# Turkish 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. # # Nils Kneuper , 2005. # ihsan Haluk AKIN , 2005, 2006. # Nilgün Belma Bugüner , 2008, 2009. msgid "" msgstr "" "Project-Id-Version: wesnoth\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2018-03-27 04:26+0300\n" "PO-Revision-Date: 2009-04-12 14:56+0300\n" "Last-Translator: Nilgün Belma Bugüner \n" "Language-Team: Turkish \n" "Language: tr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: KBabel 1.11.4\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495 #: data/core/macros/schedules.cfg:109 msgid "Underground" msgstr "Yeraltı" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657 #: data/core/macros/abilities.cfg:274 msgid "berserk" msgstr "cinnet" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659 #: data/core/macros/abilities.cfg:275 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Cinnet:\n" "Saldırı ve savunmada, bu saldırı türü, çarpışanlardan biri yıkılana kadar " "veya 30 ellik saldırıya denk olana dek devam eder." #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668 #: data/core/macros/abilities.cfg:359 msgid "magical" msgstr "sihirli" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672 #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670 #: data/core/macros/abilities.cfg:360 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Sihirli:\n" "Bu saldırı her zaman (saldırı ve savunma) %70 isabet şansına sahiptir." #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679 #: data/core/macros/abilities.cfg:404 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "ilk vuruş" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681 #: data/core/macros/abilities.cfg:405 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "İlk vuruş:\n" "Bu birim bu saldırısıyla, savunmadayken bile, her zaman ilk vuruşu yapar." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "tedavi +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 "+4 tedavi" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "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 "" "Tedavi +4 :\n" "Birimin, her elin başında komşu altıgenlerdeki dost birimleri tedavi " "etmesini sağlar.\n" "\n" "Bu birim her el en fazla 4 YP puanı iyileşme sağlayabilir veya zehrin " "etkisini sadece o el için durdurabilir.\n" "Zehirlenmiş bir birim tedaviciden panzehir alamaz, bu iş için bir köy ya da " "ilaç verebilen bir birim aramalıdır." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39 #: data/core/macros/abilities.cfg:28 msgid "heals +8" msgstr " tedavi +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 " +8 tedavi" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "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 "" "Tedavi +8:\n" "Bu birim savaş alanında bitkisel otlarla sihri birleştirerek birimleri " "normalde mümkün olandan çok daha hızlı iyileştirir.\n" "\n" "Bu birim her el en fazla 8 YP puanı iyileşme sağlayabilir veya zehrin " "etkisini sadece o el için durdurabilir.\n" "Zehirlenmiş bir birim tedaviciden ilaç alamaz, bu iş için bir köy ya da ilaç " "verebilen bir birim aramalıdır." #. [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 Map Editor" msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:144 #, fuzzy msgid "" " option at the title screen.\n" "\n" "What you get" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [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 #, fuzzy msgid "" "\n" "\n" "Pure Map Mode" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [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" "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" "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 #, fuzzy msgid "" "\n" "\n" "Scenario Mode" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [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 "Arazi Ayarı" #. [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 "" #. [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 "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:32 msgid "Great Ocean" msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:33 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:38 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:39 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:46 #, fuzzy msgid "Green Isle" msgstr "Yeşil" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:47 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:52 msgid "Old Continent" msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:53 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:58 msgid "Great Continent" msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:59 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:64 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:65 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:70 msgid "Kingdom of Wesnoth" msgstr "" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:71 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the Great " "River to the north, the shore of the Great Ocean to the west, the Aethenwood " "to the dst='southwest_elven_lands' text='southwest', and the " "Bitter Swamp to the southeast (lower right corner of the main map).\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='Notable cities:'
\n" " • Weldyn: The capital of Wesnoth.\n" " • Aldril: City lying on the Bay of Pearls.\n" " • Blackwater Port: City lying south of the Bay of Pearls.\n" " • Carcyn: Located between the Grey Woods and the Great River.\n" " • Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " • Soradoc: The northernmost border outpost of Wesnoth, controls the " "confluence of the Weldyn River and the Great River.\n" " • Fort Tahn: The southernmost border outpost, controls the north/south " "road crossing the River Aethen.\n" " • Tath: Important fort city north of Dan’Tonk, exerts control over the " "wilderness country around the east of the Brown Hills and north to the Ford " "of Abez.\n" "\n" "
text='Notable land features:'
\n" " • Gryphon Mountain: Home of the fabled Gryphons.\n" " • Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces.\n" " • Weldyn River: It branches from the Great River and goes south.\n" " • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, " "this plain is Wesnoth’s bread basket and home to most of its population.\n" " • Dulatus Hills: These rolling hills bordering the Great Central Plain " "provide much of Wesnoth’s livestock and agriculture.\n" " • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-" "populated and occasionally very dangerous.\n" " • Horse Plains: Region of rolling plains just south of the Great River, " "bounded by Glyn’s Forest to the west and the River Weldyn to the east; the " "southern reach merges into the Central Plain. Home of the powerful Clans; " "the best horses in Wesnoth are bred here.\n" " • Estmark Hills: Largish range rising south of the Great River and east " "of the Weldyn River. The northernmost portion, nearest the River Weldyn, has " "at various times been settled by Wesnothians, but the Kingdom’s control is " "tenuous at best and banditry is common.\n" " • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of " "Haldric II’s sons.\n" " • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:100 msgid "Elensefar" msgstr "" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the Great River to the " "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to " "the south, and the dst='great_ocean' text='ocean' to the west. " "More information is found in the historical narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the " "dst='great_river' text='Great River' delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:114 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\n" "\n" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council.\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of Elensefar, where these villages " "were located, was named the Annuvin province by men but was known by the " "elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • Heart Mountains: A virtually impassable barrier between the river " "country and the Northern Plains.\n" " • Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " • Swamp of Dread: a very large bog located between the Heart Mountains " "and the Great River. A notoriously dangerous place.\n" " • Lake Vrug: A large mountain lake whose river carves the only pathway " "through the Northern Mountains.\n" " • Arkan-thoria: The river that comes out of Lake Vrug. This is the " "elvish name; among humans it is called Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "the elves. Their capitol, 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:135 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:136 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='Ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:148 #, fuzzy msgid "Heart Mountains" msgstr "Dağlar" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:149 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:154 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:155 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" #. [section]: id=schedule #: data/core/help.cfg:10 #, fuzzy #| msgid "Time of Day" msgid "Time of Day Schedule" msgstr "Günün saati" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:96 msgid "Introduction" msgstr "Sunuş" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:168 msgid "Gameplay" msgstr "Oynanış" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:391 msgid "Traits" msgstr "Karakterler" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:119 msgid "Units" msgstr "Birimler" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:139 msgid "Abilities" msgstr "Yetenekler" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:148 msgid "Weapon Specials" msgstr "Silah Özellikleri" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:128 msgid "Eras" msgstr "" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:71 data/core/help.cfg:406 msgid "Terrains" msgstr "Araziler" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:79 data/core/help.cfg:459 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:85 data/core/help.cfg:526 msgid "Commands" msgstr "Komutlar" #. [topic]: id=..introduction #: data/core/help.cfg:97 #, fuzzy msgid "" "\n" "\n" "Battle for Wesnoth is a turn-based fantasy strategy game somewhat " "unusual among modern strategy games. While other games strive for " "complexity, 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" "Battle for Wesnoth (Wesnoth için Savaş) modern strateji oyunları arasında az " "rastlanan türden bir tur tabanlı fantezi strateji oyunudur. Diğer oyunların " "kurallar ve oynanışta karmaşıklığa çabalamasına karşın, Battle for Wesnoth " "kurallar ve oynanışta basitliğe çabalar. Ancak bu özellik oyunu " "basitleştirmez - bu basit kurallardan, oyunu, öğrenmesi kolay ama " "uzmanlaşması zor hale getiren zengin stratejiler ortaya çıkar." #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "About the Game" msgstr "Oyun Hakkında" #. [topic]: id=about_game #: data/core/help.cfg:108 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 scenario, which can be strung " "together to make 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 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:120 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:129 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:131 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:140 #, 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 "" "Bazı birimler doğrudan diğer birimleri veya birimin diğer birimlerle " "etkileşimini etkileyen yeteneklere sahiptir. Bu başlık altında tıkladıkça bu " "yetenekler listelenecektir.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:149 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:158 msgid "Unknown Unit" msgstr "Bilinmeyen Birim" #. [topic]: id=.unknown_unit #: data/core/help.cfg:159 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" "Bu birim şu an bilinmiyor. Birimi oyundaki açıklamasına bakarak " "keşfetmelisiniz." #. [topic]: id=..gameplay #: data/core/help.cfg:169 msgid "" "Wesnoth is comprised of a series of battles, called 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 " "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 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 Heir to " "the Throne or The South Guard. A full list of installed campaigns " "can be found via the Campaign option on the main menu. As Wesnoth can " "be quite challenging, you may wish to start on easy before progressing to " "higher difficulties." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:176 #, fuzzy #| msgid "Fundamentals of Gameplay" msgid "" "\n" "\n" "Fundamentals of Gameplay\n" "\n" msgstr "Oynanış Temelleri" #. [topic]: id=..gameplay #: data/core/help.cfg:176 #, fuzzy #| msgid "" #| "While playing, keep in mind that if you mouse-over many items in the " #| "game, such as the information displayed in the status pane, a brief " #| "description will be shown explaining each item. This is especially useful " #| "when you encounter new dst='..abilities_section' text='abilities' for the first time." 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 "" "Oyun esnasında, fareyi sağdaki durum çubuğunda bir öğenin üstüne " "getirdiğinizde, genellikle o öğeyi açıklayan kısa bir tarif görüntülenir. Bu " "bilhassa yeni dst='..abilities_section' text='yeteneklerle' ilk " "defa karşılaşınca işe yarar." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:188 msgid "Victory and Defeat" msgstr "Zafer ve Yenilgi" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 #, fuzzy msgid "" "\n" "\n" "When you win a scenario, the map grays over and the End Turn button " "changes to End Scenario. You can now do things like changing your " "save options or (if you are in a multiplayer game) chatting with other " "players before pressing that button to advance." msgstr "" "\n" "\n" "Bir senaryoyu kazandığınız takdirde harita grileşir ve ‘Eli Bitir’ düğmesi " "‘Senaryoyu Bitir’ düğmesi haline gelir. Bu düğmeye basmadan önce kayıt " "seçeneklerini değiştirmek gibi işlemler yapabilir veya (bir çok oyunculu " "oyundaysanız) diğer oyuncularla yazışabilirsiniz." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 #, fuzzy msgid "" "Pay careful attention to the 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 "" "Her senaryonun başlangıcında gösterilen Senaryo Amaçları penceresinde " "yazanları dikkatle okuyun. Genelde, tüm düşman liderlerini öldürünce galip, " "sizin lideriniz öldürülünce mağlup olursunuz. Fakat bazı senaryolarda " "galibiyet koşulu farklı olabilir - liderinizi belli bir noktaya götürmeniz, " "birini kurtarmanız, bir bilmeceyi çözmeniz veya bir kuşatmaya belli sayıda " "el dayanmanız istenebilir." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:198 msgid "Recruiting and Recalling" msgstr "Askere Alma ve Geri Çağırma" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "If you right-clicked on a castle hex and selected recruit, the new unit " #| "will appear in that square. Otherwise, it will appear in a free square " #| "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." msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "Bir kale altıgenine sağ tıklayıp asker alırsanız, yeni birim bu altıgenin " "içine gelir. Aksi takdirde birim kalede herhangi bir altıgenin içine gelir. " "Sadece kalenizdeki boş altıgen sayısı kadar birimi askere alabilirsiniz ve " "askere alırken o an sahip olduğunuzdan fazla altın harcayamazsınız." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 #, fuzzy 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 Heir to the Throne campaign) on the keep " "hex of a dst='terrain_castle' text='castle'. Then you may recruit " "by either choosing Recruit from the menu or right-clicking on a hex " "and selecting Recruit. This brings up the recruit menu, which lists " "units available for recruitment, along with their gold cost. Click on a unit " "to see its statistics, then press the OK button to recruit it." msgstr "" "Her taraf oyuna kalesinde bir lider olduğu halde başlar. Bir savaşın başında " "ve savaş devam ederken ordunuza yeni dst='..units' text='birimler' katma ihtiyacınız olur. Asker almak için liderinizin (Konrad, Tahtın " "Varisi seferberliğinde bir liderdir) bir dst='terrain_castle' " "text='Kale'’nin iç kalesinde olması gerekir. Bundan sonra menüden " "text='Asker al'’a tıklayıp ya da bir kale altıgeninde " "fareye sağ tıklayıp text='Asker al'’ı seçerek yeni asker " "alabilirsiniz. Bu işlem Askere al menüsünü meydana çıkarır, bu menü " "alınabilecek askerleri onların altın bedelleri ile listeler. Bir birimin " "istatistiklerini görmek için fareyle üzerine tıklayabilir ve sizce uygun bir " "birimse Tamam düğmesine tıklayıp o birimi askere alabilirsiniz." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:201 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Askere alınan birimler istatistiklerini değiştiren iki rastgele dst='.." "traits_section' text='karakterle' gelirler." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:203 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" "İlerleyen senaryolarda, önceki savaşlardan hayatta kalanları " "çağırabilirsiniz. Çağırma standart olarak 20 altın tutar ve işlem sırasında " "önceki senaryolarda hayatta kalan birimlerin bir listesi gösterilir." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:205 #, 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" "Birimler sadece askere almak veya çağırmak için değil,·aynı zamanda " "yaşamak·için de paraya ihtiyaç duyarlar.·Daha fazla bilgi için " "dst='income_and_upkeep' text='Gelir ve Gider'’i okuyunuz." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:214 msgid "Income and Upkeep" msgstr "Gelir ve Gider" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 #, fuzzy msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. (In general " "this is configurable but in campaigns it is almost always one gold per " "village.) Thus, if you have ten villages, you would normally gain 12 gold " "each turn. Your upkeep costs are subtracted from this income, as detailed " "below." msgstr "" "\n" "\n" "Gelir basittir. Temel geliriniz her el için 2 altındır. Kontrol ettiğiniz " "her kasaba için de her el ek bir altın kazanırsınız. Yani, eğer 10 tane " "kasabanız varsa normalde 12 altın kazanırsınız. Aşağıda açıklandığı üzere " "gideriniz bu gelirden çıkartılır." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 #, fuzzy 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; " "income and upkeep." msgstr "" "Wesnoth’ta sadece asker almak ve savaşmak yeterli değildir. Paranıza da " "dikkat etmeniz lazımdır. Özellikle seferberliklerde, çünkü bir senaryodan " "artan para bir sonraki senaryoya aktarılır. Bu işin iki yönü vardır; Gelir " "ve Gider." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:217 #, fuzzy msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "Gider de oldukça basittir. Her birimin kendi seviyesine denk bir masrafı " "vardır. Köyleriniz sayısı kadar seviye text=değerince " "birime kendiliğinden para sağlanır. Ama sahip olduğunuz köy sayısından fazla " "her birim seviyesi için, her el bir altın hesabınızdan düşürülür. Mesela, " "eğer oniki adet birinci seviyeden biriminiz ve on adet kasabanız var ise, " "bakım masrafı olarak her el iki altın hesabınızdan düşürülür." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:219 #, fuzzy msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "Giderler gelirinizden çıkarılır, böylece 12 seviye biriminiz ve 10 kasabanız " "var ise sonuçta geliriniz her el için 10 altın olacaktır." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:221 #, fuzzy 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 Heir to the Throne) will usually have the " "loyal trait. The unit you are playing (such as Konrad) will almost " "always be a leader." msgstr "" "\n" "\n" "Bakım masrafının iki önemli istisnası vardır: Sadık mizaçlı birimler ve " "liderler için asla bakım masrafı yoktur. Senaryoya başladığınız birimler " "(mesela Konrad ve Delfador), veya senaryo sırasında size katılan birimler " "(mesela, Tahtın Varisi’nin ikinci senaryosunda size katılan atlı) genellikle " "sadık mizaçlıdır. Oyunda sizi temsil eden birim (Konrad gibi) hemen hemen " "daima bir lider olacaktır." #. [topic]: id=hitpoints #: data/core/help.cfg:230 msgid "Hitpoints and Experience" msgstr "Yaşam Puanı ve Deneyim" #. [topic]: id=hitpoints #: data/core/help.cfg:231 #, fuzzy msgid "" "Each unit has a certain number of hitpoints (HP). If the hitpoints of " "a unit drop below 1, the unit dies. Each unit also has a certain number of " "experience points (XP). A freshly recruited unit starts with no " "experience points, and gains experience by fighting enemies." msgstr "" "Her birimin belli bir yaşam puanı (YP) vardır. Eğer bir birimin yaşam puanı " "1’in altına düşerse birim ölür. Her birimin belli bir de tecrübe puanı (TP) " "vardır. Yeni askere alınmış bir birim tecrübesiz başlar ve düşmanlarla " "savaşarak tecrübe kazanır." #. [topic]: id=hitpoints #: data/core/help.cfg:235 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 "" "Yaşam ve tecrübe puanları durum çubuğunda iki rakamla (şimdiki değer ve " "birimin edinebileceği en fazla değer) gösterilmiştir." #. [topic]: id=hitpoints #: data/core/help.cfg:237 #, fuzzy #| 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='experience_and_advancement' text='advance'." 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 "" "Yaşam puanları ayrıca her birimin yanındaki bir enerji çubuğunda da " "gösterilir, bu yeşil, sarı veya kırmızıdır. En az 1 tecrübe puanına sahip " "her birimin dst='experience_and_advancement' text='terfi' etmek " "üzere iken beyaza dönüşen mavi bir tecrübe çubuğu vardır." #. [topic]: id=advancement #: data/core/help.cfg:244 #, fuzzy #| msgid "Advances to: " msgid "Advancement" msgstr "Şuna terfi eder: " #. [topic]: id=advancement #: data/core/help.cfg:245 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" "Birimler bir üst seviye çıkmak için belirli bir tecrübeye gerek duyarlar (bu " "zeki mizaçlı birimlerde %20 daha azdır). Bir kere bu tecrübeye ulaştılar mı, " "hemen bir üst seviyeye terfi ederler, bu işlem sırasında tamamen " "iyileşirler. Bazı durumlarda, üst seviyeye erişmek seçeneklidir." #. [topic]: id=advancement #: data/core/help.cfg:245 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 "" "Eğer iki birim de bir döğüşten sağ çıkarsa, döğüştükleri birimin seviyesine " "eşit tecrübe puanı alırlar. Eğer bir birim döğüşte diğerini öldürürse, daha " "fazla tecrübe kazanır - seviye 0 için 4, seviye 1 için 8, seviye 2 için 16, " "seviye 3 için 24 ve böyle devam eder." #. [topic]: id=advancement #: data/core/help.cfg:247 #, 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 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" "Çoğu birimin üç seviyesi olmakla birlikte, hepsi böyle değildir. Sıra dışı " "birimlerin (mesela dst='unit_Mage' text='Büyücü') dört seviyesi " "olabilir. Birim en üst seviyesine ulaşınca, Son Seviye Sonrası Terfi (SSST " "[AMLA] ) özelliğine kavuşabilir. SSST, birimi tecrübe hedefine ulaşınca " "değiştirecektir ama birimin seviyesi aynı kalacaktır. Tipik SSST etkisi " "Yaşam Puanını (YP) 3 arttırmak ve tam tedavi uygulamak şeklindedir. İlk " "SSST’ye normalde 150 Tecrübe Puanı (TP) kazanınca ulaşılır (zeki birimler " "için bu 120 TP’dir). Ama SSST kazanmak giderek zorlaşır ve bu yüzden alt " "seviye birimleri bir üst seviye çıkarmak için uğraşmak daha faydalıdır." #. [topic]: id=movement #: data/core/help.cfg:256 msgid "Movement" msgstr "Hareket" #. [topic]: id=movement #: data/core/help.cfg:257 #, fuzzy 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 Unit Description, and then looking at Terrain " "Modifiers." msgstr "" "\n" "\n" "Her birim belli bir sayıda hareket hakkına sahiptir, bu sayı hareket edilen " "bir sonraki altıgenin türüne göre harcanır. Mesela, çayırların her altıgeni " "neredeyse her birim için sadece 1 hareket puanına malolur. Bir altıgene " "girmek için harcanan puanın tam değeri birimin türüne bağlıdır, orman " "altıgeninde elf birimleri 1 hareket puanı harcarken, bir çok insan ve ork " "birimi 2, atlılar ise 3 hareket puanı harcarlar. Bir birimin, bir altıgene " "girmek için ne kadar hareket puanı harcayacağını görmek için, birimin " "üzerinde sağ tıklayıp, birim tanımını seçin ve oradan da text='arazi " "ayarı'’na bakın." #. [topic]: id=movement #: data/core/help.cfg:257 #, fuzzy msgid "" "Movement in 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 "" "Battle for Wesnoth’da hareket basittir: Sadece hareket ettirmek istediğiniz " "birime, sonra da onu götürmek istediğiniz altıgene tıklarsınız. Bir birim " "seçildiği zaman, birimin o sırada hareket edebileceği her yer fazladan " "ışıklandırılır, geri kalan altıgenler ise matlaştırılır. Birimi " "matlaştırılmış bir altıgene götürme işlemi birimin oraya kaç sırada " "gideceğini gösterir ve oraya tıklandığında birim o el gidebileceği yere " "kadar gider fakat sonraki ellerde sizin gitmesini istediğiniz yere doğru " "yoluna devam eder. Eğer bir birimi ilkinde gidebileceği son noktaya kadar " "götürmezseniz, kalan yolu sonradan da tamamlatabilirsiniz. Bu iki birimi yer " "değiştirmek istediğinizde yararlıdır. Saldıran birimin arta kalan yolu " "sıfırlanır. Birimi sahibi olmadığınız bir kasabaya konuşlandırmanız kalan " "hareket puanını sıfırlarsa da birim hala saldırı yapabilir." #. [topic]: id=movement #: data/core/help.cfg:259 #, fuzzy msgid "" "\n" "\n" "Another thing to keep in mind while moving is 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_skirmisher' text='skirmishers' can ignore zones of " "control." msgstr "" "\n" "\n" "Hareket ederken akılda tutulması gereken bir başka şey de etki alanı’dır. " "Her birim kendini çevreleyen altıgenlerde bir etki alanı oluşturur ve " "herhangi bir düşman bu altıgenlere girdiği zaman hareketi biter. Etki " "alanını kendi yararınıza için kullanmayı öğrenmek oyunun önemli bir " "parçasıdır, sadece dst='ability_skirmisher' text='avcılar' etki " "alanından etkilenmezler." #. [topic]: id=movement #: data/core/help.cfg:261 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "Bir sonraki el düşmanın nerelere hareket edebileceğini görmek için Ctrl-v " "veya Cmd-v’ye basınız. Ctrl-b veya Cmd-b ise birimlerinizin haritada olmayıp " "onları engellemese düşmanın nereye kadar hareket edebileceğini gösterir." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:270 msgid "Shroud and Fog of War" msgstr "Örtü ve Savaş Dumanı" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:271 #, fuzzy 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 shroud hides " "both the terrain and any units at a location. However, once it is cleared, " "you can always see that location. The 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 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 Update Shroud Now (or the end of your turn) and " "thereby preserve your ability to undo movement." msgstr "" "Bazı senaryolarda haritanın belli kısımları size gösterilmez. Birbirinden " "bağımsız kullanılabilen iki mekanizma vardır. Örtü, hem araziyi hem de " "oradaki birimleri gizler. Ancak bir kez açılınca orayı artık hep " "görebilirsiniz. Savaş dumanı, sadece (size veya dostlarınıza ait olmayan) " "birimleri ve kasaba sahipliklerini gizler. Birimlerin yakınında savaş dumanı " "kaybolur, ama uzaklaşınca geri gelir. Hem Örtü, hem de Savaş dumanı " "birimlerce bir sonraki el gidebileceği yerin bir fazlasına kadar " "aydınlatılabilir (kontrol alanı ve düşman birimleri önemsemeksizin).\n" "\n" "Normalde her birimin hareketi, döğüşmedikçe veya askere alınmadıkça (bazı " "birimler askere alınınca rasgele bazı olaylar olabilir) geri alınabilir. " "Örtü veya savaş dumanının açılmasına sebep olan birim hareketleri de geri " "alınamayan hareketlerdendir. Eylemler menüsünden ‘Örtü güncellemelerini " "geciktir’ seçeneğini etkin kılarak örtü veya savaş dumanının bir sonraki " "rasgele olaya kadar veya elin sonuna kadar ya da aynı menüden ‘Örtüyü şimdi " "güncelle’ şıkkını seçene kadar hareketin geri alınabilir kalmasını " "sağlayabilirsiniz." #. [topic]: id=combat #: data/core/help.cfg:280 msgid "Combat" msgstr "Çarpışma" #. [topic]: id=combat #: data/core/help.cfg:281 #, fuzzy msgid "" "\n" "\n" "Order and Number of Strikes" msgstr "" "\n" "\n" "
text='Vuruşların sırası ve sayısı'
" #. [topic]: id=combat #: data/core/help.cfg:281 #, fuzzy msgid "" "Combat in Battle for Wesnoth always takes place between units in " "adjacent hexes. Click on your unit, and click on the enemy you want to " "attack: your 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: " "melee, which usually involves weapons such as swords, axes or fangs; " "and ranged, which usually involves weapons such as bows, spears and " "fireballs." msgstr "" "Battle for Wesnoth’ta döğüş her zaman birbirinin yanındaki birimler arasında " "cereyan eder. Biriminize tıkladıktan sonra saldırmak istediğiniz düşman " "birimine tıklarsanız, biriminiz düşman birimine doğru gider ve yanyana " "geldikleri zaman döğüş başlar. Saldıran ve savunan kendi vuruş sayıları " "dolana kadar karşılıklı vuruşurlar. Saldıran saldıracak bir silahını seçer " "ve savunan aynı türden bir saldırısı ile karşılık verir. İki saldırı türü " "vardır: genellikle kılıç, balta ve pençe gibi silahları kapsayan yakın döğüş " "ve genellikle ok, mızrak ve ateş topu gibi silahları kapsayan menzilli." #. [topic]: id=combat #: data/core/help.cfg:283 #, fuzzy msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5×4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "Saldıran taraf ilk hücumu yapar, ondan sonra da savunan misilleme yapar. Bu " "her iki taraf da bütün saldırılarını kullanana kadar devam eder. Birimlerin " "sahip olduğu hücum sayısı değişkendir, mesela, 5-4 kılıç hücumlu bir elf " "savaşçısı 5 hasar verebilen 4 kılıç sallayabilir, bununla beraber 9-2’lik " "bir ork izbandudu sadece 2 yumruk sallayabilir (ama her ikisi de 9 hasar " "gücünde)." #. [topic]: id=combat #: data/core/help.cfg:285 #, fuzzy msgid "" "\n" "\n" "Chance to Hit" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [topic]: id=combat #: data/core/help.cfg:287 #, fuzzy msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the terrain it is in. " "This is shown in the status pane, and may also be found by right-clicking a " "unit, selecting Unit Description, and then looking at Terrain " "Modifiers. For instance, many elves have a defense rating of 70% in " "forest, so a unit attacking them has only a 30% chance of hitting. " "Conversely, the elf’s chance of hitting the attacker in return depends on " "what terrain the attacker is in." msgstr "" "\n" "\n" "Sadece iki istisna ile, bir birimin isabet alma şansı sadece bulunduğu " "araziye bağlı savunma imkanı ile alakalıdır. Bu imkan, birimin üzerinde " "fareyi sağ tıklayıp, birim tanımını seçtikten sonra text='Arazi " "ayarı'’na bakıp bulunabilir. Mesela, bir çok elf ormanda %70 " "savunma imkanına sahiptir. Bu, onlara saldıran bir birim %30 isabet şansına " "sahip olması demektir. Diğer yandan, bu elf’in saldırana isabet kaydetme " "oranı da saldıranın bulunduğu araziyle alakalıdır." #. [topic]: id=combat #: data/core/help.cfg:289 #, fuzzy msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "Bu kuralın iki istisnası vardır: dst='weaponspecial_magical' " "text='sihirli' saldırılar ve dst='weaponspecial_marksman' " "text='nişancı' saldırıları. Sihirli saldırılar araziye aldırmadan her " "zaman %70 isabet şansına sahiptirler. Nişancılar ise saldırı amaçlı " "kullanıldığı takdirde araziye aldırmadan her zaman %60 isabet şansına " "sahiptirler." #. [topic]: id=combat #: data/core/help.cfg:291 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Hasar
" #. [topic]: id=combat #: data/core/help.cfg:293 #, fuzzy 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 Damage Calculations in the " "attack selection menu." msgstr "" "\n" "\n" "İsabet eden her darbe saldırı türüne bağlı olarak bir temel hasar verir. " "Mesela, elf savaşçının 5-4’lük bir kılıç saldırısı 5 hasarlık 4 vuruş yapar. " "Bu genel olarak iki şeyle değişir: dst='damage_types_and_resistance' " "text='dayanıklılık' ve dst='time_of_day' text='günün saati'. Temel hasarın duruma göre nasıl değiştiğini görmek için, saldırı seçme " "menüsünden text='Hasar Hesaplamaları'nı seçiniz." #. [topic]: id=combat #: data/core/help.cfg:295 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "Az sayıda birim çarpışmada verilen hasarı etkileyen özel dst='.." "abilities_section' text='yeteneklere' sahiptir. Bunların en meşhuru bu " "özelliğe sahip birim saldırdığında hem saldıran hem de savunan tarafların " "verdiği hasarı ikiye katlayan dst='weaponspecial_charge' " "text='yükleme'dir." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:303 msgid "Damage Types and Resistance" msgstr "Hasar Türleri ve Direnç" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:304 #, fuzzy msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" "\n" "\n" "Dirençler çok basit çalışır: eğer bir birimin bir hasar türüne karşı %40 " "direnci varsa, o hasar türüyle vurulduğu zaman %40 daha az hasar alır. Bir " "birimin bazı hasar türlerine zaafının olması da mümkündür: eğer bir birimin " "bir hasar türüne -%100 direnci varsa, o zaman bu hasar türüyle vurulduğu " "zaman %100 daha fazla hasar alır." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:304 #, fuzzy msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: blade, pierce, and impact damage. Additionally, there are " "three further types of damage usually associated with magical attacks: " "fire, cold, and arcane attacks. Different units may have resistances " "which alter the damage which they take from certain damage types." msgstr "" "Wesnoth’da fiziki saldırılarla ilgili üç tür hasar vardır: kesme, delme ve " "darbe. Bunlara ek olarak büyülü saldırılarla bağlantılı üç çeşit hasar türü " "vardır: ateş, soğuk ve gizemli. Farklı birimler için belli hasar türlerinden " "aldıkları hasarın miktarı, birimin o hasar türüne direncine bağlı olarak " "farklı olabilir." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:306 #, fuzzy msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" "\n" "\n" "Örneğin iskeletler kesme ve delme hasarına karşı çok dayanıklı olmalarına " "karşın darbe ve ateşe karşı zayıf, gizemli saldırılara karşı ise epeyce " "zayıftırlar." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:308 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of " "damage. This applies even if the defender has 100% resistance to the damage " "type." msgstr "" "\n" "\n" "Eğer bir vuruş isabet ederse her zaman en az 1 hasar puanı eksiltir. Bu " "karşı tarafın o hasar türüne %100 direnci olsa da geçerlidir." #. [topic]: id=orbs #: data/core/help.cfg:316 msgid "Orbs" msgstr "Küreler" #. [topic]: id=orbs #: data/core/help.cfg:317 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 "" "Her biriminin yanındaki enerji sütununun tepesinde bir küre vardır. " "Kontrolünüzdeki birimler için bu küre:" #. [topic]: id=orbs #: data/core/help.cfg:319 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr " o el hiç hareket etmemişse yeşildir," #. [topic]: id=orbs #: data/core/help.cfg:320 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr " hareket etmiş ama devam edebilecek veya saldırabilecekse sarıdır," #. [topic]: id=orbs #: data/core/help.cfg:321 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:322 #, fuzzy msgid " blue if the unit is an ally you do not control." msgstr " Müttefik olup senin idarende olmayan bir birimde küre mavidir." #. [topic]: id=orbs #: data/core/help.cfg:323 #, fuzzy msgid " Enemy units have no orb on top of their energy bar." msgstr " Düşman birimlerinin enerji sütunlarının üstünde küre yoktur." #. [topic]: id=time_of_day #: data/core/help.cfg:330 msgid "Time of Day" msgstr "Günün saati" #. [topic]: id=time_of_day #: data/core/help.cfg:331 #, fuzzy msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• Lawful units get +25% damage in daytime, and −25% damage at night.\n" "• Chaotic units get +25% damage at night, and −25% in daytime.\n" "• Neutral units are unaffected by the time of day.\n" "• Liminal units get −25% damage during both night and daytime." msgstr "" "Günün saati belirli birimlere aşağıdaki şekilde etki eder:\n" " · Adil birimler gündüz +%25 hasar, gece -%25 hasar alırlar.\n" " · Kaypak birimler gündüz -%25, gece +%25 hasar alırlar.\n" " · Tarafsız birimler günün saatinden etkilenmezler." #. [topic]: id=time_of_day #: data/core/help.cfg:336 #, fuzzy msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" "\n" msgstr "" "\n" "\n" "Günün saati durum çubuğundaki mini haritadan takip edilebilir. Normal gece-" "gündüz dönüşümü için, sabah ve ikindi gündüz; gece ve sabaha karşı ise gece " "sayılır.\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:340 data/core/macros/schedules.cfg:14 #: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64 msgid "Dawn" msgstr "Şafak" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:341 data/core/macros/schedules.cfg:26 #: data/test/maps/pathfind_1.cfg:75 msgid "Morning" msgstr "Sabah" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:342 data/core/macros/schedules.cfg:44 #: data/test/maps/pathfind_1.cfg:86 msgid "Afternoon" msgstr "İkindi" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:343 data/core/macros/schedules.cfg:53 #: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97 msgid "Dusk" msgstr "Akşam" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:344 data/core/macros/schedules.cfg:65 #: data/test/maps/pathfind_1.cfg:108 msgid "First Watch" msgstr "Gece" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:345 data/core/macros/schedules.cfg:89 #: data/test/maps/pathfind_1.cfg:119 msgid "Second Watch" msgstr "Sabaha Karşı" #. [topic]: id=time_of_day #: data/core/help.cfg:347 #, fuzzy #| msgid "" #| "Keep in mind that some scenarios take place underground, where it is " #| "perpetually night!" msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Bazı senaryoların daima vaktin gece olarak kabul edildiği yeraltında geçtiği " "aklınızda bulunsun!" #. [topic]: id=time_of_day #: data/core/help.cfg:349 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:351 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:358 msgid "Healing" msgstr "Tedavi" #. [topic]: id=healing #: data/core/help.cfg:359 #, fuzzy msgid "" "\n" "\n" "• Resting: A unit which neither moves, attacks, nor is attacked will " "heal 2 HP in its next turn." msgstr "" "\n" "\n" "text='Dinlenme:' Hareket etmeyen, saldırmayan ve aynı zamanda " "saldırılmayan bir birim bir sonraki elde 2YP iyileşir." #. [topic]: id=healing #: data/core/help.cfg:359 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:361 #, fuzzy msgid "" "\n" "• Villages: A unit which starts a turn in a village or oasis will " "heal 8HP. If the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "text=Köyler: Bir köyde tura başlayan birim 8 YP tedavi olur." #. [topic]: id=healing #: data/core/help.cfg:362 #, fuzzy #| msgid "" #| "\n" #| "dst='ability_regenerates' text='Regeneration': Certain units " #| "(such as trolls) will automatically heal 8HP every turn." msgid "" "\n" "• dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "dst='ability_regenerates' text='İyileşme': Bazı birimler (troller " "gibi) her el kendiliğinden 8 YP tedavi olurlar." #. [topic]: id=healing #: data/core/help.cfg:363 #, fuzzy msgid "" "\n" "• Healing units: Units with the dst='ability_heals +4' " "text='Heals' ability will heal each allied adjacent unit, usually " "dst='ability_heals +4' text='4HP' or dst='ability_heals +8' " "text='8HP' per turn, or prevent Poison from causing that unit damage." msgstr "" "\n" "text='Tedavi eden birimler:' dst='ability_heals +4' " "text='Tedavi eder' yeteneğine sahip birimler etraflarındaki dost " "birimleri, genellikle el başına dst='ability_heals +4' text='4YP' " "veya dst='ability_heals +8' text='8YP' kadar tedavi eder veya " "zehirin hasar vermesini önlerler." #. [topic]: id=healing #: data/core/help.cfg:364 #, fuzzy msgid "" "\n" "• Curing units: Units with the dst='ability_cures' text='cures' ability will cure Poison in all allied adjacent units (in preference to " "healing, if it has that ability as well)." msgstr "" "\n" "text='İlaç veren birimler:' dst='ability_cures' text='İlaç " "verir' yeteneğine sahip birimler etraflarındaki dost birimlerden " "zehrin etkisini giderirler (eğer birim aynı zamanda iyileştirme özelliğine " "de sahipse zehirli birim için İlaç tercih edilir)." #. [topic]: id=healing #: data/core/help.cfg:365 msgid "" "\n" "• 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:366 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "Dinlenme diğer iyileşme eylemleri ile birleşebilir, ama köyler, yenilenme, " "tedavi ve ilaç verme bir arada uygulanamaz, en iyi seçenek uygulanır. Ayrıca " "birimler senaryolar arasında tamamen iyileşir." #. [topic]: id=healing #: data/core/help.cfg:368 msgid "" "\n" "\n" "Advanced" msgstr "" #. [topic]: id=healing #: data/core/help.cfg:370 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:378 msgid "Wrap Up" msgstr "Konuyu toparlama" #. [topic]: id=wrap_up #: data/core/help.cfg:379 #, fuzzy msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the Heir to " "the Throne campaign. Have fun, and good luck!" msgstr "" "Burada Wesnoth’un temelleri tamamlanıyor. Bundan sonra Temel Stratejiyi " "okuyabilir veya kendinizi dst='..traits_section' text='Karakterler' ve dst='..abilities_section' text='Yetenekler' hakkında " "bilgilendirebilirsiniz, ama şimdi Tahtın Varisi senaryosunu oynayabilecek " "her şeyi biliyorsunuz. İyi eğlenceler ve iyi şanslar!" #. [topic]: id=license #: data/core/help.cfg:384 msgid "License" msgstr "Lisans" #. [topic]: id=..traits_section #: data/core/help.cfg:393 #, fuzzy msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait undead and in some cases " "fearless, and woses do not receive any traits. " msgstr "" "Çoğu birim iki mizaca sahiptir, Yarı ölüler bundan istisna olarak sadece " "‘Yarı ölü’ mizacına sahiptirler ve Ağaçların hiç bir mizacı yoktur. Mizaçlar " "birimin özelliklerini biraz değiştirirler. Bunlar genellikle rastgele olarak " "bir birim askere alınırken verilirler." #. [topic]: id=..traits_section #: data/core/help.cfg:393 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 race." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:395 #, fuzzy msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "dst='traits_intelligent' text='Zeki', dst='traits_quick' " "text='Hızlı', dst='traits_resilient' text='Dayanıklı' ve " "dst='traits_strong' text='Güçlü' mizaçları Yarı ölü olmayan tüm " "birimlerce kullanılabilir." #. [topic]: id=..traits_section #: data/core/help.cfg:397 #, fuzzy msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "Birimlere verilebilecek diğer mizaçlar dst='traits_loyal' text='Sadık', dst='traits_undead' text='Yarı ölü' ve " "dst='traits_dextrous' text='Maharetli'dir.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:407 msgid "" "\n" "\n" "Terrains come in two types: basic and mixed." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:407 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Oyun haritaları birimlerin hareket alanlarını ve döğüşte savunma " "dirençlerini etkileyen farklı arazi türlerinden oluşur.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:409 #, fuzzy msgid "" "\n" "\n" "Basic Terrain Types" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:411 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:415 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:417 #, fuzzy msgid "" "\n" "\n" "Mixed Terrain Types" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:419 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the best defense and worst movement of " "the underlying basic types when they move onto a mixed type. For example, " "this is the case with forested hills, sand hills, and cave " "hills.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:423 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as bridges over shallow " "water, fords, and 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:427 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:431 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:435 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:437 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the 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:439 #, fuzzy msgid "" "\n" "\n" "Defense Caps" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:441 msgid "" "\n" "\n" "Some units have 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:443 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:445 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:447 #, fuzzy msgid "" "\n" "\n" "Basic Terrain Types\n" "\n" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [topic]: id=..addons #: data/core/help.cfg:460 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:470 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:471 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "Campaigns and Scenarios" msgstr "" "\n" "\n" "
text=Hasar
" #. [topic]: id=using_addons #: data/core/help.cfg:471 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:473 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 Campaigns menu at the " "title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:475 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "Multiplayer Campaigns, Scenarios, and Map Packs" msgstr "
text='Bu özel saldırıya sahip birimler'
" #. [topic]: id=using_addons #: data/core/help.cfg:477 msgid "" "\n" "\n" "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:479 #, fuzzy msgid "" "\n" "\n" "Multiplayer Eras and Factions" msgstr "" "\n" "\n" "
text='Vuruşların sırası ve sayısı'
" #. [topic]: id=using_addons #: data/core/help.cfg:481 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 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:485 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:487 #, fuzzy msgid "" "\n" "\n" "Multiplayer Modifications" msgstr "" "\n" "\n" "
text='Vuruşların sırası ve sayısı'
" #. [topic]: id=using_addons #: data/core/help.cfg:489 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts for " "Multiplayer games 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:491 #, fuzzy msgid "" "\n" "\n" "Creator Resources" msgstr "" "\n" "\n" "
text='İsabet şansı'
" #. [topic]: id=using_addons #: data/core/help.cfg:493 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:502 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:503 msgid "" "User-made add-ons can be obtained and updated through the Add-ons " "option in the main menu. After connecting to the add-ons server (by default " "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 upgradable or outdated on the server, their " "installed and published versions will be shown in the Version " "column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the Filter 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 Options " "button in the top-right corner.\n" "\n" "To install an add-on, select it from the list and click OK, or simply " "double-click on the add-on’s title. The Description button provides " "you with additional details about the add-on, such as its full description, " "installation status, and available languages." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:516 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:517 msgid "" "To remove add-ons, choose 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 (.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:532 #, fuzzy #| msgid "General commands" msgid "General Commands" msgstr "Genel Komutlar" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615 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:536 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Sohbet iletilerini temizler.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:539 #, fuzzy msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "Hata ayıklama kipini açar (çok oyuncuda çalışmaz).\n" "dst='debug_commands' text='Hata ayıklama kipi komutları'’na " "bakınız.\n" "Oyundan çıkınca veya :nodebug komutuyla hata ayıklama kipi kapanır.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:543 #, fuzzy #| msgid "" #| "\n" #| "Set or toggle player on side between human and AI player. The player/" #| "client who controls that side needs to issue this command. If no second " #| "parameter is supplied, toggle bewteen 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" msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle between human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" "\n" "Tarafın yöneticisini insan ve SA (saldırı arabirimi) arasında değiştirir " "veya belirler. Bu komutu tarafı yöneten oyuncu/istemci kullanır. Komut " "ikinci bir argüman olmadan kullanılırsa insan ve SA tarafları yer " "değiştirilir. ‘on’ argümanı SA’yı, ‘off’ ise insanı yönetici yapar. Taraf " "belirtilmezse o an etkin olan taraf öntanımlıdır.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:546 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:549 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "Ekrana bir saniyede yeniden çizilen çerçeve sayısının gösterilmesini açıp " "kapar.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:552 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "Bir günlük kayıt alanının günlük kayıt seviyesini değiştirir.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:555 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "Ekran yeniden çizilir ve değişen resim dosyaları yeniden yüklenir.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:558 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Tema seçme menüsünü getirir.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:561 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Senaryodan çıkılır (sormaksızın).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:564 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Oyun kaydedilir (sormaksızın).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:567 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Oyunu kayıt et ve senaryodan çık (sormaksızın)." #. [topic]: id=mp_commands #: data/core/help.cfg:576 #, fuzzy #| msgid "Multiplayer commands" msgid "Multiplayer Commands" msgstr "Çokoyuncu komutları" #. [topic]: id=mp_commands #: data/core/help.cfg:579 #, fuzzy msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" "\n" "Çok oyunculuda bir oyuncuyu oyundan atar ve bu isim ve IP adresine yasak " "koyar.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:582 #, fuzzy msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the Scenario Settings dialog " "(Press the More button in the Status Table (alt+s by default) " "to get there.). The host can change control of any side.\n" "\n" msgstr "" "\n" "Bir ‘taraf’ın yöneticisini belli bir ‘oyuncu’ ile değiştirmek için " "kullanılır. Hangi tarafı hangi oyuncunun yönettiğini ‘Senaryo Ayarları’ " "penceresinde görebilirsiniz (‘Durum Tablosu’nda ‘daha’ düğmesine basarak " "veya alt+s ile).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:585 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:588 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:591 #, fuzzy msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "Çok oyunculuda bir oyuncuyu oyundan atar ancak oyuncu tekrar oyuna " "katılabilir. Bu işlem bağlantı ve benzeri sorunlar yaşayan oyuncuları " "kaldırmak için nazik bir yoldur.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:594 #, fuzzy msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" "Özel ileti gönderir. Oyununuzda oynamayan oyunculara ileti gönderemezsiniz." #. [topic]: id=mp_commands #: data/core/help.cfg:597 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "Belli bir izleyiciyi sessizleştir. Eğer kullanıcı ismi verilmez ise " "sessizleştirilmiş kullanıcılar listelenir.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:600 #, fuzzy msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Tüm izleyicileri sessizleştirmeyi açar/kapar." #. [topic]: id=mp_commands #: data/core/help.cfg:603 #, fuzzy msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" "\n" "Çok oyunculuda bir oyuncuyu oyundan atar ve bu isim ve IP adresine yasak " "koyar.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:606 #, fuzzy msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Belli bir izleyiciyi sessizleştir. Eğer kullanıcı ismi verilmez ise " "sessizleştirilmiş kullanıcılar listelenir.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:614 #, fuzzy #| msgid "Debug mode commands" msgid "Debug Mode Commands" msgstr "Hata Ayıklama Kipi Komutları" #. [topic]: id=debug_commands #: data/core/help.cfg:617 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "Bir seferberlikte hemen ilerlemek amacıyla bir senaryo seçmek için bir menü " "açar.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:620 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "Seçili altıgende belirtilen türde bir birim oluşturur.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:623 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Geçerli taraf için örtü/savaş dumanını açıp kapar.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:626 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Geçerli tarafın altınına belirtilen miktarı ekler.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:629 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "Bir seferberlikte sonraki senaryoya geçilmesini sağlar.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:632 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Bir oyun durum değişkenine elle değer atar.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:635 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Bir oyun durum değişkeninin değerini gösterir.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:638 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Belirtilen olayın tetiklenmesine sebep olur.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:641 #, fuzzy msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Seçili birimin belirtilen özelliğini değiştirir. Örnek: text=':unit " "hitpoins=100'" #. [topic]: id=debug_commands #: data/core/help.cfg:644 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=healing #: data/core/macros/abilities.cfg:12 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "Allows the unit to heal adjacent allied units at the beginning of our " #| "turn.\n" #| "\n" #| "A unit cared for by this healer may heal up to 4 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Tedavi +4 :\n" "Birimin, her elin başında komşu altıgenlerdeki dost birimleri tedavi " "etmesini sağlar.\n" "\n" "Bu birim her el en fazla 4 YP puanı iyileşme sağlayabilir veya zehrin " "etkisini sadece o el için durdurabilir.\n" "Zehirlenmiş bir birim tedaviciden panzehir alamaz, bu iş için bir köy ya da " "ilaç verebilen bir birim aramalıdır." #. [heals]: id=healing #: data/core/macros/abilities.cfg:30 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Tedavi +8:\n" "Bu birim savaş alanında bitkisel otlarla sihri birleştirerek birimleri " "normalde mümkün olandan çok daha hızlı iyileştirir.\n" "\n" "Bu birim her el en fazla 8 YP puanı iyileşme sağlayabilir veya zehrin " "etkisini sadece o el için durdurabilir.\n" "Zehirlenmiş bir birim tedaviciden ilaç alamaz, bu iş için bir köy ya da ilaç " "verebilen bir birim aramalıdır." #. [heals]: id=curing #: data/core/macros/abilities.cfg:47 msgid "cures" msgstr "ilaç verir" #. [heals]: id=curing #: data/core/macros/abilities.cfg:48 msgid "female^cures" msgstr " ilaç verir" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 #, fuzzy #| msgid "" #| "Cures:\n" #| "A curer can cure a unit of poison, although that unit will receive no " #| "additional healing on the turn it is cured of the poison." msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "İlaç verir:\n" "Bir ilaç veren birim, zehirlenmiş bir birimin zehrini tedavi eder ama zehri " "giderilmiş bir birim o el için fazladan tedavi puanı alamaz." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:70 msgid "regenerates" msgstr "iyileşir" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:71 msgid "female^regenerates" msgstr " iyileşir" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:72 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "İyileşir:\n" "Bu birim her sırada 8 YP’ye kadar iyileşir. Eğer zehirlenmiş ise, o el " "iyileşme yerine sadece zehri giderilir." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:91 msgid "steadfast" msgstr "sarsılmaz" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:92 msgid "female^steadfast" msgstr " sarsılmaz" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:93 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Sarsılmaz:\n" "Bu birim savunma yaptığı zaman dirençleri %50’yi geçmemek üzere iki katına " "çıkar. Zaaflar bundan etkilenmez." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:106 msgid "leadership" msgstr "liderlik" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:107 msgid "female^leadership" msgstr " liderlik" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "" #| "Leadership:\n" #| "This unit can lead our 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." 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 "" "Liderlik:\n" "Bu birim komşu altıgenlerdeki dost birimlerin daha iyi savaşmasını sağlar.\n" "\n" "Bu birimin yakınındaki dost birimler savaşta daha çok hasar yapar. Bir alt " "birim yakınında olduğu zaman, savaşta o birimin, lider ile arasındaki seviye " "farkı çarpı %25 kadar daha fazla hasar yapar." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:125 msgid "skirmisher" msgstr "avcı" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:126 msgid "female^skirmisher" msgstr " avcı" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:127 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Avcı:\n" "Bu birim düşmanlarının bütün etki alanlarını yok sayarak hızlı bir biçimde " "düşmalarının yanından geçme yeteneğine sahiptir." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:140 msgid "illuminates" msgstr "aydınlatır" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:141 msgid "female^illuminates" msgstr " aydınlatır" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:142 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "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." 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 "" "Aydınlatır:\n" "Bu birim çevresindeki alanı aydınlatarak adil birimlerin iyi kaypak " "birimlerin kötü savaşmasına sebep olur.\n" "\n" "Bu birimin yanındaki herhangi bir birim, gece alacakaranlık gibi, " "alacakaranlıkta ise gündüz gibi savaşır." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:154 msgid "teleport" msgstr "ışınlanma" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:155 msgid "female^teleport" msgstr " ışınlanır" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:156 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Işınlanma:\n" "Bu birim tarafının sahip olduğu iki boş köy arasında ışınlanarak ve ışınlama " "sırasında sadece 1 HP kullanarak hareket edebilir." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:185 msgid "ambush" msgstr "pusu" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:186 msgid "female^ambush" msgstr " gizlenir" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:187 #, fuzzy #| msgid "" #| "Ambush:\n" #| "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." 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 "" "Pusu:\n" "Bu birim ormanda gizlenebilir ve düşmanları tarafından farkedilmez. \n" "\n" "Bu birimin yolu üzerindeki ilk birim dışında, düşman birimleri bu birimi " "ormanda göremez ve saldıramaz. Düşman birimin bu birimi farkettiği anda " "hareketi durur ve kalan hareket puanları sıfırlanır." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205 msgid "nightstalk" msgstr "karabasan" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:206 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "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." 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 "" "Karabasan:\n" "Bu birim geceleyin görünmez olur.\n" "\n" "Bu birimin yolu üzerindeki ilk birim dışında, düşman birimleri bu birimi " "geceleyin göremez ve saldıramaz. Düşman birimin bu birimi farkettiği anda " "hareketi durur ve kalan hareket puanları sıfırlanır." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:223 msgid "concealment" msgstr "gizlenir" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:224 msgid "female^concealment" msgstr " saklanır" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:225 #, fuzzy #| msgid "" #| "Concealment:\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.\n" #| "\n" #| "Enemy units can not 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." 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 "" "Gizlenir:\n" "Bu birim köylerde (sualtı köyleri hariç) gizlenebilir ve düşmanları " "tarafından farkedilmez. \n" "\n" "Bu birimin yolu üzerindeki ilk birim dışında, düşman birimleri bu birimi " "köyde göremez ve saldıramaz. Düşman birimin bu birimi farkettiği anda " "hareketi durur ve kalan hareket puanları sıfırlanır." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:242 msgid "submerge" msgstr "dalış" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:243 msgid "female^submerge" msgstr " dalar" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:244 #, fuzzy #| msgid "" #| "Submerge:\n" #| "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." 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 "" "Dalış:\n" "Bu birim derin suda gizlenebilir ve düşmanları tarafından farkedilmez. \n" "\n" "Bu birimin yolu üzerindeki ilk birim dışında, düşman birimleri bu birimi " "derin suda göremez ve saldıramaz. Düşman birimin bu birimi farkettiği anda " "hareketi durur ve kalan hareket puanları sıfırlanır." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:261 msgid "feeding" msgstr "beslenme" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:262 msgid "female^feeding" msgstr " beslenir" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:263 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" " Yaşayan bir birimi öldürdüğünde bu birimin toplam yaşam enerjisine 1 puan " "eklenir." #. [damage]: id=backstab #: data/core/macros/abilities.cfg:285 msgid "backstab" msgstr "destekli" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:286 #, fuzzy #| msgid "" #| "Backstab:\n" #| "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)." 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 "" "Destekli:\n" "Bu saldırı türü, saldırı amaçlı kullanıldığında, hedef birimin arkasında " "düşmanı olan bir birim varsa ve bu düşman saldıramaz durumda (mesela taşa " "çevrilmiş) değilse, hedefe iki misli hasar verir." #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315 msgid "plague" msgstr "veba" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:305 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "Veba:\n" "Bir birim bu saldırı ile öldürüldüğü zaman, ölüsü saldıran birimle aynı " "tarafta bir yürüyen cesetle değiştirilir (Bu ölüler ve köylerdeki birimler " "için çalışmaz)." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:316 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "Veba:\n" "Bir birim bu saldırı ile öldürüldüğü zaman, ölüsü saldıran birimle aynı " "tarafta bir yürüyen cesetle değiştirilir (Bu ölüler ve köylerdeki birimler " "için çalışmaz)." #. [slow]: id=slow #: data/core/macros/abilities.cfg:326 msgid "slows" msgstr "yavaşlatır" #. [slow]: id=slow #: data/core/macros/abilities.cfg:327 #, fuzzy #| msgid "" #| "Slow:\n" #| "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." 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 "" "Yavaşlatır:\n" "Bu saldırı hedefi bir el boyunca yavaşlatır. Kurbanın saldırı hasarlarını " "yarıya indirir ve hızını yarıya (yukarı yuvarlanmış olarak) düşürür. " "Yavaşlatılmış bir birim seçildiğinde durum çubuğundaki bilgilerinde bir " "sümüklü böcek simgesi gösterilir." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:336 #, fuzzy msgid "petrifies" msgstr "Vuruşlar" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:337 #, fuzzy msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Taşlaştırır:\n" "Bu saldırı hedefi taşa çevirir. Taşa çevrilmiş birimler hareket edemez ve " "saldıramazlar." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:346 msgid "marksman" msgstr "nişancı" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:347 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Nişancı:\n" "Saldırı amaçlı kullanıldığı zaman, bu saldırı her zaman %60 vurma şansına " "sahiptir." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:371 msgid "swarm" msgstr "kaynaşma" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:372 #, fuzzy #| msgid "" #| "Swarm:\n" #| "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." 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 "" "Kaynaşma:\n" "Bu saldırı türünde, vuruş sayısı birim yaralanınca azalır. Vuruş sayısı, o " "anki yaşam puanının toplam yaşam puanına oranıyla orantılı olarak azalır. " "Mesela toplam yaşam puanının 3/4’üne sahip birim, normalin 3/4’ü sayıda " "vuruş yapabilir." #. [damage]: id=charge #: data/core/macros/abilities.cfg:381 msgid "charge" msgstr "yükleme" #. [damage]: id=charge #: data/core/macros/abilities.cfg:382 #, fuzzy #| msgid "" #| "Charge:\n" #| "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." 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 "" "Yükleme:\n" "Bu saldırı, saldırı amaçlı kullanıldığında, hedefe çifte hasar verir. " "Bununla beraber, bu birim de hedefin misillemesinden çifte hasar görür." #. [drains]: id=drains #: data/core/macros/abilities.cfg:394 msgid "drains" msgstr "sömürür" #. [drains]: id=drains #: data/core/macros/abilities.cfg:395 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Sömürür:\n" "Bu birim yaşayan birimlerden yaşam enerjisini emer ve verdiği hasarın (aşağı " "yuvarlanmış) yarısı kadar iyileşir." #. [poison]: id=poison #: data/core/macros/abilities.cfg:414 msgid "poison" msgstr "zehirler" #. [poison]: id=poison #: data/core/macros/abilities.cfg:415 #, fuzzy #| msgid "" #| "Poison:\n" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison can not, of itself, " #| "kill a unit." 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 "" "Zehirler:\n" "Bu saldırı hedefi zehirler. Zehirlenmiş birimler tedavi edilene veya YP 1’e " "inene kadar her el 8 YP kaybederler. Birim zehirden ölmez, ama kolay " "öldürülür hale gelir. Zehirlenmiş birim seçildiğinde durum çubuğundaki " "bilgilerinde yeşil bir kurukafa simgesi görünür." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Azami YP ödülü +3, Azami TP +%20" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191 msgid "Midnight" msgstr "" #. [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 "Derin Yeraltı" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:203 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "Sabaha Karşı" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:215 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Sabaha Karşı" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:227 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Sabaha Karşı" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:239 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Sabaha Karşı" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:251 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Sabaha Karşı" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:263 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Sabaha Karşı" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:287 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:299 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:311 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:320 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:338 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:347 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:356 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:365 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:374 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:385 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:408 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:420 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:432 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:444 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "Gece" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:509 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Sabaha Karşı" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:520 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Sabah" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:532 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Sabah" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:544 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Gece" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:556 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Sabaha Karşı" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:568 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "İkindi" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:580 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "İkindi" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:592 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "ilk vuruş" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:603 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Sabaha Karşı" #. [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:652 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" "Özel Bilgiler:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Periler çok yararsız hasar dirençlerine sahiptirler ve açık su üzerinde " "oldukça yavaş hareket ederler." #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " Bu birimin gizemli saldırısı yarı ölülere ve hatta bazı yaratıklara karşı " "çok büyük hasarlar verir." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Bu birim temel tedavileri yapabilir." #: data/core/macros/special-notes.cfg:17 #, fuzzy #| msgid " This unit is capable of basic healing." msgid " This unit is capable of rapid healing." msgstr " Bu birim temel tedavileri yapabilir." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr " Bu birim etrafındakileri iyileştirebilir ve panzehir verebilir." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " Bu birim komşu birimlerdeki zehrin etkisini yokeder." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr " Bu birim yanında köyü taşıyormuşçasına her el iyileşir." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " Bu birimin sarsılmazlığı bazı saldırıların verdiği hasarı sadece savunma " "sırasında azaltır." #: data/core/macros/special-notes.cfg:32 msgid "" " The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" " Bu birimin liderlik vasfı çevresindeki alt seviyeden dost birimlerin " "saldırı sırasında daha etkili vurmasını sağlar." #: data/core/macros/special-notes.cfg:35 msgid "" " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " Bu birim avcılığı sayesinde düşmanlarının etki alanlarını yok sayar ve " "böylece aralarına sızabilir." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Aydınlatma, komşu alanların ışık seviyesini arttırır." #: data/core/macros/special-notes.cfg:41 msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" "Bu birim tarafının sahip olduğu iki boş köy arasında ışınlanarak ve ışınlama " "sırasında sadece 1 HP kullanarak hareket edebilir." #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" " Bu birim ağaçlık alanlarda hemen yanında düşman birim olmadıkça ve " "saldırarak kendini açığa vurmadıkça düşman tarafından farkedilmez." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr " Bu birim geceleyin varlığına dair bir iz bırakmadan gizlenebilir." #: data/core/macros/special-notes.cfg:50 msgid "" " This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" " Bu birim köylerde gizlenebilir (sualtı köyleri hariç) ve köyün yanına " "gelene kadar düşmanları tarafından farkedilmez." #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Bu birim derin suda yüzeyden hava almaya ihtiyaç duymadan ve görünmeksizin " "hareket edebilir." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Yaşayan bir birimi öldürdüğünde bu birimin toplam yaşam enerjisine 1 puan " "eklenir." #: data/core/macros/special-notes.cfg:59 msgid "" " Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " Bir çılgın saldırının her kullanılışında, birimin kendisi ya da düşmanı " "ölene kadar saldırı devam ettirilir." #: data/core/macros/special-notes.cfg:62 msgid "" " If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr "" " Bu saldırı, hedef birimin saldırı yönüne göre tam arkasında düşmanı varsa " "saldırgan birimin iki kat hasar vermesine sebep olur." #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Vebaya maruz kalarak hayatlarını kaybeden düşmanlar bir köyde " "bulunmadıkları takdirde yürüyen cesede dönüşürler." #: data/core/macros/special-notes.cfg:68 msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Bu birim düşmanlarını yavaşlatabilir, hızları ve saldırı güçleri bir el " "boyunca yarıya düşer." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr " Bu birimin yaşayanları taşa çevirmesi onu çok tehlikeli yapar." #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr "" " Bu birimin nişancılığı düşmanına isabet şansını sadece saldırı sırasında " "arttırır." #: data/core/macros/special-notes.cfg:77 #, fuzzy #| msgid "" #| " The unit has magical attacks, which always have a high chance of hitting " #| "an opponent." msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Bu birimin her zaman yüksek isabet şansına sahip sihirli saldırıları vardır." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Bu birimin kaynaşma saldırıları birim yara aldıkça daha az ölümcül olur." #: data/core/macros/special-notes.cfg:83 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " Yükleme saldırısının kullanılması verilen ve alınan hasarı ikiye katlar; " "ancak savunmada aynı tepkimeye yol açmaz." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Savaş sırasında bu birim kurbanlarının yaşam enerjisini emerek kendi " "yaşamını yeniler." #: data/core/macros/special-notes.cfg:89 msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" " Bu birimin silahının uzunluğu savunmada dahi olsa yakın saldırıda ilk " "vuruşu yapmasını sağlar." #: data/core/macros/special-notes.cfg:92 msgid "" " The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" " Bu birimin zehrinin kurbanları bir köyde veya bir ilaç veren tarafından " "iyileştirilene kadar sürekli olarak zehirden hasar görecektir." #: data/core/macros/special-notes.cfg:95 msgid "" " This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "sadık" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "sadık" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Masrafsız" #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 #, fuzzy msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "Seferberlikler sırasında, bazı birimler kendi istekleriyle oyuncunun " "kuvvetlerine katılırlar. Bu birimler sadık mizaçlıdırlar. Her ne kadar " "çağrılmak için ödenek isterlerse de, asla herhangi bir bakım masrafına sebep " "olmazlar. Bu onları uzun seferberliklerde paranın kıt olduğu zamanlarda paha " "biçilmez yapar. Bu mizaç asla askere alınan birimlere verilmez, bu yüzden " "onları aptalca bir ölüme göndermek veya azletmek akıllıca bir iş değildir." #. [trait]: id=loyal #: data/core/macros/traits.cfg:11 #, fuzzy msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "Sadık birimlerin gideri yoktur. Çoğu birim el sonunda seviyelerine eşit bir " "gidere yol açar. Sadık birimler bu gidere yol açmazlar." #. [trait]: id=undead #: data/core/macros/traits.cfg:25 msgid "undead" msgstr "yarı ölü" #. [trait]: id=undead #: data/core/macros/traits.cfg:26 msgid "female^undead" msgstr "yarı ölü" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53 #: data/core/macros/traits.cfg:79 msgid "Immune to drain, poison, and plague" msgstr "Zehire, vebaya ve sömürüye bağışık" #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, fuzzy msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" "\n" "\n" "Yarı ölü birimler genellikle sadece ‘Yarı ölü’ mizaca sahiptirler. Yarı " "ölüler savaşmak için tekrar kaldırılan ölülerin cesetleri oldukları için " "zehir onlara karşı bir etki yapmaz. Bu onları zehirli saldırı yapan " "düşmanlarla savaşırken paha biçilmez yapar." #. [trait]: id=undead #: data/core/macros/traits.cfg:28 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Yarı ölü birimler zehire bağışık olmaktan başka veba ve sömürüye konu " "olmazlar." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:51 msgid "mechanical" msgstr "mekanik" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:52 msgid "female^mechanical" msgstr "mekanik" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, fuzzy msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Mekanik birimlerin tek yeteneği ‘Mekanik’ olmaktır. Mekanik birimler yaşayan " "birimler olmadıklarından sömürü, zehir ve vebaya konu olmazlar." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:54 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Mekanik birimler zehire bağışık olmaktan başka veba ve sömürüye konu " "olmazlar." #. [trait]: id=elemental #: data/core/macros/traits.cfg:77 #, fuzzy msgid "elemental" msgstr "gizlenir" #. [trait]: id=elemental #: data/core/macros/traits.cfg:78 #, fuzzy msgid "female^elemental" msgstr "sadık" #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, fuzzy msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Mekanik birimlerin tek yeteneği ‘Mekanik’ olmaktır. Mekanik birimler yaşayan " "birimler olmadıklarından sömürü, zehir ve vebaya konu olmazlar." #. [trait]: id=elemental #: data/core/macros/traits.cfg:80 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Mekanik birimler zehire bağışık olmaktan başka veba ve sömürüye konu " "olmazlar." #. [trait]: id=strong #: data/core/macros/traits.cfg:102 msgid "strong" msgstr "güçlü" #. [trait]: id=strong #: data/core/macros/traits.cfg:103 msgid "female^strong" msgstr "güçlü" #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, fuzzy msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "Herhangi bir yakın döğüş birimi için kullanışlı olmasına karşın güçlülük elf " "savaşçısı gibi fazla sayıda vuruş yapan birimlerde daha etkilidir. Güçlü " "birimler bir birimi öldürmek için verilebilecek olandan biraz fazla hasar " "gerektiği zaman çok faydalıdırlar." #. [trait]: id=strong #: data/core/macros/traits.cfg:104 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "Güçlü birimler yakın döğüşte vuruş başına 1 fazla hasar verirler ve " "kendilerinin 1 fazla YP’leri vardır." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:123 msgid "dextrous" msgstr "becerikli" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:124 msgid "female^dextrous" msgstr "hamarat" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 #, fuzzy msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "Becerikli mizacı sadece elflere aittir. Elf bireyleri esrarengiz zerafetleri " "ve okçuluktaki yetenekleri ile bilinir. İçlerinden bazıları diğerlerini çok " "aşan doğal bir yeteneğe sahiptir. Bu elfler her bir ok ile ek bir hasara " "sebebiyet verirler." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:125 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Becerikli birimler menzilli döğüşte her isabet eden atışta 1 fazla hasar " "verirler." #. [trait]: id=quick #: data/core/macros/traits.cfg:140 msgid "quick" msgstr "hızlı" #. [trait]: id=quick #: data/core/macros/traits.cfg:141 msgid "female^quick" msgstr "atik" #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, fuzzy msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "Hızlılık en çabuk farkedilebilen yetenektir, özellikle yavaş birimlerde " "mesela troller ve ağır piyade. Hızlı mizaçlı birimler genellikle zor " "bölgelerde arttırılmış hareket yeteneğine sahiptir bu yüzden birimlerinizi " "yayarken bunu dikkate almalısınız. Hızlı birimler bu yeteneğe sahip olmayan " "birimler kadar sağlam değillerdir ve bu yüzden karşı koyma durumlarında iyi " "değillerdir." #. [trait]: id=quick #: data/core/macros/traits.cfg:142 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "Hızlı birimlerin normalden 1 fazla hareket puanına karşın %5 daha az yaşam " "puanı olur." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:160 msgid "intelligent" msgstr "zeki" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:161 msgid "female^intelligent" msgstr "akıllı" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 #, fuzzy msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (AMLA) is not as significant a change as " "advancing a level. If you have many ‘maximum level’ units you may wish to " "recall units with more desirable traits." msgstr "" "\n" "\n" "Zeki birimler bir seferberliğin başında çok faydalıdırlar, çünkü üst " "seviyelere daha çabuk ulaşırlar. Seferberliğin ileri senaryolarında zeki " "birimler artık çok faydalı olmazlar çünkü en üst seviyeye ulaştıktan sonraki " "tecrübe puanları birimler için pek bir işe yaramaz. Eğer çok sayıda ‘en üst " "seviye’ birimine sahipseniz, işinize en çok yarayacak mizaca sahip olanları " "çağırmayı düşünebilirsiniz." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:162 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Zeki birimlerin seviye atlaması normalden %20 daha az tecrübe gerektirir." #. [trait]: id=resilient #: data/core/macros/traits.cfg:176 msgid "resilient" msgstr "dayanıklı" #. [trait]: id=resilient #: data/core/macros/traits.cfg:177 msgid "female^resilient" msgstr "dayanıklı" #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "Dayanıklı birimler bir seferberliğin her bölümüne faydalıdırlar ve bu bütün " "birimler için en faydalı yetenektir. Dayanıklı mizaç az yaşam puanı, iyi " "savunma ve yüksek dirençliliğe sahip bir birim için çok faydalıdır. " "Dayanıklı birimler stratejik noktaları tutmak için idealdirler." #. [trait]: id=resilient #: data/core/macros/traits.cfg:178 #, fuzzy msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "Dayanıklı birimlerin normalden +4 yaşam puanına ek olarak her seviye için +1 " "yaşam puanı vardır." #. [trait]: id=healthy #: data/core/macros/traits.cfg:197 msgid "healthy" msgstr "sağlıklı" #. [trait]: id=healthy #: data/core/macros/traits.cfg:198 msgid "female^healthy" msgstr "sağlıklı" #. [trait]: id=healthy #: data/core/macros/traits.cfg:199 msgid "Always rest heals" msgstr "" #. [trait]: id=healthy #: data/core/macros/traits.cfg:200 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:200 #, fuzzy #| msgid "" #| "Renowned for their vitality, some dwarves are sturdier than others and " #| "can rest even when travelling." msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Dayanıklılıkları ile tanınan cücelerin bazıları diğerlerinden daha sağlam " "bünyeli olup yolculuk ederken bile dinlenebilirler." #. [trait]: id=fearless #: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239 msgid "fearless" msgstr "korkusuz" #. [trait]: id=fearless #: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240 msgid "female^fearless" msgstr "korkusuz" #. [trait]: id=fearless #: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241 msgid "Fights normally during unfavorable times of day/night" msgstr "" "Gündüz ve gecenin en berbat saatlerinden etkilenmeksizin normal olarak " "döğüşür" #. [trait]: id=fearless #: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "Aydınlığın ve karanlığın bu cesur birimler üzerinde bir etkisi olmaz." #. [trait]: id=feral #: data/core/macros/traits.cfg:255 #, fuzzy msgid "feral" msgstr "Toplam" #. [trait]: id=feral #: data/core/macros/traits.cfg:256 #, fuzzy msgid "female^feral" msgstr "tarafsız" #. [trait]: id=feral #: data/core/macros/traits.cfg:257 msgid "Receives only 50% defense in land-based villages" msgstr "" #. [trait]: id=feral #: data/core/macros/traits.cfg:258 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:274 msgid "weak" msgstr "zayıf" #. [trait]: id=weak #: data/core/macros/traits.cfg:275 msgid "female^weak" msgstr "zayıf" #. [trait]: id=weak #: data/core/macros/traits.cfg:276 #, fuzzy msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "Zayıf birimler yaşam punlarında 1 azalmanın yanısıra yakın saldırı silahları " "da 1 puan daha az hasar verir." #. [trait]: id=slow #: data/core/macros/traits.cfg:293 msgid "slow" msgstr "yavaşlatır" #. [trait]: id=slow #: data/core/macros/traits.cfg:294 msgid "female^slow" msgstr "yavaşlatır" #. [trait]: id=slow #: data/core/macros/traits.cfg:295 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "Goblinlerin kalın zırhlı, hantal ve yavaş birimlerinin yavaşlıklarına karşın " "dayanıklılıklarında biraz artış vardır." #. [trait]: id=slow #: data/core/macros/traits.cfg:295 #, fuzzy msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "Yavaş birimlerin normalden 1 daha az hareket puanına karşın %5 daha fazla " "yaşam puanı olur." #. [trait]: id=dim #: data/core/macros/traits.cfg:313 msgid "dim" msgstr "karartır" #. [trait]: id=dim #: data/core/macros/traits.cfg:314 msgid "female^dim" msgstr "karartır" #. [trait]: id=dim #: data/core/macros/traits.cfg:315 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "Karartma goblinler gibi düşük özelliklere sahip birimleri için ortak " "yetenektir. Bu özelliklerin düşük seviyeli olmasının birçok sebebi zardır ve " "bu da onlardan biridir." #. [trait]: id=dim #: data/core/macros/traits.cfg:315 #, fuzzy msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "Karratma yeteneğine sahip birimlerin terfi etmesi için gereken tecrübe puanı " "%20 daha fazladır." #. [trait]: id=aged #: data/core/macros/traits.cfg:329 #, fuzzy msgid "aged" msgstr "menzilli" #. [trait]: id=aged #: data/core/macros/traits.cfg:330 #, fuzzy msgid "female^aged" msgstr "karartır" #. [trait]: id=aged #: data/core/macros/traits.cfg:331 #, fuzzy msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "Zayıf birimler yaşam punlarında 1 azalmanın yanısıra yakın saldırı silahları " "da 1 puan daha az hasar verir." #: data/core/units.cfg:11 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:46 msgid "race^Bat" msgstr "Yarasa" #. [race]: id=bats #: data/core/units.cfg:47 msgid "race+female^Bat" msgstr "Yarasa-dişi" #. [race]: id=bats #: data/core/units.cfg:48 msgid "race^Bats" msgstr "Yarasalar" #. [race]: id=bats #: data/core/units.cfg:49 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:58 msgid "race^Drake" msgstr "Ejderha" #. [race]: id=drake #: data/core/units.cfg:59 msgid "race+female^Drake" msgstr "Ejderha-Dişi" #. [race]: id=drake #: data/core/units.cfg:60 msgid "race^Drakes" msgstr "Ejderhalar" #. [race]: id=drake #: data/core/units.cfg:61 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, they " "are still quite clumsy creatures and surprisingly slow in combat. This, " "combined with their large size, renders them easy targets for those who dare " "attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire " "fueling their very lives. This can easily be witnessed when one of their " "kind perishes in combat; its internal fire is released, burning their " "remains in to ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. The only technology " "drakes value is armor- and weapon-smithing, and neither know or need other " "science and culture besides this. However, the few implements they do " "fashion are almost unrivaled in quality, only matched by those produced in " "the finest Dwarvish foundries.\n" "\n" "Drakes hatch from eggs and usually live naturally between 20 to 30 years. " "Death in battle is the most preferred way for a drake to leave this world. " "Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "race^Dwarf" msgstr "Cüce" #. [race]: id=dwarf #: data/core/units.cfg:95 msgid "race+female^Dwarf" msgstr "Cüce-Dişi" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "race^Dwarves" msgstr "Cüceler" #. [race]: id=dwarf #: data/core/units.cfg:97 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 "" "Cüceler, madencilik, demircilik, tüccarlık ve savaşçılıklarıyla ünlü bir " "ırktır. Elfler ve trollerden sonra kıtada bilinen en eski ırk onlardır. " "Kıtaya nerden nasıl geldikleri ve neden yeraltına yerleştikleri " "bilinmemektedir. Anlatılan destanlara bakılırsa mağaralardan oluşan bir " "yeraltı dünyasından gelmişlerdir. Cüceler yeraltından çıktıklarında ilk " "olarak bulundukları bölgenin doğal sakinleri olan elflerle çatışmışlardır. " "Neden savaştıklarına dair tarihte bir kayda raslanmamakla birlikte iki ırk " "10-20 yıllık aralarla üç uzun savaş geçirmişlerdir. Bu savaşlar sırasında " "cüceler elfleri ormanın derinliklerinden çıkaramasalar da dağlardaki " "yerlerini pekiştirmeyi başarmışlardır.\n" "\n" "Cüceler insan ölçülerine göre küçük olsalar da güçsüz bir ırk değildirler. " "Sert, güçlü, korkusuz savaşçılardır. Bunun yanında iyi bilimcilerdir ve " "yetenekli zennaatçılardır. Cüceler kendi yaptıkları güçlü silahları ve " "dayanıklı zırhları kullanırlar." #. [race]: id=elf #: data/core/units.cfg:114 msgid "race^Elf" msgstr "Elf" #. [race]: id=elf #: data/core/units.cfg:115 msgid "race+female^Elf" msgstr "Elf-Dişi" #. [race]: id=elf #: data/core/units.cfg:116 msgid "race^Elves" msgstr "Elfler" #. [race]: id=elf #: data/core/units.cfg:118 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, description= #: data/core/units.cfg:135 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "İnsan" #. [race]: id=falcon, description= #: data/core/units.cfg:136 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "İnsan-Dişi" #. [race]: id=falcon, description= #: data/core/units.cfg:137 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "İnsanlar" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Goblin-Dişi" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Goblinler" #. [race]: id=goblin #: data/core/units.cfg:151 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:168 msgid "race^Gryphon" msgstr "Grifin" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grifin-Dişi" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Grifinler" #. [race]: id=gryphon #: data/core/units.cfg:171 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:189 msgid "race^Human" msgstr "İnsan" #. [race]: id=human #: data/core/units.cfg:190 msgid "race+female^Human" msgstr "İnsan-Dişi" #. [race]: id=human #: data/core/units.cfg:191 msgid "race^Humans" msgstr "İnsanlar" #. [race]: id=human #: data/core/units.cfg:192 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" #. [race]: id=dunefolk #: data/core/units.cfg:207 #, fuzzy #| msgid "race^Human" msgid "race^Dunefolk Human" msgstr "İnsan" #. [race]: id=dunefolk #: data/core/units.cfg:208 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Dunefolk Human" msgstr "İnsan-Dişi" #. [race]: id=dunefolk #: data/core/units.cfg:209 #, fuzzy #| msgid "race+plural^Undead" msgid "race+plural^Dunefolk" msgstr "Yarı ölüler" #. [race]: id=dunefolk #: data/core/units.cfg:210 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, description= #: data/core/units.cfg:231 msgid "race^Saurian" msgstr "Sürüngen" #. [race]: id=lizard, description= #: data/core/units.cfg:232 msgid "race+female^Saurian" msgstr "Sürüngen-Dişi" #. [race]: id=lizard, description= #: data/core/units.cfg:233 msgid "race^Saurians" msgstr "Sürüngenler" #. [race]: id=mechanical #: data/core/units.cfg:243 msgid "race^Mechanical" msgstr "Mekanik" #. [race]: id=mechanical #: data/core/units.cfg:244 msgid "race+plural^Mechanical" msgstr "Mekanik" #. [race]: id=mechanical #: data/core/units.cfg:245 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:254 msgid "race^Merman" msgstr "Su Adamı" #. [race]: id=merman #: data/core/units.cfg:255 msgid "race^Mermaid" msgstr "Deniz Kızı" #. [race]: id=merman #: data/core/units.cfg:256 msgid "race^Mermen" msgstr "Su İnsanları" #. [race]: id=merman #: data/core/units.cfg:258 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:266 msgid "race^Monster" msgstr "Yaratık" #. [race]: id=monster #: data/core/units.cfg:267 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Yaratık" #. [race]: id=monster #: data/core/units.cfg:268 msgid "race^Monsters" msgstr "Yaratıklar" #. [race]: id=monster #: data/core/units.cfg:269 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:276 msgid "race^Naga" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:277 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "Naga-Dişi" #. [race]: id=naga #: data/core/units.cfg:278 msgid "race^Nagas" msgstr "Nagalar" #. [race]: id=naga #: data/core/units.cfg:279 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:287 msgid "race^Ogre" msgstr "Tepegöz" #. [race]: id=ogre #: data/core/units.cfg:288 msgid "race+female^Ogre" msgstr "Tepegöz-Dişi" #. [race]: id=ogre #: data/core/units.cfg:289 msgid "race^Ogres" msgstr "Tepegözler" #. [race]: id=ogre #: data/core/units.cfg:290 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:298 msgid "race^Orc" msgstr "Ork" #. [race]: id=orc #: data/core/units.cfg:299 msgid "race+female^Orc" msgstr "Ork-Dişi" #. [race]: id=orc #: data/core/units.cfg:300 msgid "race^Orcs" msgstr "Orklar" #. [race]: id=orc #: data/core/units.cfg:301 #, fuzzy #| msgid "" #| "In appearance, orcs are half men and half beasts. 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 normal humans and " #| "they have little care for personal hygiene or their personal appearance. " #| "Although Orcs are violent even among themselves creatures, they are pack-" #| "oriented; an orc never travels long or lives alone in groups smaller than " #| "half a dozen.\n" #| "\n" #| "
text='Society'
\n" #| "Almost every orc are 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. Despite their reliance on raw strength, not nearly all orcs are " #| "destined to grow to possess any. Many orcs are born smaller and weaker " #| "than the rest, and already almost as newborns are 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. Many of these individuals tend to specialize in other skills, like " #| "archery or assassination." msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" "Görünüşte orklar yarı insan yarı hayvandır. İnsanlardan daha uzun ve daha " "güçlüdürler. Acımasız, barbar ve savaşçı bir ırktır. Normal insanlara göre " "daha kaba saba ve daha cesurdurlar. Bir düzineden küçük gruplar halinde " "yaşarlar ve çoğunlukla kendi aralarında döğüştüklerinden pek uzun " "yolculuklara çıkamazlar.\n" "\n" "
text='Toplum'
\n" "Hemen her ork bir çetenin veya bir kabilenin üyesidir. Komşu kabileler " "arasında ortak bir düşmanlarının olmaması durumunda genellikle yağmadan " "aldıkları pay nedeniyle bir düşmanlık ilişkisi vardır. Nadiren bir şefin " "etrafında birleşip barış içinde yaşadıkları olur. Kabile liderleri arasında " "ticaret ve hakaret amacıyla kullanılan az gelişmiş (genellikle kanla " "yazılan) bir yazı sistemine sahip oldukları bilinmektedir.\n" "\n" "Orcs çoğunlukla kırsal alanlarda, dağ eteklerinde, tepelerde veya genellikle " "dağlık bölgelerde bulunan mağaralarda yaşarlar. Hayvan ve bitki " "yetiştirmekle uğraşmazlar. Fakat usta avcılardır. Bulundukları bölgedeki " "doğal hayatı avlanarak kısa sürede yokederler. Bu sebeple ve tutarsız " "liderler ve yarı göçebe yaşam tarzı nedeniyle bir yerde uzun süre " "kalamazlar, sürekli yer değiştirirler.\n" "\n" "Nadiren 50-60 yıl yaşadıkları olur. Genelde savaşlarda öldüklerinden " "ortalama ömürleri 30 yıldır." #. [race]: id=orc #: data/core/units.cfg:312 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:321 msgid "race^Troll" msgstr "Trol" #. [race]: id=troll #: data/core/units.cfg:322 msgid "race+female^Troll" msgstr "Trol-Dişi" #. [race]: id=troll #: data/core/units.cfg:323 msgid "race^Trolls" msgstr "Troller" #. [race]: id=troll #: data/core/units.cfg:324 #, 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 can even tell " #| "them apart, it is usually easy for an orcish band to convince a group of " #| "trolls that by joining them they get to exact revenge on those that have " #| "before hunted them. These new recruits are then directed to attack " #| "whoever the orcs themselves are currently in conflict with, whether " #| "previously a foe of the trolls or not, accumulating even more enemies for " #| "the misled trolls. The most common enemy of trolls are dwarves, and the " #| "animosity between these two races is ancient.\n" #| "\n" #| "
text='Geography'
\n" #| "Trolls have inhabited the mountains of the Great Continent longer than " #| "the dwarves who migrated there. Trolls are a common sight on the mountain " #| "ranges north and east of Wesnoth, and wherever Orcish hordes travel." msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple-minded, and live extremely " "long lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcs to " "persuade trolls to join their armies. Because they are rather simple and do " "not understand the ways of other races or sometimes cannot even tell them " "apart, it is usually easy for an orcish band to convince a group of trolls " "that by joining them they get to exact revenge on those that have before " "hunted them. These new recruits are then directed to attack whoever the orcs " "themselves are currently in conflict with, whether previously a foe of the " "trolls or not, accumulating even more enemies for the misled trolls. The " "most common enemy of trolls are dwarves, and the animosity between these two " "races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" "Troller büyük kıtada yaşayan en eski ırklardan biri olarak bilinir. Oldukça " "iri, basit düşünen ve yüksek dağların tepelerinde veya mağaraların " "derinliklerinde yaşayan oldukça uzun ömürlü yaratıklardır. Torllerin en " "belirgin özelliği kendiliğinden tedavi olabilmeleridir. Sonuç olarak bilinen " "yaratıklardan çok farklı bir yaşamları vardır. Troller çok az şeye ihtiyaç " "duyarlar: Az bir yiyecek veya su. Yani hiçbir şeyden endişe etmeden büyük " "zamanlarını uyuyarak geçirirler. Trollerde de biraz merak vardır. Ama " "elflerin yaptığı gibi yaşayan şeylere ilgi duymazlar. Sadece taş toprakla " "ilgilenirler. Çevreleriyle çok az ilgilidirler, yavru trollerin bazen " "dünyayı gezip görme istekleri olur. Yıllar geçtikçe çevrelerine ilgilerini " "giderek yitirirler ve zamanlarının çoğunu mağaralarının sevdikleri bir " "köşesinde uyuyarak geçirirler. Bu durum hareketsizlikten zamanla taşa " "dönüşmelerine kadar böylece sürer gider.\n" "\n" "Trollere diğer vahşi ırklara nazaran biraz daha fazla rastlanır. Bu yaygın " "yanlış kanı orkların trolleri kendi yanlarında savaşmaya ikna etmeleri " "yüzünden ortaya çıkmıştır. Trollerin en bilinen düşmanı cücelerdir. Bu iki " "ırk arasındaki husumetin ne kadar eskilere dayandığı bilinmemektedir.\n" "\n" "
text='Coğrafya'
\n" "Troller cücelerin gelmesinden çok önce de büyük kıtanın dağlarında " "yaşıyorlardı. Troller genelde ork ordularının gezindiği Wesnoth'un " "doğusundaki ve kuzeyindeki dağlarda yaşarlar." #. [race]: id=undead #: data/core/units.cfg:344 msgid "race^Undead" msgstr "Yarı ölü" #. [race]: id=undead #: data/core/units.cfg:345 msgid "race+female^Undead" msgstr "Yarı ölü" #. [race]: id=undead #: data/core/units.cfg:346 msgid "race+plural^Undead" msgstr "Yarı ölüler" #. [race]: id=undead #: data/core/units.cfg:347 #, 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 it’s 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 mermen tell of very few of their kind " #| "who have ever delved in the dark arts. It is surmised that necromantic " #| "magic requires great adaptability and a flexible mind, extremes of which " #| "are most commonly found in humans. The ultimate goal of most necromancers " #| "is to turn the same art of preserving and imbuing life upon themselves, " #| "to alter themselves at whatever cost, to ultimately escape death by " #| "preserving their own mind and spirit.\n" #| "\n" #| "
text='Geography'
\n" #| "While undead lords arrived on the Great Continent in considerable numbers " #| "only in the wake of Haldric I, they were not completely unheard of by " #| "elves and dwarves before that." 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 mermen tell of very few of their kind who have ever " "delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" "Yarı ölüler sanıldığı gibi tek bir ırktan oluşmazlar. Yeterince yetenekli " "büyücü tarafından hemen hemen her ölü yaratık canlandırılıp ayağa " "kaldırılabilir. Genelde doğal değildirler ve akılsız olduklarından onları " "kim ayağa kaldırmışsa ona itaat ederler. Nekromanlığın en büyük gizi " "nekromantiğin bunları ayakta tutmak için sürekli bir çaba harcamasının " "gerekmemesidir. Bir yarı ölü ayakta kalmak için sürekli nekromantiğe dikkat " "kesilmek zorunda değildir, efendisinin emirlerini istemdışı olarak yerine " "getirir. Nekromantik sadece bir kaç ayda bir yeni bir canlandırma yapma " "ihtiyacı duyar.\n" "\n" "Nekromanlık neredeyse yalnızca insanlarla sınırlıdır. Elfler ve su insanları " "gibi zeki ırklarda bile bir nekromantiğin çıkması çok nadirdir. Nekromanlık " "genelde sadece insanlarda görülen büyük bir uyumluluk ve esnek düşünme " "kabiliyeti gerektirir. Bir nekromanın en büyük amacı aklını ve ruhunu " "kaybetmeden ve kendi ölümüne sebep olmadan ne pahasına olursa olsun " "kendilerini değiştirebilmektir.\n" "\n" "
text='Coğrafya'
\n" "Yarı ölü lordlarının büyük kıtaya gelişleri I. Haldrik zamanını rastlar. " "Daha önce elfler ve cüceler zamanında böyle bir şey hiç duyulmamıştı." #. [race]: id=wolf, description= #: data/core/units.cfg:360 msgid "race^Wolf" msgstr "Kurt" #. [race]: id=wolf, description= #: data/core/units.cfg:361 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Elf-Dişi" #. [race]: id=wolf, description= #: data/core/units.cfg:362 msgid "race^Wolves" msgstr "Kurtlar" #. [race]: id=wose #: data/core/units.cfg:372 msgid "race^Wose" msgstr "Ağaç" #. [race]: id=wose #: data/core/units.cfg:373 msgid "race^Woses" msgstr "Ağaçlar" #. [race]: id=wose #: data/core/units.cfg:374 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a deeper " "connection to the woodlands than even the elves. While the woses are a " "peaceful race, disturbance of the ancient forests, which they tend, will " "incite the wrath of nature itself. Woses are slow moving creatures that may " "spend centuries standing in one location undisturbed by the ebb and flow of " "time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: data/lua/feeding.lua:31 data/lua/feeding.lua:44 msgid "+1 max HP" msgstr "+1 azami YP" #, fuzzy #~| msgid "
text='Units of this race'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Fundamentals of Gameplay'
\n" #~ "\n" #~ msgstr "
text='Bu ırkın birimleri'
" #~ msgid "Close" #~ msgstr "Kapat" #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Wesnoth Savaşı Yardımı" #~ msgid "Parse error when parsing help text: " #~ msgstr "Yardım metni çözümlenirken ayrıştırma hatası: " #~ msgid "ingame_help_item^Contributors" #~ msgstr "Teşekkür" #, fuzzy #~| msgid "race^Human" #~ msgid "race^Khalifate Human" #~ msgstr "İnsan" #, fuzzy #~| msgid "race+female^Human" #~ msgid "race+female^Khalifate Human" #~ msgstr "İnsan-Dişi" #, fuzzy #~| msgid "race+plural^Mechanical" #~ msgid "race+plural^Khalifate" #~ msgstr "Mekanik" #~ msgid "female^nightstalk" #~ msgstr " karabasan" #, fuzzy #~| msgid "" #~| "Plague:\n" #~| "When a unit is killed by a Plague attack, that unit is replaced with a " #~| "unit identical to and on the same side as the unit with the Plague " #~| "attack. This doesn’t work on Undead or units in villages." #~ msgid "" #~ "When a unit is killed by a Plague attack, that unit is replaced with a " #~ "unit identical to and on the same side as the unit with the Plague " #~ "attack. This doesn’t work on Undead or units in villages." #~ msgstr "" #~ "Veba:\n" #~ "Bir birim bu saldırı ile öldürüldüğü zaman, cesedi benzeriyle ve saldıran " #~ "birimle aynı tarafta bir birimle değiştirilir (Bu ölüler ve köylerdeki " #~ "birimler için çalışmaz)." #~ msgid "Intelligent" #~ msgstr "Zeki" #~ msgid "Quick" #~ msgstr "Hızlı" #~ msgid "Resilient" #~ msgstr "Dayanıklı" #~ msgid "Strong" #~ msgstr "Güçlü" #~ msgid "Fearless" #~ msgstr "Korkusuz" #, fuzzy #~ msgid "Feral" #~ msgstr "Toplam" #~ msgid "Loyal" #~ msgstr "Sadık" #~ msgid "trait^Undead" #~ msgstr "Yarı Ölü" #~ msgid "trait^Mechanical" #~ msgstr "Mekanik" #, fuzzy #~ msgid "trait^Elemental" #~ msgstr "gizlenir" #~ msgid "Dextrous" #~ msgstr "Becerikli" #~ msgid "Healthy" #~ msgstr "Sağlıklı" #~ msgid "Dim" #~ msgstr "Karartır" #~ msgid "Slow" #~ msgstr "Yavaş" #~ msgid "Weak" #~ msgstr "Zayıf" #, fuzzy #~| msgid "trait^Undead" #~ msgid "trait^Aged" #~ msgstr "Yarı Ölü" #, fuzzy #~| msgid "" #~| "In combat, your units will inevitably take damage. When a unit " #~| "dst='experience_and_advancement' text='advances', it will " #~| "heal fully. This can happen as you finish fighting an enemy, whether it " #~| "is your turn or not. Wesnoth offers several other ways for your units to " #~| "heal, all of which take place at the beginning of your turn, before you " #~| "take action." #~ msgid "" #~ "In combat, your units will inevitably take damage. When a unit " #~ "dst='advancement' text='advances', it will heal fully. This " #~ "can happen as you finish fighting an enemy, whether it is your turn or " #~ "not. Wesnoth offers several other ways for your units to heal, all of " #~ "which take place at the beginning of your turn, before you take action." #~ msgstr "" #~ "Birimlerin dövüşte kaçınılmaz olarak hasar alırlar.Bir birim " #~ "dst='experience_and_advancement' text='terfi' ederse tamamen " #~ "iyileşir. Bu kendi sıranız olsa da olmasa da düşmanla döğüşmeyi bitirince " #~ "gerçekleşir. Wesnoth birimlerini iyileştirmek için daha bir çok yol " #~ "sunar, hepsi de elin başında bir eylem yapmanıza gerek kalmadan " #~ "gerçekleşir." #, fuzzy #~ msgid "Factions" #~ msgstr "Birlik Sınıfı" #~ msgid "Overview" #~ msgstr "Genel bakış" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "To begin with, it’s best to click the text='Tutorial' button " #~ "at the main menu. This will take you to the interactive tutorial, which " #~ "will teach you the basics of Wesnoth. After this, it is recommended that " #~ "you play the Heir to the Throne campaign first — click " #~ "text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite " #~ "challenging, you may wish to start on easy." #~ msgstr "" #~ "\n" #~ "\n" #~ "Başlamak için en kolay yol ana menüdeki text=Öğretici " #~ "düğmesine tıklamaktır. Bu sizi Wesnoth’un temellerini öğreneceğiniz " #~ "etkileşimli öğreticiye götürecektir. Daha sonra ilk olarak Tahtın Varisi " #~ "seferberliğini oynamanız önerilir -önce text=Seferberlik " #~ "ardından text='Tahtın Varisi' üzerine tıklayın. Wesnoth " #~ "savaşları hayli zorlu olabileceğinden, text=Kolay zorluk " #~ "seviyesi ile başlamak daha iyi olacaktır." #, 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 "" #~ "Bu sayfa Battle for Wesnoth oynamak için bilmeniz gereken herşeyi ana " #~ "hatlarıyla kapsar. Nasıl oynayacağını ve oyunun temel mekaniklerini " #~ "içerir. Oyun oynandıkça oyunun yeni yönleri keşfedildikçe bu sayfalara " #~ "yeni bilgiler eklenir. Özel durumlar ve istisnalarla ilgili daha fazla " #~ "bilgi için, lütfen içerilen bağlantıları takip edin." #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Campaigns' consist of multiple scenarios that " #~ "follow on from each other, telling a story. In a campaign, you often need " #~ "to play more carefully, preserving your best troops so that they can be " #~ "used again in later scenarios in the campaign." #~ msgstr "" #~ "\n" #~ "\n" #~ "Seferberlikler bir hikaye eşliğinde birbirini takip eden birden çok " #~ "senaryodan oluşur. Bir seferberliğin ileri senaryolarında tekrar " #~ "kullanabilmek için en iyi askerlerinizi kollamanız dolayısıyla çok daha " #~ "dikkatli oynamanız gerekir." #, fuzzy #~ msgid "" #~ "The game takes place over a series of battles, called " #~ "text='scenarios'. Each scenario pits your troops against " #~ "the troops of one or more adversaries. You can play against the computer, " #~ "or with friends who each take turns sitting at the computer (hotseat " #~ "play). If your computer is connected to a computer network, you can also " #~ "play against other people connected to that network. If your computer has " #~ "a connection to the Internet, you can play against other people across " #~ "the Internet." #~ msgstr "" #~ "Oyun senaryo adı verilen bir dizi savaştan oluşmaktadır. Her senaryoda " #~ "birimleriniz bir veya daha fazla düşman birimi ile savaşır. Bilgisayara " #~ "karşı veya aynı bilgisayarda sırayla oynayan arkadaşlara karşı (yerel " #~ "oyun) oynayabilirsiniz. Eğer bilgisayarınız bir bilgisayar ağına bağlı " #~ "ise bu ağa bağlı diğer insanlara karşı da oynayabilirsiniz. Eğer internet " #~ "bağlantınız var ise internet üzerinden diğer insanlarla oynayabilirsiniz." #~ msgid "Experience and Advancement" #~ msgstr "Tecrübe ve Terfi" #, fuzzy #~ msgid "" #~ "\n" #~ "\n" #~ "text='Healthy' units have 1 HP plus 1 HP per level more " #~ "than usual and rest heal the usual 2 HP after each turn they did not " #~ "fight. They also suffer a quarter less damage from poison." #~ msgstr "" #~ "\n" #~ "\n" #~ "Sağlıklı birimler seviye başına 1 YP’ye ek olarak 1 YP’lik fazladan YP’ye " #~ "sahiptirler ve döğüşmedikleri her el sonunda 2 YP’lik dinlenmiş olurlar. " #~ "Ayrıca zehirlendiklerinde zehirden dolayı dörtte bir oranında daha az " #~ "hasar alırlar." #~ msgid "Help" #~ msgstr "Yardım" #~ msgid "
text='Units having this special attack'
" #~ msgstr "
text='Bu özel saldırıya sahip birimler'
" #~ msgid "
text='Units having this ability'
" #~ msgstr "
text='Bu yeteneğe sahip birimler'
" #, fuzzy #~ msgid "Leaders:" #~ msgstr "Lider: " #, fuzzy #~ msgid "Recruits:" #~ msgstr "Askere alımlar: " #~ msgid "Era:" #~ msgstr "Çağ:" #, fuzzy #~ msgid "Factions:" #~ msgstr "Birlik Sınıfı" #, fuzzy #~| msgid "Terrain" #~ msgid "Base Terrain: " #~ msgstr "Arazi" #~ msgid "level" #~ msgstr "seviye" #~ msgid "Advances from: " #~ msgstr "Şundan terfi eder: " #, fuzzy #~ msgid "Variations: " #~ msgstr "Birlik Sınıfı" #~ msgid "race^Miscellaneous" #~ msgstr "Çeşitli" #~ msgid "Race: " #~ msgstr "Irk: " #~ msgid "Abilities: " #~ msgstr "Yetenekler: " #~ msgid "Ability Upgrades: " #~ msgstr "Yetenek Güncellemeleri: " #~ msgid "HP: " #~ msgstr "YP: " #~ msgid "Moves: " #~ msgstr "Hareket: " #~ msgid "Cost: " #~ msgstr "Bedel: " #~ msgid "Alignment: " #~ msgstr "Hizalama: " #~ msgid "Required XP: " #~ msgstr "Gerekli TP: " #~ msgid "unit help^Attacks" #~ msgstr "Saldırılar" #~ msgid "unit help^Name" #~ msgstr "İsim" #~ msgid "Type" #~ msgstr "Tür" #~ msgid "Strikes" #~ msgstr "Vuruşlar" #~ msgid "Range" #~ msgstr "Menzil" #~ msgid "Special" #~ msgstr "Özel" #~ msgid "Resistances" #~ msgstr "Dirençler" #~ msgid "Attack Type" #~ msgstr "Saldırı Türü" #~ msgid "Resistance" #~ msgstr "Direnç" #~ msgid "Terrain" #~ msgstr "Arazi" #~ msgid "Defense" #~ msgstr "Savunma" #~ msgid "Movement Cost" #~ msgstr "Hareket Bedeli" #~ msgid " < Back" #~ msgstr " < Geri" #~ msgid "Forward >" #~ msgstr "İleri >" #~ msgid "Reference to unknown topic: " #~ msgstr "Bilinmeyen bir konuya bağlantı: " #~ msgid "corrupted original file" #~ msgstr "özgün dosya bozuk" #, fuzzy #~ msgid "Caste" #~ msgstr "Kale" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "beslenme" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Tedavi" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Tedavi" #, fuzzy #~ msgid "Intendant" #~ msgstr "Zeki" #, fuzzy #~ msgid "Swarm" #~ msgstr "kaynaşma" #, fuzzy #~ msgid "Swarming" #~ msgstr "kaynaşma" #~ msgid "Flat" #~ msgstr "Çayır" #, fuzzy #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "Çayırlar, ekilmiş, sürülmüş ya da doğal haliyle açık alanları temsil " #~ "eder. Açık olmasıyla çayırlar geçmeye çok elverişlidir ama savunması " #~ "zordur.Tipik olarak bu bölgeden en iyi faydalananlar süvariler ve açık " #~ "bölgeyi iyi kullanan çevik birimlerdir.\n" #~ "\n" #~ "Çayırda bir çok birim %30 ila %40 savunmaya sahiptir." #~ msgid "Road" #~ msgstr "Yol" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "Yollar üzerinden geçen yolcular tarafından oluşturulmuş patikalardır. " #~ "Oyun içinde, yollar dst='terrain_flat' text='çayır'a denktir." #~ msgid "Forest" #~ msgstr "Orman" #, fuzzy #~ msgid "" #~ "text='Forests' represent any woodland with significant " #~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " #~ "down, forests do offer better defense to most units than open ground. " #~ "Cavalry, however, have so much trouble navigating them that any benefit " #~ "gained by stealth is negated. Elves are an exception to this general rule " #~ "for forests. Not only do they possess full movement in forests, but they " #~ "also gain a considerable defensive bonus. Dwarves are another exception " #~ "to this rule; though they are able to plow through the forests without " #~ "much loss of speed, their utter unfamiliarity with the terrain causes " #~ "them to receive no defensive bonus.\n" #~ "\n" #~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " #~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " #~ "units. Dwarves generally receive only 30% defense in forests.\n" #~ "\n" #~ msgstr "" #~ "İçindeki büyük miktarda çalılık yüzünden geçişi zor olan ağaçlıklara " #~ "orman denir. Neredeyse herkesi yavaşlatmasına rağmen, ormanlar bir çok " #~ "birime açık alandan daha fazla savunma sağlar. Ama süvari ormanda at " #~ "sürmekte çok zorlandığı için ormanın sağladığı gizlilik işe yaramaz. " #~ "Elfler genel orman kuralına karşı bir istisnadır. Ormanda normal " #~ "hızlarında yürüdükleri gibi, önemli miktarda da savunma ödülü kazanırlar. " #~ "Cüceler bir başka istisnadır; her ne kadar ormanı çok fazla hızlarını " #~ "kaybetmenden yarıp geçselerde, bu bölge ile çok içli dışlı " #~ "olmadıklarından burda savunma ödülü alamazlar.\n" #~ "\n" #~ "Bir çok birim ormanda %50 savunmaya sahiptir, ama süvari %40 ile " #~ "sınırlanmış, bununla beraber elfler için atlı birimleri de dahil üzere " #~ "%60 ile %70 arasıdır. Cüceler genellikle ormanda sadece %30 savunmaya " #~ "sahiptirler.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Tepeler" #, fuzzy #~ msgid "" #~ "text='Hills' represent any reasonably rough terrain, " #~ "with enough dips and rises in the ground to provide some cover. Hills are " #~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " #~ "enough familiarity with the terrain that they can pass through it without " #~ "being slowed down. Cavalry have enough trouble navigating the terrain " #~ "that any defensive aid lent by cover is negated.\n" #~ "\n" #~ "Most units have about 50% defense in hills, whereas cavalry are limited " #~ "to 40%. Dwarves enjoy 60% defense in hills.\n" #~ "\n" #~ msgstr "" #~ "Tepeler, saklanmak için yeteri kadar çukurlukları ve tepeleri olan " #~ "herhangi bir engebeli araziyi temsil eder. Tepeler bir çok birim için " #~ "gezilmesi zor arazilerdir. Cüceler, troller ve orklar bu bölgeyle yeteri " #~ "kadar içli dışlı oldukları için hareket ederken yavaşlamazlar. Süvariler " #~ "bu bölgede harekette hayli zorlanır ve saklanmaktan gelen savunma yardımı " #~ "işe yaramaz.\n" #~ "\n" #~ "Bir çok birim tepelerde %50 savunmaya sahiptir ama süvari %40 ile " #~ "sınırlanmıştır. Cüceler tepelerdeki %60 savunmanın tadını çıkarırlar." #~ msgid "Mountains" #~ msgstr "Dağlar" #, fuzzy #~ msgid "" #~ "text='Mountains' are steep enough that units often have " #~ "to climb over obstacles to move. By this nature, they provide a " #~ "considerable defensive bonus for most troops, but they also severely " #~ "impede any passage through them. Most cavalry simply cannot enter " #~ "mountainous terrain; however, elvish cavalry is an exception to this, as " #~ "are the goblin wolf riders. Both dwarves and trolls are native to " #~ "mountainous terrain, and have a very easy time getting around.\n" #~ "\n" #~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " #~ "70%." #~ msgstr "" #~ "Dağlar birimlerin hareket etmesi için hep tırmanmak zorunda oldukları " #~ "kadar diktirler. Bu özelikleri ile bir çok birime dikkate değer miktarda " #~ "savunma ödülü verirler ama bununla beraber geçenlerde de bir gecikmeye " #~ "sebep olurlar. Bir çok süvari dağlara giremezler; ama elf süvarisi, " #~ "goblin kurt binicisi buna birer istisnadırlar. Cüceler ve trollerin ikisi " #~ "de dağların yerlileridir ve burda dolaşmakta zorlanmazlar.\n" #~ "\n" #~ "Bir çok birim dağlarda %60 savunmaya sahiptir, bununla beraber cüceler " #~ "%70’e sahip olurlar." #~ msgid "Swamp" #~ msgstr "Bataklık" #, fuzzy #~ msgid "" #~ "text='Swamps' represent any sort of wetlands. Swamps " #~ "slow down nearly everyone, and inhibit their ability to defend " #~ "themselves. An exception to this is any race bodily skilled in navigating " #~ "water; these receive both full movement and a defensive bonus. Those that " #~ "make their living in the wetlands are also adept at using this terrain " #~ "for cover.\n" #~ "\n" #~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " #~ "all generally enjoy 60%." #~ msgstr "" #~ "Bataklıklar herhangi bir türde ıslak alanları temsil eder. Bataklıklar " #~ "neredeyse herkesi yavaşlatır ve kendilerini savunma kabiliyetlerini " #~ "engeller. Bu kurala istisna vücudu suda gezinmeye müsait ırklardır ki " #~ "bunlar burada normal hızda giderler ve savunma ödülü alırlar. Islak " #~ "bölgede yaşayanlar bu bölgeyi gizlenme amaçlı kullanmaya da aşinadırlar.\n" #~ "\n" #~ "Bir çok birim bataklıkta %30 savunma yapabilirler. Su adamı, naga ve " #~ "sürüngenlerin hepsi genellikle %60’a sahip olurlar." #~ msgid "Shallow Water" #~ msgstr "Sığ Su" #, fuzzy #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s waist. This is enough to slow down " #~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " #~ "water reaches up almost to their heads, have an extremely hard time of " #~ "this. The exception is any race whose bodies naturally lend themselves to " #~ "swimming, for which they receive a considerable defensive bonus and full " #~ "movement.\n" #~ "\n" #~ "Most units make do with 20 to 30% defense in shallow water, whereas both " #~ "naga and mermen enjoy 60%." #~ msgstr "" #~ "Sığ su bir adamın beline kadar gelecek derinliğe sahip suları temsil " #~ "eder. Bu herkesi yavaşlatmaya ve onları saldırılara karşı açıkta " #~ "bırakmaya yeterlidir. Bu sular cücelerin kafalarına kadar ulaşır ve bu " #~ "yüzden çok zorlanırlar. Bu kurala karşı istisna yüzmeye alışkın " #~ "ırklardır, onlar burada dikkate değer savunma bonusuna sahip olurlar ve " #~ "tam hızda hareket edebilirler.\n" #~ "\n" #~ "Bir çok birim sığ sularda %20 ila %30 arası savunma yapabilirler, ama " #~ "naga ve su adamları %60’a sahip olurlar." #~ msgid "Deep Water" #~ msgstr "Derin Su" #, fuzzy #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s head. Most units cannot enter deep water: it is " #~ "the domain of units which can either fly, or are exceptionally strong " #~ "swimmers.\n" #~ "\n" #~ "Mermen and naga both receive 50% defense in deep water, with full " #~ "movement." #~ msgstr "" #~ "Derin su adam boyundan derin olan suları temsil eder. Bir çok birim derin " #~ "sulara giremez: buralar uçan ya da iyi yüzen birimlerin alanıdır.\n" #~ "\n" #~ "Naga ve su adamlarının derin suda %50 savunması ve tam hızı olur." #~ msgid "Frozen" #~ msgstr "Kar" #, fuzzy #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "Donmuş düz alanlar, kalıcı (tundra gibi) ya da geçici olarak (karlı " #~ "çayırlar gibi) karla kaplanmış düzlüklerle temsil edilir. Bir çok birim " #~ "buralarda yavaşlar ve kendilerini savunmakta zorlanırlar.\n" #~ "\n" #~ "Bir çok birim karda %20 ila %40 savunmaya sahiptir." #~ msgid "Castle" #~ msgstr "Kale" #, fuzzy #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "Kaleler birer kalıcı güçlendirmedir. Hemen hemen bütün birimler sırf " #~ "kalede bulunmakla dikkate değer bir savunma ödülüne sahip olurlar ve kale " #~ "zemininde tam hızla ilerleyebilirler. Birimleri kaleye koymak onların " #~ "savunma yeteneklerini ortaya çıkarır. Her altıgende bir birim olmazsa, " #~ "bir düşman kolaylıkla kaleye sızabilir ve kaleyi savunanlar kadar savunma " #~ "bonusuna sahip olabilir. \n" #~ "\n" #~ "Bir çok birim kalede %60 savunmaya sahiptir.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Kum" #, fuzzy #~ msgid "" #~ "The instability of text='sand' makes it harder for most " #~ "units to cross, and leaves them wide open to attack. In contrast, the " #~ "wide feet or snakelike bodies of the reptilian races make sand much " #~ "easier for them to navigate.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in sand." #~ msgstr "" #~ "Kumun oynaklığı bir çok birimin geçişini güçleştirir ve onları " #~ "saldırılara açık hale getirir. Bunun aksine, geniş ayakları ve yılan " #~ "benzerli yapısı olan sürüngen ırk kumda çok kolaylıkla gezinebilir.\n" #~ "\n" #~ "Bir çok birim kumda %20 ila %40 savunma yapabilir." #~ msgid "Desert" #~ msgstr "Çöl" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "Çöl aslında ince kumlardan ve kumsaldan farklı olmasına rağmen oyunda " #~ "aynı değerdedir. dst='terrain_sand' text='Kum'’a bakınız." #~ msgid "Cave" #~ msgstr "Mağara" #, fuzzy #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "Mağara bir birimin geçebileceği genişlikteki yeraltı oyuklarını temsil " #~ "eder. Bir çok birim bu bölgeyi hiç bilmez, bu yüzden yavaşlar ve " #~ "savunmalarında aksarlar. Evlerini mağaralarda yapan cüceler ve troller, " #~ "özellikle kısa boyutları sebebiyle başkalarının geçemeyeceği yerlerden " #~ "geçebilen cüceler, bu bölgede kolaylıkla dolaşabilirler. Bazen mağaralar " #~ "dst='terrain_illuminated_cave' text='Aydınlatılmış' " #~ "olabilirler.\n" #~ "\n" #~ "Bir çok birimin mağarada %20 ila 40% savunması varken cücelerin %50 " #~ "vardır." #~ msgid "Rockbound Cave" #~ msgstr "Taşlık Mağara" #, fuzzy #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "Taşlık mağara zemini, erozyon yoluyla, su ve rüzgarın kayalardan koparıp " #~ "taşıdığı parçalarla oluşmuştur. Sivri kayalıklı bir yer altı mağarasına " #~ "benzer, çoğu birimin etkinliğini azaltır ama savunmasını arttırır. " #~ "Mağaraların ana sakinleri olan cüceler ve troller, bu zeminde nispeten " #~ "daha hızlı hareket eder. Cücelerin boyları kısa olduğu için bu arazide en " #~ "rahat onlar dolaşırlar.Bazen mağaralar " #~ "dst='terrain_illuminated_cave' text='aydınlatılmış' olabilir.\n" #~ "\n" #~ "Taşlık mağaralarda çoğu birimin %50 savunması olur, atlılar ise %40’ta " #~ "kalırlar. Cüceler kayalık mağarada %60 savunmanın tadını çıkarırlar." #~ msgid "Illuminated Cave" #~ msgstr "Aydınlık Mağara" #, fuzzy #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "Yeraltı dünyasının nadir bölümleri yüzeyden gelen ışıkla aydınlanır. Bu " #~ "adil birimlere bir saldırı ödülü sağlarken kaypak birimlerden birer " #~ "saldırı ödülü siler. Tüm diğerleri için bu bölgeler normal mağara " #~ "zeminlerinden farklı değildir." #~ msgid "Mushroom Grove" #~ msgstr "Mantar Korusu" #, fuzzy #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "Mantar koruları, dev mantarlarla dolu, karanlık ve basık havalı, uçsuz " #~ "bucaksız ormanlardır. Çoğu birim, küçük mantarlardan oluşan yumuşak " #~ "zeminde hareket güçlüğü çekebilir, ancak büyük sapların arkasında da iyi " #~ "savunma imkanları olur. Atlı birimler ise, batağa saplanır, savaşmak için " #~ "ihtiyaçları olan hareket özgürlüğünden mahrum kalırlar. Yarı ölü " #~ "birimlerin çürüklükle araları iyi olduğundan, mantar ormanlarında çok " #~ "rahat ederler.\n" #~ "\n" #~ "Çoğu birim mantar ormanında %50 ila %60 savunma alır, süvariler ise " #~ "sadece %20." #~ msgid "Village" #~ msgstr "Köy" #, fuzzy #~ msgid "" #~ "text='Villages' represent any group of buildings, human " #~ "or otherwise. Almost all units, even cavalry, have an easy time " #~ "navigating villages, and most units gain a defensive bonus from being " #~ "stationed in a village. Villages allow units the resources to clean and " #~ "tend to their wounds, which allows any unit stationed therein to heal " #~ "eight hitpoints each turn, or to be cured of poison.\n" #~ "\n" #~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " #~ "only 40%.\n" #~ "\n" #~ msgstr "" #~ "Köyler insanların ya da başkalarının oluşturduğu bina gruplarını temsil " #~ "eder. Hemen hemen her birim, hata süvari, köyde rahatlıkla dolaşabilir ve " #~ "bir çok birim köyde olunca bir savunma ödülü alır. Köyler birimlerin " #~ "yaralarını sarmalarına yarar, köyde duran birimler her turda 8YP kadar " #~ "iyileşirler, ya da zehirleri tedavi olur.\n" #~ "\n" #~ "Bir çok birim köyde %50 ila %60 savunmaya sahipken süvari sadece %40’ta " #~ "kalır.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Sualtı Köyü" #, fuzzy #~ msgid "" #~ "text='Submerged villages' are the homes of merfolk and " #~ "nagas. While water-dwelling creatures are at home here, land-dwellers " #~ "have a hard time navigating and defending these villages. However, like " #~ "any village, the facilites are available to all creatures which allow " #~ "units to tend to their wounds. Any unit stationed in a village can heal " #~ "eight hitpoints each turn, or be cured of poison.\n" #~ "\n" #~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " #~ "based units usually have a low defense." #~ msgstr "" #~ "Sualtı köylerinde Su insanlarının ve Nagaların evleri bulunur. Buralar " #~ "suda yaşayanların köyleri olduğu halde toprakta yaşayanlar bu köylerde " #~ "gezinirken ve savunurken zorlanırlar. Bununla birlikte, her köy gibi " #~ "bunlar da birimlerin tedavisi için kullanılabilirler. Bir köyde kalan her " #~ "birim her el en fazla 8 puan canlanır veya zehiri giderilir.\n" #~ "\n" #~ "Su insanları ve Nagalar sualtı köylerinde %60 savunmaya sahipken toprakta " #~ "yaşayan birimlerin savunmaları daha azdır." #~ msgid "Unwalkable" #~ msgstr "Yürünmez" #, fuzzy #~ msgid "" #~ "text='Unwalkable terrain' covers any chasm or gorge " #~ "which, as the name implies, cannot be crossed simply by walking. Chasms " #~ "are noted for sheer walls which would take days to traverse. As far as " #~ "gameplay is concerned, only units capable of flying can cross this " #~ "terrain." #~ msgstr "" #~ "Yürünemeyen araziler kanyon, obruk gibi yerin bilinmeyen derinliklerine " #~ "açılan yer oyuklarıdır. Kanyonlar kat etmesi günler alan dimdik duvarları " #~ "ile dikkati çekerler. Oyunda sadece bunların üzerlerinden uçabilen " #~ "birimler bu araziden geçebilir." #~ msgid "Lava" #~ msgstr "Lav" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "Lav üzerinde yürümeye çalışmanın doğasındaki tehlikeler gün gibi " #~ "ortadadır. Bu arazi, dst='terrain_unwalkable' text='yürünmez' " #~ "arazi türüne eşdeğer olup sadece üzerinden uçabilen birimler tarafından " #~ "aşılabilir. Ayrıca mağma önemli miktarda ısı yayar ve üstündeki bölgeyi " #~ "aydınlatır. Bu aydınlatma adil birimlere bir saldırı ödülü oluşturken " #~ "kaypak birimlerden de saldırı ödülünü kaldırır." #~ msgid "River Ford" #~ msgstr "Sığ Geçit" #~ msgid "" #~ "When a river happens to be extremely shallow, passing over it is a " #~ "trivial matter for land based units. Moreover, any creature best adapted " #~ "to swimming has full mobility even at such places in the river. As far as " #~ "gameplay is concerned, a river ford is treated as either grassland or " #~ "shallow water, choosing whichever one offers the best defensive and " #~ "movement bonuses for the unit on it." #~ msgstr "" #~ "Bir ırmak aşırı derece sığ ise kara birimlerinin onun üzerinden geçmesi " #~ "pek büyük bir mesele değildir. Dahası yüzmeye alışmış bir birim ırmakta " #~ "böyle yerlerde bile tam bir hareket kabiliyetine sahiptir. Oyunda sığ " #~ "geçit, ya çayır ya da sığ su yerine geçer, üzerindeki birim için hangisi " #~ "daha iyi hareket ve saldırı ödülüne sahipse o zemine denk kabul edilir." #~ msgid "Coastal Reef" #~ msgstr "Kayalık Kıyı" #, fuzzy #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "Kayalık sığ sular taş, mercan ve kum ile şekillendirilir. Bu, birimlere " #~ "sığ sulardan geçişte daha istikrarlı bir yürüme imkanı sağlamasını " #~ "yanında çoğu su canlısına karşı bile daha yüksek savunma sağlar.\n" #~ "\n" #~ "Mermen ve Nagalar kayalık kıyı üzerinde %70 savunmaya sahiptir." #~ msgid "Bridge" #~ msgstr "Köprü" #, fuzzy #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' offers a liberation from the fickle nature " #~ "of waterways, whose fords come and go with the rise and fall of the " #~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " #~ "which is no laughing matter in the cold months of the year.\n" #~ "\n" #~ "For those who go by land or sea, a bridge is the best of both worlds — " #~ "for gameplay purposes, it is treated either as grassland or the " #~ "underlying water, whichever offers the best movement and defensive " #~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " #~ "and a land unit are not capable of occupying a bridge hex at the same " #~ "time." #~ msgstr "" #~ "İnşa etmeye gücü yetenler için bir köprü kurabilme, geçitleri su " #~ "seviyesine bağlı olarak ortaya çıkıp yok olan su yollarının kararsız " #~ "yapısından bir kurtuluş sağlar. Bu kaybı yılın soğuk aylarında pek ciddi " #~ "bir konu olan kuru bir ayağa sahip olabilme lüksüdür.\n" #~ "\n" #~ "Deniz ve karada gidenlere köprü her iki dünyanın da en iyisini sunar, " #~ "oyunda çayır veya sığ su yerine geçer, hangisi köprüdeki birim için en " #~ "iyi hareket ve savunma bonuslarını sunuyor ise o olarak kabul edilir. " #~ "Yüzen bir birim ile bir kara biriminin aynı anda bir köprü altıgeninde " #~ "duramayacağını unutma." #~ msgid "Impassable" #~ msgstr "Geçilmez" #~ msgid "" #~ "Obstacles that not even the most determined traveler may overcome include " #~ "solid walls of stone and mountains so tall and steep that they are " #~ "constantly wreathed in cloud. Even flying creatures cannot navigate the " #~ "jagged peaks at such rarified heights, and not even the fiercest troll " #~ "can smash through thick walls of stone." #~ msgstr "" #~ "Derin yarlar ve tepeleri bulutlarla kaplı dağlar geçit vermez " #~ "arazilerdendir. Buraları uçabilen yaratıklar ve bir yumrukta duvarları " #~ "delebilen troller bile aşamaz." #~ msgid "" #~ "Berserk:\n" #~ "Whether used offensively or defensively, this attack presses the " #~ "engagement until one of the combatants is slain, or 30 rounds of attacks " #~ "have occurred." #~ msgstr "" #~ "Cinnet:\n" #~ "Saldırı ve savunmada, bu saldırı türü, çarpışanlardan biri yıkılana kadar " #~ "veya 30 ellik saldırıya denk olana dek devam eder." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Sihirli:\n" #~ "Bu saldırı her zaman (saldırı ve savunma) %70 isabet şansına sahiptir." #~ msgid "firststrike" #~ msgstr "ilk vuruş" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "İlk vuruş:\n" #~ "Bu birim bu saldırısıyla, savunmadayken bile, her zaman ilk vuruşu yapar." #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "Beslenme:\n" #~ "Yaşayan bir birimi öldürdüğü takdirde bu birimin toplam yaşam enerjisine " #~ "1 puan eklenir." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Bazı silahların saldırı etkinliğini arttırıcı özellikleri vardır.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='İsabet şansı'
"