. As text='Battle for Wesnoth' can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Na početku je najbolje otići na text=tutorijal gumb na "
#~ "glavnom izborniku. To će Vas odvesti na interaktivni tutorijal, koj iće "
#~ "Vas naučiti osnove Wesnotha. Nakon tog preporuča se da prvo odigrate "
#~ "kampanju Nasljednik prijestolja - klikni text=Kampanja "
#~ "onda text='Nasljednik prijestolja'. Kako Bitka za "
#~ "Wesnoth može biti prilično izazovna igra, počnite s razinom teškoće "
#~ "text=Lagano."
#, fuzzy
#~ msgid ""
#~ "These pages outline all you need to know to play text='Battle for "
#~ "Wesnoth'. They cover how to play and the basic mechanics behind "
#~ "the game. As you play the game, new information is added to these pages "
#~ "as you come across new aspects of the game. For more detailed information "
#~ "on special situations and exceptions, please follow the links included."
#~ msgstr ""
#~ "Ove stranice prikazuju sve što je potrebno naučiti kako bi igrali Bitku "
#~ "za Wesnoth. Pokrivaju područje o tome kako igrati i osnovnu mehaniku iza "
#~ "igre. Kako ćete igrati igru, nove informacije su dodane na ovim "
#~ "stranicama sukladno različitim aspektima na koje ćete naići tijekom igre. "
#~ "Za više detaljnih informacija o posebnim situacijama i iznimkama, molimo "
#~ "Vas da slijedite ovdje sadržane veze (linkove)."
#~ msgid "Experience and Advancement"
#~ msgstr "Iskustvo i unapređenje"
#~ msgid "Help"
#~ msgstr "Pomoć"
#, fuzzy
#~ msgid "Leaders:"
#~ msgstr "Vodstvo"
#~ msgid "Era:"
#~ msgstr "Era:"
#, fuzzy
#~ msgid "Factions:"
#~ msgstr "Frakcija"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Frakcije su korištene samo u multiplayeru"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "Teren"
#~ msgid "level"
#~ msgstr "razina"
#~ msgid "Advances from: "
#~ msgstr "Napreduje iz:"
#, fuzzy
#~ msgid "Variations: "
#~ msgstr "Frakcija"
#~ msgid "Race: "
#~ msgstr "Vrsta:"
#~ msgid "Abilities: "
#~ msgstr "Sposobnosti:"
#, fuzzy
#~ msgid "Ability Upgrades: "
#~ msgstr "Sposobnosti"
#~ msgid "HP: "
#~ msgstr "HP:"
#~ msgid "Moves: "
#~ msgstr "Pokreti:"
#~ msgid "Cost: "
#~ msgstr "Cijena:"
#~ msgid "Alignment: "
#~ msgstr "Svrstavanje:"
#~ msgid "Required XP: "
#~ msgstr "Potreban XP:"
#~ msgid "Type"
#~ msgstr "Tip"
#~ msgid "Strikes"
#~ msgstr "Udarci"
#~ msgid "Range"
#~ msgstr "Domet"
#~ msgid "Special"
#~ msgstr "Specijalno"
#~ msgid "Resistances"
#~ msgstr "Otpori"
#~ msgid "Attack Type"
#~ msgstr "Tip napada"
#~ msgid "Resistance"
#~ msgstr "Otpor"
#~ msgid "Terrain"
#~ msgstr "Teren"
#~ msgid "Defense"
#~ msgstr "Obrana"
#~ msgid "Movement Cost"
#~ msgstr "Cijena pokreta"
#~ msgid " < Back"
#~ msgstr " < Natrag"
#~ msgid "Forward >"
#~ msgstr "Naprijed >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Upućenje na nepoznatu temu:"
#~ msgid "corrupted original file"
#~ msgstr "pokvaren originalan fajl"
#~ msgid "World Ocean"
#~ msgstr "Svjetski ocean"
#~ msgid "New Continent"
#~ msgstr "Novi Kontinent"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Liječenje"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Liječenje"
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Inteligentan"
#~ msgid "Drakish, language"
#~ msgstr "Drakish,jezik"
#~ msgid "The language spoken by the drakes."
#~ msgstr "Jezik zmajeva."
#~ msgid "Flat"
#~ msgstr "Ravno"
#~ msgid "Road"
#~ msgstr "Cesta"
#~ msgid "Forest"
#~ msgstr "Šuma"
#~ msgid "Hills"
#~ msgstr "Brda"
#~ msgid "Mountains"
#~ msgstr "Planine"
#~ msgid "Swamp"
#~ msgstr "Močvara"
#~ msgid "Shallow Water"
#~ msgstr "Plitka voda"
#~ msgid "Deep Water"
#~ msgstr "Duboka Voda"
#~ msgid "Frozen"
#~ msgstr "Zamrznuto"
#~ msgid "Castle"
#~ msgstr "Dvorac"
#~ msgid "Sand"
#~ msgstr "Pijesak"
#~ msgid "Desert"
#~ msgstr "Pustinja"
#~ msgid "Cave"
#~ msgstr "Pečina"
#~ msgid "Illuminated Cave"
#~ msgstr "Osvijetljena pećina"
#~ msgid "Village"
#~ msgstr "Naselje"
#~ msgid "Lava"
#~ msgstr "Lava"
#~ msgid "River Ford"
#~ msgstr "Plitka Rijeka"
#~ msgid "Coastal Reef"
#~ msgstr "Obalni Greben"
#~ msgid "Bridge"
#~ msgstr "Most"
#~ msgid "Impassable"
#~ msgstr "Neprohodan"
#~ msgid "firststrike"
#~ msgstr "prvi udarac"
#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "Neka oružja posjeduju posebna svojstva koja povećavaju efektivnost pri "
#~ "njihovom korištenju.\n"
#~ "\n"
#, fuzzy
#~| msgid "firststrike"
#~ msgid "true strike"
#~ msgstr "prvi udarac"