wesnoth/po/wesnoth-help/sr@ijekavian.po
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# Translation of wesnoth-help.po into Serbian.
# Copyright (C) 2011 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Chusslove Illich <caslav.ilic@gmx.net>, 2011, 2012.
msgid ""
msgstr ""
"Project-Id-Version: wesnoth-help\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-06-20 15:00+0300\n"
"PO-Revision-Date: 2012-04-01 16:53+0200\n"
"Last-Translator: Chusslove Illich <caslav.ilic@gmx.net>\n"
"Language-Team: Serbian\n"
"Language: sr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Kate\n"
"Plural-Forms: nplurals=4; plural=n==1 ? 3 : n%10==1 && n%100!=11 ? 0 : n"
"%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Environment: wesnoth, wesnoth/noent\n"
"X-Wrapping: fine\n"
"X-Associated-UI-Catalogs: wesnoth-lib wesnoth wesnoth-httt\n"
#. [time]: id=underground
#. [editor_times]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "подземље"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "лијечење +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 "лијечење +4"
#. [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 ""
"Лијечење +4:\n"
"Омогућава јединици да лијечи сусједне савезничке јединице на почетку сваког "
"потеза.\n"
"\n"
"Јединица под утицајем овог видара може повратити до 4 УП по потезу, или не "
"осјетити дејство отрова у датом потезу.\n"
"Видар не може исцијелити отровану јединицу, већ она мора потражити бригу у "
"селу или код јединице која умије да исцјељује."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "лијечење +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 "лијечење +8"
#. [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 ""
"Лијечење +8:\n"
"Ова јединица обједињује љековите траве и магију како би лијечила брже него "
"што је то уобичајено на бојном пољу.\n"
"\n"
"Јединица под утицајем овог видара може повратити до 8 УП по потезу, или не "
"осјетити дејство отрова у датом потезу.\n"
"Видар не може исцијелити отровану јединицу, већ она мора потражити бригу у "
"селу или код јединице која уме да исцјељује."
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "теренски модификатори"
#. [section]: id=editor_mode_scenario
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Scenario Editor"
msgstr "теренски модификатори"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
msgid "Paint three hexes in a line."
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
msgid "Fill Tool"
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
msgid ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool utilizes the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
msgid ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: Magic Wand mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
msgid "Select three hexes in a line."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
msgid ""
"Rotate, flip and paste the terrain in the clipboard\n"
"\n"
"Hexes can be cut or copied to the clipboard using the "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
msgid "Starting Locations Tool"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:109
msgid ""
"Defines the side leader starting position.\n"
"\n"
"This tool sets the side leaders default starting locations, and named "
"special locations. Both types of location are enabled in both <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
"are shown as a list in the editor palette, clicking on the map will place "
"that name on a hex, each location can only be placed on a single hex, and "
"the editor will only allow one location per hex.\n"
"\n"
"To add named special locations, click “Add” at the bottom of the editor "
"palette, and enter the name. These names must start with a letter and may "
"contain numbers and underscores.\n"
"\n"
"More than nine teams can be added to a map, by clicking “Add” and entering a "
"number, for example “10”. The UI will automatically show this as “Player "
"10”.\n"
"\n"
"Named locations can be accessed from WML using the Standard Location "
"Filters <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:129
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:130
msgid ""
"Put text labels on the map.\n"
"\n"
"• Left-click will open a dialog box to create a new label or edit an "
"existing one.\n"
"• Right-click deletes.\n"
"• Drag-and-drop with the left mouse button moves labels.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are "
"implemented in the scenario using WMLs <italic>text='[label]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:145
msgid "Item Tool (Scenery Tool)"
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:146
msgid ""
"The Item Tool allows placing decorations such as windmills, bookcases and "
"monoliths. Multiple items can be placed on the same hex.\n"
"\n"
"<bold>text='Note:'</bold> the tool doesnt support deleting items once "
"placed, nor does it support undo. Mistakes can currently only be fixed by "
"editing the generated WML file.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are not part "
"of the terrain and are implemented in the scenario using WMLs "
"<italic>text='[item]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:159
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:160
msgid ""
"This tool assigns ownership of villages at the start of a scenario. The "
"villages must first be placed on the terrain with the "
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
"\n"
"• Left-click will assign the village to the currently-selected side.\n"
"• Right-click will set the village back to unowned.\n"
"\n"
"This tool is only available in Scenario Mode; ownership information is "
"stored by adding WML <italic>text='[village]'</italic> tags to the "
"appropriate <italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:174
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:175
msgid ""
"Place units belonging to the currently-selected side.\n"
"\n"
"• Left-click will place a unit.\n"
"• Left drag-and-drop will move an already-placed unit.\n"
"• Various operations are added to the right-click menu when the hex contains "
"a unit.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[unit]'</italic> tags to the appropriate "
"<italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:190
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:191
msgid ""
"This tool create sets of tiles that can be used in WML scripts Standard "
"Location Filters (a concept explained in detail on the Wiki), by using the "
"areas id in the filters <italic>text='area='</italic> attribute. For "
"example:\n"
"\n"
"• assigning a local time zone to this set of hexes\n"
"• filtering the set of hexes which trigger an event when a unit moves on to "
"them\n"
"\n"
"To use the tool:\n"
"\n"
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
"ref>\n"
"• in the Areas menu, select Add New Area\n"
"• then in the Areas menu, select Save Selection to Area\n"
"• then in the Areas menu, select Rename Selected Area and choose a name for "
"the area\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tags "
"name implies time, it is now more generic and can be used for other purposes "
"without needing to change the time-of-day schedule in the area."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:212
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:213
msgid ""
"Shows a list of music tracks known to the editor, with toggle-boxes to "
"enable them.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[music]'</italic> tags to the scenario."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:223
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:224
msgid ""
"Wesnoths 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 <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='Editing Modes'</header>\n"
"\n"
"The editor features two modes of operation: terrain mode and scenario mode.\n"
"\n"
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
"setting the leaders <ref>dst='editor_tool_starting' text='starting "
"locations'</ref>.\n"
"\n"
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
"addition to the tools available in terrain mode, adds support for adding "
"<ref>dst='editor_tool_label' text='labels'</ref>, "
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
"at the start of the scenario. Theres also a <ref>dst='editor_playlist' "
"text='playlist manager'</ref> for the music.\n"
"\n"
"<bold>text='Warning: the Scenario Mode is buggy in 1.14.'</bold> Improving "
"it is one of the main blockers for the 1.16 release, however in 1.14 its "
"quality is far below that of the game and the terrain mode."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:238
msgid ""
"<header>text='What you do *not* get'</header>\n"
"\n"
"• Exactly the same map rendering as in-game\n"
"\n"
"The map wont look exactly the same in the game as it does in the editor, "
"because this depends on the terrain rules. For example, when many mountain "
"hexes are clustered together the terrain rules will try to combine them into "
"mountain ranges and large graphics spanning multiple hexes.\n"
"\n"
"• Event handlers and scripting\n"
"\n"
"The editor is not a tool to help you scripting the scenarios event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:258
msgid ""
"The terrain editors functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
"toolkit (see the pages for each tool), tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
"“Create Game” dialog."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:270
msgid ""
"The scenario editor mode adds support for some map-related WML features, "
"such as areas and scenery items. Most scenarios will still require "
"additional WML to be written using a different tool; the scenario editor "
"does not support scripting the scenarios events."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:272
msgid ""
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
"\n"
"You can check which mode the editor is in by looking at the menu bar.\n"
"\n"
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:279
msgid ""
"<header>text='Entering scenario mode'</header>\n"
"\n"
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
"menu.\n"
"\n"
"If youre already editing a map in terrain mode, use “Save Scenario As” from "
"the “File” menu; this will switch to scenario mode.\n"
"\n"
"To load a map that was created in the scenario editor, use “Load Map” from "
"the “File” menu, and select the .cfg file (not a .map file)."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:287
msgid ""
"<header>text='The files: .map and .cfg'</header>\n"
"\n"
"The map editor saves exactly one file, either a .map (for terrain mode) or "
"a .cfg (for scenario mode). In scenario mode the terrain map is saved inside "
"the .cfg file; there is no separate .map file. If you start editing in "
"terrain mode and then switch to scenaro mode then an old .map file might "
"remain, but this is not updated by the scenario editor.\n"
"\n"
"Loading a .cfg file has different results depending on the contents of the ."
"cfg file. For .cfg files that were created by the scenario editor, it will "
"open the .cfg in the scenario editor. However, for .cfg files that use a "
"separate .map file (which can't be created by the scenario editor), the "
"editor may follow the link and open the corresponding .map in terrain-only "
"mode, as if the .map file was chosen in the file selector."
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:299
msgid "Using a separate file for WML events"
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:300
msgid ""
"When loading a .cfg file, the scenario editor understands files created by "
"the scenario editor, but is likely to have difficulty with files that have "
"been edited by hand.\n"
"\n"
"Files created by the scenario editor omit the opening [scenario] and closing "
"[/scenario] tags. If you are creating a campaign (or other add-on), then "
"those tags need to be added; there is more detail about this in the "
"<ref>dst='editor_map_format' text='map file format'</ref> documentation.\n"
"\n"
"One workflow is to create a separate WML file, also with the .cfg extension, "
"which uses the WML preprocessor to include the editor-created file. This "
"separate file contains both the [scenario] tag and any hand-edited WML such "
"as events. With this workflow, the add-ons file structure could look like "
"this:\n"
"\n"
"<header>text='For Wesnoth 1.14'</header>\n"
"\n"
"• _main.cfg:\n"
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
"• maps/map_from_01.cfg\n"
" ◦ this is the file created by the scenario editor\n"
"• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in "
"these four lines:\n"
" ◦ [scenario]\n"
" ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
" ◦ [/scenario]\n"
" ◦ [+scenario]\n"
"\n"
"The first three of those lines insert the scenario-generated file inside a "
"[scenario] tag. The + sign on the fourth line means that two scenario tags "
"will be combined, with attributes in the second one overriding attributes in "
"the first one.\n"
"\n"
"<header>text='1.16 and later'</header>\n"
"\n"
"If your add-on will only be used on 1.16 and later, there are new features "
"to load .cfg files via map_file, and to avoid repeating the add-ons name "
"within the .cfg files.\n"
"\n"
"• _main.cfg:\n"
" ◦ use “[binary_path]” to add add-ons directories to the binary path, "
"which makes “map_file” search the “maps” directory.\n"
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
"• maps/map_from_01.cfg\n"
" ◦ this is the file created by the scenario editor\n"
"• scenarios/01_Forest.cfg\n"
" ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
"load that file"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:338
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:339
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""
#. [topic]: id=editor_time_schedule
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
#: data/core/editor/help.cfg:347
#, fuzzy
#| msgid "Time of Day"
msgid "ToD and Schedule Editor"
msgstr "Доба дана"
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:348
msgid ""
"This button at the top-right of the screen accesses the time-of-day preview "
"and the schedule editor.\n"
"\n"
"In terrain mode, this displays the map as it will be recolored at different "
"times of day.\n"
"\n"
"In scenario mode, the button accesses an editor for individual schedules for "
"<ref>dst='editor_named_area' text='time areas'</ref>."
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:359
msgid "Editor Palette"
msgstr ""
#. [topic]: id=editor_palette
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
#: data/core/editor/help.cfg:361
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:366
msgid "Show all kinds of terrain"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:367
msgid "Show only water terrains"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:368
msgid "Show only villages"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:379
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:380
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:382
msgid ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax is the set of "
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
"Locations Tool'</ref>. The files can be edited with a general purpose text "
"editor like notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenarios .cfg file, with the scenarios WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:395
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenarios .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"its trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:403
msgid ""
"<header>text='Files created by the Scenario Editor'</header>\n"
"\n"
"In scenario mode, the editor saves the data as a .cfg file with embedded map "
"data. When loading a .cfg file, the scenario editor understands files "
"created by the scenario editor itself, but is likely to have difficulty with "
"files that have been edited by hand; problems can be avoided by "
"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
"ref> for the hand-edited parts."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:407
msgid ""
"<header>text='Which scenario files use the [scenario] tag'</header>\n"
"\n"
"Files created by the scenario editor have the contents of a WML scenario "
"element, but dont include the opening [scenario] and closing [/scenario] "
"tags. For each .cfg file in the userdata folders editor/scenarios "
"subfolder, the game will automatically try to load a scenario from it to "
"include in the “Custom Scenarios” list (files that fail to load are "
"ignored). In this folder each file is a separate item - files that fail to "
"parse as a scenario are ignored, and files must not contain the [scenario][/"
"scenario] tags.\n"
"\n"
"The opposite applies when a scenario is part of a campaign or other add-on. "
"Typically each scenario has its own .cfg file, however this is unnecessary - "
"all of the WML in an add-on will be combined by the preprocessor, it doesnt "
"matter whether the add-on is written as separate files or not. The engine "
"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags "
"to know which WML is part of each scenario."
msgstr ""
#. [editor_times]: id=deep_underground
#. [time]: id=deep_underground
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121
msgid "Deep Underground"
msgstr "дубоко подземље"
#. [editor_times]: id=indoors
#. [time]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr "унутрашњост"
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Енциклопедија"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Географија'</ref>"
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Географија"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Аркан-торија"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
"Река што извире у <ref>dst='heart_mountains' text='Језгреним планинама'</"
"ref> и тече на исток до Листре."
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
#| msgid "Great Ocean"
msgid "Great River"
msgstr "Велики океан"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
#, fuzzy
#| msgid ""
#| "The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
#| "Wesnoth'</ref> lies. Its west coast is surrounded by the "
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
"Континент на коме се налази <ref>dst='kingdom_wesnoth' text='Веснотско "
"краљевство'</ref>. Западном обалом излази на <ref>dst='great_ocean' "
"text='Велики океан'</ref>."
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:38
msgid "Great Ocean"
msgstr "Велики океан"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:39
#, fuzzy
#| msgid ""
#| "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
#| "and all rivers eventually flow to it. Far to the west in the the Great "
#| "Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</"
#| "ref>."
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"Простире се западно од <ref>dst='great_continent' text='континента'</ref> и "
"све реке се на концу у њега уливају. Далеко на запад у Великом океану налази "
"се огроман архипелаг по имену <ref>dst='morogor' text='Морогор'</ref>."
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:44
msgid "Morogor"
msgstr "Морогор"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:45
#, fuzzy
#| msgid ""
#| "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
#| "Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> "
#| "and east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
#| "It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
#| "The central island of the archipelago is also called Morogor."
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
"Архипелаг, смештен негде у <ref>dst='great_ocean' text='Великом океану'</"
"ref> западно од <ref>dst='green_isle' text='Зеленострва'</ref> а источно од "
"<ref>dst=old_continent text='Старог континента'</ref>.\n"
"Углавном је насељен <ref>dst='..race_drake' text='змаговима'</ref>.\n"
"Средишње острво архипелага такође се назива Морогором."
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:52
msgid "Green Isle"
msgstr "Зеленострво"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr "Повеће острво у <ref>dst='great_ocean' text='Великом океану'</ref>."
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Old Continent"
msgstr "Стари континент"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Простире се западно од <ref>dst='morogor' text='Морогора'</ref>, с ону "
"страну <ref>dst='great_ocean' text='Великог океана'</ref>."
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:64
msgid "Great Continent"
msgstr "Велики континент"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Континент на коме се налази <ref>dst='kingdom_wesnoth' text='Веснотско "
"краљевство'</ref>. Западном обалом излази на <ref>dst='great_ocean' "
"text='Велики океан'</ref>."
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:70
msgid "Irdya"
msgstr "Ирдија"
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> 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 ""
"Ирдијом се назива свет у коме постоји <ref>dst='kingdom_wesnoth' "
"text='Веснотско краљевство'</ref>. Овај израз, међутим, ретко се користи у "
"подручјима приказаним на главној карти. Тамошњи народи обично кажу просто "
"„свет“, или, поетичније, „широки зелени свет“."
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:76
msgid "Kingdom of Wesnoth"
msgstr "Веснотско краљевство"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:77
#, fuzzy
#| msgid ""
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
#| "<ref>dst='great_continent' text='Great Continent'</ref>. 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 <ref>dst='southwest_elven_lands' text='southwest'</"
#| "ref>, 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"
#| " • 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"
#| " ◦ DanTonk: Wesnoths 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 DanTonk, exerts control "
#| "over the wilderness country around the east of the Brown Hills and north "
#| "to the Ford of Abez.\n"
#| "\n"
#| " • 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, DanTonk, and "
#| "Fort Tahn, this plain is Wesnoths bread basket and home to most of its "
#| "population\n"
#| " ◦ Dulatus Hills: These rolling hills bordering the Great "
#| "Central Plain provide much of Wesnoths 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 Glyns 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 "
#| "Kingdoms control is tenuous at best and banditry is common.\n"
#| " ◦ Glyns Forest: Sometimes known as the Royal Forest, named for "
#| "one of Haldric IIs 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\n"
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
#| "feeds into the Great River. (Not shown on the main map.)"
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the "
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
"Swamp to the southeast.\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\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"
" • DanTonk: Wesnoths 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 DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\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, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths 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 Glyns 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 Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs 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 ""
"Веснотско краљевство протеже се преко средишњег и северног дела "
"<ref>dst='great_continent' text='Великог континента'</ref>. Већина похода из "
"главног одиграва се у вези с њим. Границе на главној карти су му велика река "
"на северу, обала Великог океана на западу, Етенвуд на "
"<ref>dst='southwest_elven_lands' text='југозападу'</ref> и Грча мочвара на "
"југоистоку (доњи десни угао карте).\n"
"\n"
"Преко реке Етен, јужно од утврде Тан, лежи веснотско погранично подручје. На "
"југу (ван карте) ограничено је густом шумом, чијим се најсевернијим делом "
"може сматрати Етенвуд.\n"
"\n"
" • Истакнути градови:\n"
" ◦ Велдин: престоница Веснота.\n"
" ◦ Алдрил: град на Бисерном заливу.\n"
" ◦ Лука Црноморска: град јужно од Бисерног залива.\n"
" ◦ Карсин: између Седошумља и Велике реке.\n"
" ◦ Дан-тонк: Највећи град у Весноту, смештен у срцу земље, "
"северозападно надомак Велдина.\n"
" ◦ Сорадок: Најсевернија гранична испостава Веснота, надгледа ушће "
"Велдина и Велике реке.\n"
" ◦ Утврда Тан: Најјужнија гранична испостава, надгледа прелаз пута "
"север-запад преко реке Етен.\n"
" ◦ Тат: важан утврђени град северно од Дан-тонка, држи под "
"контролом дивљину источно од Смеђих брда и северно од газа Абеза.\n"
"\n"
" • Истакнута географија:\n"
" ◦ Грифонска планина: дом бајковитим грифонима.\n"
" ◦ Газ Абеза: плитак део Велике реке, обично у влашћу веснотских "
"снага.\n"
" ◦ Река Велдин: грана се из Велике реке и тече ка југу.\n"
" ◦ Велика средишња равница: подручје ограничено Велдином, Дан-"
"тонком и утврдом Тан, веснотска житница и дом већем делу његовог "
"становништва.\n"
" ◦ Дулатијско побрђе: ниска брда уз Велику средишњу равницу, извор "
"доброг дела веснотске стоке и житарица.\n"
" ◦ Смеђа брда: пустош око Грифонске планине, слабо насељена и "
"повремено врло опасна.\n"
" ◦ Коњичке равнице: ниско побрђе одмах јужно од Велике реке, "
"ограничено Глиновом шумом на западу и реком Велдин на истоку, док се јужним "
"крајем претапа у Средишњу равницу. Дом моћним клановима, где се гаје најбољи "
"коњи у Весноту.\n"
" ◦ Естмаршко побрђе: повелики венац што се издиже јужно од велике "
"реке а источно од реке Велдин. Најсевернији део, близу реке Велдин, "
"повремено су насељавали Весноћани, али је краљевска паска на њим танка и у "
"најбоља времена и разбојништва су честа.\n"
" ◦ Глинова шума: понекад знана и као Краљевска шума, по једном од "
"синова Халдрика Другог.\n"
" ◦ Седошумље: Велика шума у срцу веснотске дивљине, распрострта "
"између Карсина и Алдрила, обично се сматра поседнутом.\n"
" ◦ Зелена мочвара: велика мочвара у средишту веснотске дивљине, "
"јужно од Алдрила. Наводњава се из Смеђих брда а одлива у Велику реку (ван "
"главне карте)."
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:106
msgid "Elensefar"
msgstr "Еленсефар"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:107
#, fuzzy
#| msgid ""
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
#| "text='Wesnoth'</ref>, 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 <ref>dst='great_ocean' text='ocean'</ref> to the "
#| "west. More information is found in the historical narrative of Wesnoth.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Elensefar: The capital, located on an island in the "
#| "<ref>dst='great_river' text='Great River'</ref> delta\n"
#| " ◦ Carcyn: City on the WesnothElensefar border, disputed with "
#| "Wesnoth\n"
#| " • Notable land features:\n"
#| " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very "
#| "wide at this point, and only ships can cross it."
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
"text='ocean'</ref> to the west. More information is found in the historical "
"narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the Great River "
"delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
"У нека времена Еленсефар је покрајина <ref>dst='kingdom_wesnoth' "
"text='Веснота'</ref>, у нека друга назависна држава, а понекад пак у "
"споразумној федерацији са Веснотом. Границе су му Велика река на северу, "
"слабо одређена међа према Весноту на истоку, Бисерни залив на југу, и "
"<ref>dst='great_ocean' text='океан'</ref> на западу. Више података може се "
"наћи у историографији Веснота.\n"
"\n"
" • Истакнути градови:\n"
" ◦ Еленсефар: престоница, смештена на острву у делти "
"<ref>dst='great_river' text='Велике реке'</ref>.\n"
" ◦ Карсин: град на веснотско-еленсефарској граници, у спору са "
"Веснотом.\n"
" • Истакнута географија:\n"
" ◦ <ref>dst='great_river' text='Велика река'</ref>: врло широка на "
"овом месту, да се само бродом може прећи."
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:119
msgid "Northlands"
msgstr "Североземље"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:120
#, fuzzy
#| 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 "
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Glamdrol: An Orcish tribal capital\n"
#| " ◦ Romyr: Another Orcish tribal capital\n"
#| " ◦ Wesmere: The location of the Kalian — 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 Wesnoths 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"
#| " • 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 than 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"
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 <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — 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 Wesnoths Golden Age expansion. Now "
"abandoned. The forested area northeast of <ref>dst='elensefar' "
"text='Elensefar'</ref>, where these villages were located, was named the "
"Annuvin province by men but was known by the elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: 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"
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
"Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"to the elves. Their capital, Elensiria, has only seldom been visited by "
"humans.\n"
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
"river is somewhere in the east of the northern lands."
msgstr ""
"Североземље нема никакве владе. У том подручју обитавају разнолике скупине "
"оркова, патуљака, људи варвара, па чак и вилењака. Северне и источне границе "
"нису одређене, док је јужна <ref>dst='great_river' text='Велика река'</ref> "
"а западна <ref>dst='great_ocean' text='Велики океан'</ref>.\n"
"\n"
" • Истакнути градови:\n"
" ◦ Гламдрол: орковска племенска престоница.\n"
" ◦ Ромир: још једна орковска племенска престоница.\n"
" ◦ Весмер: седиште Калијана, вилењачког већа.\n"
" ◦ Патуљачке двери: мешани људско-патуљачки град у области Кналге, "
"у јужним Језгреним планинама. Велико трговачко средиште.\n"
" ◦ Далбен и Делвин: људска села која првобитно подигоше насељеници "
"што дођоше преко Велике реке, током ширења у златно доба Веснота. Тренутно "
"напуштена. Пошумљено подручје североисточно од Еленсефара, где се ова села "
"налазише, људи су назвали покрајином Анувин, а међу вилењацима знано је као "
"Весмер.\n"
"\n"
" • Истакнута географија:\n"
" ◦ Језгрене планине: готово непроходна препрека између речних "
"крајева и северних равница.\n"
" ◦ Језгрене канџе: посебно злокобан потез високих врхова "
"југозападно од језера Вруг и северно Весмерске шуме. Најнегостољубивији и "
"најопаснији предео Језгрених планина; у њему пребивају само пустињаци, "
"махнити и магови.\n"
" ◦ Мочвара ужаса: веома велика каљуга између Језгрених планина и "
"Велике реке. Озлоглашена по својим опасностима.\n"
" ◦ Вруг: велико планинско језеро чија река усеца једини пролаз кроз "
"северне планине.\n"
" ◦ Аркан-торија: река што истиче из Вруга. Ово је вилењачко име, а "
"људи је знају као Лонглијер.\n"
" ◦ Листра: притока јужног тока Велике реке, у њу се улива Аркан-"
"торија.\n"
" ◦ Линтанирска шума: најјужнији део Велике северне шуме, огромног "
"пошумља чије су источне и северне границе познате једино вилењацима. Њихову "
"престоницу, Еленсирију, посетио је тек по који човек.\n"
" ◦ Велика река: извире негде на истоку северних земаља."
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
msgid "Southwest Elven Lands"
msgstr "југозападне вилењачке земље"
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:142
#, fuzzy
#| 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 Green Swamp to the northeast, the desert (not shown) to the "
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
#| "\n"
#| " • Notable cities\n"
#| " ◦ None known\n"
#| " • Notable land features:\n"
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
#| "race_elf' text='elves'</ref>."
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 <ref>dst='great_ocean' text='ocean'</ref> 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"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. 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 ""
"Шумски вилењаци су подвојени од оних на северу, и тек повремено ступају у "
"додир са њима и са другим земљама. Границе су им Зелена мочвара ка "
"североистоку, пустиња (ван карте) ка југу и <ref>dst='great_ocean' "
"text='океан'</ref> ка западу.\n"
"\n"
" • Истакнути градови:\n"
" ◦ Не зна се ни за један.\n"
" • Истакнута географија:\n"
" ◦ Шума Етен: највећа од јужних шума, протеже се далеко на "
"југозапад — много даље него што је картографисано — и дом је <ref>dst='.."
"race_elf' text='вилењацима'</ref>."
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:154
msgid "Heart Mountains"
msgstr "Језгрене планине"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
"Готово непроходна препрека између <ref>dst='arkan_thoria' text='речних'</"
"ref> земаља и <ref>dst='far_north' text='северних равница'</ref>."
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:160
msgid "Far North"
msgstr "Далеки север"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:161
#, fuzzy
#| msgid ""
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
#| "text='Heart Mountains'</ref>, 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"
#| " • Notable cities:\n"
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
#| " ◦ Bitok\n"
#| " ◦ Borstep\n"
#| " ◦ Castelfrang\n"
#| " ◦ Farzi\n"
#| " ◦ Festog\n"
#| " ◦ Grisbi\n"
#| " ◦ Lmarig\n"
#| " ◦ Melmog\n"
#| " ◦ Prestim\n"
#| " ◦ Tirigaz\n"
#| " • Notable land features:\n"
#| " ◦ Swamp of Desolation\n"
#| " ◦ Mountains of Dorth\n"
#| " ◦ Mountains of Haag\n"
#| " ◦ Green Forest\n"
#| " ◦ Silent Forest\n"
#| " ◦ Forest of Thelien\n"
#| " ◦ River Oumph\n"
#| " ◦ River Bork\n"
#| " ◦ Wild Steppe"
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, 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"
"<header>text='Notable cities:'</header>\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"
"<header>text='Notable land features:'</header>\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 ""
"Хладан, суров и неприступачан, Далеки север је прадавни дом Орковског "
"кланата. Простире се северно од <ref>dst='heart_mountains' text='Језгрених "
"планина'</ref>, које оркови називају Хагид-Даргором и полажу (без темеља) "
"права на њих. На истоку се срећу несврстана племена из Дивље степе, отргнута "
"од власти Кланата, која језде са дивљим људским варварима и сукобљавају се "
"са високим вилењацима из северних равница (у људским земљама знаним као "
"северни вилењаци). Сами високи вилењаци насељени су даље на истоку, где, "
"круже гласине, владају неизмерним краљевством.\n"
"\n"
" • Истакнути градови:\n"
" ◦ Бараг Гор, град домаћин Орковског већа\n"
" ◦ Биток\n"
" ◦ Борстеп\n"
" ◦ Кастелфранг\n"
" ◦ Фарзи\n"
" ◦ Фестог\n"
" ◦ Гризби\n"
" ◦ Лмариг\n"
" ◦ Мелмог\n"
" ◦ Престим\n"
" ◦ Тиригаз\n"
" • Истакнута географија:\n"
" ◦ Мочвара пустоши\n"
" ◦ Дортске планине\n"
" ◦ Хашке планине\n"
" ◦ Зелена шума\n"
" ◦ Нечујна шума\n"
" ◦ Телијанска шума\n"
" ◦ река Оумф\n"
" ◦ река Борк\n"
" ◦ Дивља степа"
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Доба дана"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Увод"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Извођење"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:457
msgid "Traits"
msgstr "Особине"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Јединице"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Способности"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Својства оружја"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:472
msgid "Terrains"
msgstr "Терен"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:525
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:598
msgid "Commands"
msgstr "Наредбе"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy "
#| "strategy game somewhat unusual among modern strategy games. While other "
#| "games strive for complexity, <italic>text='Battle for Wesnoth'</italic> "
#| "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."
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arises a wealth of strategy, making the "
"game easy to learn but a challenge to master.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"<italic>text='Бој за Веснот'</italic> је фантазијска стратегија на потезе, "
"понешто необична међу савременим стратешким играма. Док друге игре нагињу "
"сложености, <italic>text='Бој за Веснот'</italic> тежи једноставности, како "
"правила тако и извођења. То, међутим, не чини ову игру лаком — из "
"једноставних правила рађа се изобиље тактика, те је игру лако научити, али "
"изазовно њоме загосподарити."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "О игри"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. 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 <italic>text='Battle for Wesnoth'</italic> 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:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its races subsection; you can then view its "
"page any time you wish. A units 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:128
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:130
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:139
#, 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 ""
"Извјесне јединице посједују способности којима или непосредно утичу на друге "
"јединице, или на садејство са другим јединицама. Те способности ће бити "
"тумачене у овом одијељку, како на њих будете наилазили.\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:148
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "непозната јединица"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Ова јединица тренутно није позната. Морате је открити у игри да би вам било "
"допуштено да видите њен опис."
#. [topic]: id=..gameplay
#: data/core/help.cfg:168
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, 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 <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> 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 "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties.\n"
"\n"
"Campaigns are grouped by <italic>text='level'</italic> and "
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
"Throne'</italic> is Novice level, and is playable at three difficulties: "
"Beginner, Normal, and Challenging. The level of a campaign indicates "
"what degree of proficiency in the game mechanics (such as "
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skillful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
#| msgid "<header>text='Units of this race'</header>"
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr "<header>text='Јединице ове расе'</header>"
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, 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 <ref>dst='..abilities_section' text='abilities'</"
#| "ref> 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 <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
"Током играња, имајте на уму да ће вам прелаз мишем преко многих елемената, "
"какви су на примјер подаци у окну стања, дати кратак текст са додатним "
"објашњењима. Ово је посебно корисно када се по први пут сусретнете са "
"<ref>dst='..abilities_section' text='способностима'</ref>."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Побједа и пораз"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. 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"
"Када добијете сценарио, мапа ће се засивети и дугме <bold>text='Готово'</"
"bold> при дну промијенити у <bold>text='Крај'</bold>. Прије него што "
"кликнете на дугме да наставите, можете промијенити опције уписивања, или (у "
"вишеиграчкој партији) попричати са саиграчима."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
#| msgid ""
#| "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
#| "the beginning of each scenario. Usually you will achieve victory by "
#| "killing all enemy leaders, and only be defeated by having your leader "
#| "killed. But scenarios may have other victory objectives — getting your "
#| "leader to a designated point, say, or rescuing someone, or solving a "
#| "puzzle, or holding out against a siege until a certain number of turns "
#| "have elapsed."
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> 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 ""
"Пажљиво протумачите искачуће прозорче са <bold>text='циљевима'</bold> на "
"почетку сваког сценарија. До побједе се обично долази истребљењем свих "
"противничких вођа, а пораз трпи када ваш вођ настрада. Али сценарији могу "
"имати и другачије циљеве за побједу — отправљање свог вођа до одређеног "
"мјеста, спасавање некога, рјешавање загонетке, опстајање усред опсаде док не "
"прође одређен број потеза, итд."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Унајмљивање и сазивање"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Ако кликнете десним на поље замка и изаберете најам, нова јединица ће се "
"појавити баш у том пољу. У супротном, појавиће се у произвољном слободном "
"пољу близу куле. Можете унајмити само онолико јединица колико имате "
"слободних поља у замку, и не можете потрошити више злата него што вам је "
"тренутно на располагању."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, 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 <ref>dst='.."
#| "units' text='units'</ref> into your army. To recruit, you must have your "
#| "leader (for instance, Konrad in the <italic>text='Heir to the Throne'</"
#| "italic> campaign) on the keep hex of a <ref>dst='terrain_castle' "
#| "text='castle'</ref>. Then you may recruit by either choosing "
#| "<bold>text='Recruit'</bold> from the menu or right-clicking on a hex and "
#| "selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, "
#| "which lists units available for recruitment, along with their gold cost. "
#| "Click on a unit to see its statistics, then press the recruit button to "
#| "recruit it."
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 <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
msgstr ""
"Свака страна започиње са једним вођем у својој кули. На почетку сваке битке, "
"а понекад и током ње, мораћете да унајмљујете <ref>dst='..units' "
"text='јединице'</ref> за своју војску. Да бисте најмили, ваш вођ (нпр. "
"Конрад у походу „Наслиједник престола“) мора стајати на пољу куле у "
"<ref>dst='terrain_castle' text='замку'</ref>. Тада можете или изабрати "
"„Унајми“ из менија, или кликнути десним на поље и изабрати "
"<italic>text='Унајми'</italic>. Ово ће вам дати списак јединица које можете "
"унајмити, заједно са цијеном коју морате платити за сваку. Кликните на "
"јединицу да видите њене карактеристике, а на дугме <italic>text='Унајми'</"
"italic> да је унајмите."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:202
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Унајмљене јединице пристижу са двије насумичне <ref>dst='..traits_section' "
"text='особине'</ref>, које утичу на њихове карактеристике."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:204
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"У каснијим сценаријима, можете такође сазвати ветеране из ранијих битака. "
"Сазивање кошта 20 златника, и добијате списак из кога можете изабрати "
"преживјеле из претходних сценарија."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Јединице не коштају злата само при унајмљивању или сазивању, већ им је оно "
"неопходно и за издатке. Погледајте <ref>dst='income_and_upkeep' "
"text='Приходи и издаци'</ref> за више детаља."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Приходи и издаци"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, 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."
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"Приход је једноставан. Имате основни прилив од 2 златника по потезу; за "
"свако село које запосиједате, добијате још по један златник по потезу (у "
"општем ово је подесиво, али је у походима готово увек један по селу). Тако, "
"ако имате 10 села, приход вам је 12 златника у сваком потезу. Од ове суме "
"одузимају се издаци, како је наведено испод."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"У Весноту, није довољно просто унајмити јединице и упустити се у битку. "
"Морате држати око и на свом злату, посебно у походима, гдје се злато преноси "
"из сценарија у сценарио. Ово је медаља са двије стране: "
"<italic>text='приход'</italic> и <italic>text='издаци'</italic>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"И издаци су углавном једноставни. Свака јединица захтијева одређени издатак, "
"једнак свом нивоу у златницима. Можете подржавати без издатака онолико нивоа-"
"јединица колико имате села. Међутим за сваки ниво-јединицу преко тога, "
"морате плаћати један златник по потезу. На примјер, ако имате 12 јединица "
"првог нивоа и 10 села, плаћате 2 златника на издатке по потезу."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Издаци се одузимају од прихода, тако да нпр. ако имате 12 нивоа-јединица и "
"10 села, нето приход би био 10 златника по потезу."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"\n"
"Постоје два важна изузетка: јединице са особином оданости и вођи неће имати "
"издатке. Јединице са којима започињете сценарио (нпр. Делфадор), или "
"јединице које вам се придруже током сценарија (нпр. коњаник у другом "
"сценарију <italic>text='Наслиједник престола'</italic>), обично ће бити "
"<italic>text='одане'</italic>. Јединица која вас лично представља (нпр. "
"Конрад) готово увијек је вођ."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "Ударпоени и искуство"
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Свака јединица има извјестан број <italic>text='ударпоена'</italic> (УП); "
"падну ли испод 1, јединица страда. Такође, свака јединица има и "
"<italic>text='искуствене поене'</italic> (ИП); нове јединице почињу без "
"искуства, и добијају га у борби против непријатеља."
#. [topic]: id=hitpoints
#: data/core/help.cfg:242
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Ударпоени и искуствени поени су назначени у окну стања преко два броја — "
"текуће вриједности и максимума који јединица може имати."
#. [topic]: id=hitpoints
#: data/core/help.cfg:244
#, 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 "
#| "<ref>dst='experience_and_advancement' text='advance'</ref>."
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 "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"Ударпоени су такође назначени енерготраком поред сваке јединице, која може "
"бити зелена, жута или црвена. Јединица са бар једним искуственим поеном има "
"плаву траку, која побијели када се јединица приближи "
"<ref>dst='experience_and_advancement' text='напредовању'</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:251
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "може постати: "
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Јединицама је потребна извјесна количина искуства да би напредовале (20% "
"мање за јединице са особином оштроумности). Када достигну ту количину, одмах "
"напредују на сљедећи ниво, бивајући усто потпуно излијечене. У неким "
"случајевима, даће вам се да изаберете правац напредовања."
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre 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 ""
"Ако обе јединице преживе борбу, добијају толико искуствених поена колики је "
"ниво јединице против које су се бориле. Међутим, ако у борби јединица убије "
"противничку, добија много више искуства — 4 ако је противник био нивоа 0, 8 "
"за ниво 1, 16 за ниво 2, 24 за ниво 3, и тако даље."
#. [topic]: id=advancement
#: data/core/help.cfg:254
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (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"
"Иако већина јединица има три нивоа, неке јединице могу имати четири (нпр. "
"<ref>dst='unit_Mage' text='магови'</ref>). Када јединица достигне свој "
"највећи ниво, може имати и <italic>text='напредовање по највећем нивоу'</"
"italic> (НАПОН). НАПОН ће измијенити јединицу сваки пут када достигне циљно "
"искуство, али ће ипак остати на истом нивоу. Уобичајен ефекат НАПОНА је да "
"увећа максимум УП за 3. Први НАПОН ће нормално бити достигнут са 150 ИП (120 "
"ИП за оштроумне јединице). Међутим, добијање НАПОНА постаје прогресивно теже "
"послије сваког сљедећег, тако да је обично корисније да радите на унапређењу "
"јединица нижег нивоа."
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Кретање"
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Свака јединица има одређен број поена покретљивости који се троше при "
"помијерању у ново поље, у зависности од терена одређеног поља. На примјер, "
"улазак у равницу скоро увијек кошта 1 поен. Утрошак поена покретљивости "
"зависи и од типа јединице — у шуми, вилењачке јединице троше само по 1 поен, "
"већина људских и орковских по 2, а коњаници чак 3. Да бисте сазнали колико "
"некој јединици треба поена за улазак на одређени тип терена, кликните десним "
"на њу, па изаберите <bold>text='Опис јединице'</bold>, и погледајте "
"<bold>text='теренске модификаторе'</bold>."
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> 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 dont use up all of "
"a units 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 dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
"Кретање у <italic>text='Боју за Веснот'</italic> је једноставно. Кликните на "
"јединицу коју желите да покренете да је изаберете, а затим на поље гдје "
"желите да се помјери. Када је јединица изабрана, сва поља које може досећи у "
"овом потезу бивају истакнута, а сва остала поља затамњена. Прелаз мишем "
"преко истакнутог поља даје одбрамбени разред који ће јединица имати ако се "
"помјери на њ. Прелаз мишем преко затамњеног поља ће додатно приказати број "
"потеза неопходан да га јединица досегне, а кликом ћете послати јединицу тамо "
"најбржим путем у току овог и наредних потеза. Ако не истрошите сву "
"покретљивост јединице када је први пут помјерите, можете је помјерити "
"поново, што је корисно када желите да двије јединице размијене положаје. "
"Напад јединицом ће јој истрошити сву покретљивост. Помијерање у село које "
"није ваше ће такође истрошити покретљивост, али ће јединица и даље моћи да "
"нападне."
#. [topic]: id=movement
#: data/core/help.cfg:266
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Another thing to keep in mind while moving is <italic>text='zones of "
#| "control'</italic>. Each unit 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 "
#| "<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones "
#| "of control."
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. 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 "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"У току помијерања такође морате имати на уму <italic>text='надзорне "
"појасеве'</italic>. Свака јединица ствара надзорни појас у пољима која је "
"непосредно окружују, и непријатељска јединица која крочи у појас одмах "
"окончава своје кретање. Научити како користити надзорне појасеве за "
"сопствену добит, важан је дио тактике Веснота — само малобројни "
"<ref>dst='ability_skirmisher' text='чаркаши'</ref> могу игнорисати надзорне "
"појасеве."
#. [topic]: id=movement
#: data/core/help.cfg:268
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Да бисте видјели куда се непријатељ може покренути током свог потеза, "
"притисните Ctrl-V или Cmd-V; Ctrl-B или Cmd-B показују куда би се непријатељ "
"могао помјерити када на мапи не би било ваших јединица да их блокирају."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:277
msgid "Shroud and Fog of War"
msgstr "Покров и магла рата"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:278
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 "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> 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 turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units 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 <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"У неким сценаријима, дио мапе ће бити скривен од вашег погледа. Постоје два "
"механизма која то могу чинити, заједно или одвојено. <italic>text='Покров'</"
"italic> сакрива и терен и јединице које се на њему могу наћи. Када се покров "
"једном развије, надаље увијек можете видјети терен. <italic>text='Магла "
"рата'</italic> сакрива само јединице и посједе над селима (не рачунајући "
"ваше и савезничке). Магла рата се разилази само привремено, док су ваше "
"јединице у близини, али се враћа када се оне одмакну. Јединице развијавају и "
"покров и маглу рата. Свака јединица чисти поља у домету кретања у датом "
"потезу, при чему се игноришу непријатељске јединице и надзорни појасеви.\n"
"\n"
"Потез јединице обично можете опозвати, све док није дошло до догађаја са "
"насумичним исходом, као што је борба или унајмљивање (гдје већина јединица "
"поприма случајне особине). Истраживање скривеног терена развијавањем покрова "
"или магле такође спречава опозив на претходно стање. Ако желите, у менију "
"радњи можете укључити <bold>text='Застој ажурирања покрова'</bold>, што ће "
"спречити да јединице развију покров или маглу до сљедећег насумичног "
"догађаја или ручног ажурирања помоћу <bold>text='Ажурирај покров сада'</"
"bold> (или краја вашег потеза), и тако очувати могућност опозива."
#. [topic]: id=saveload
#: data/core/help.cfg:287
msgid "Save-loading"
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:288
msgid ""
"\n"
"\n"
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"youll rarely make it through a scenario without having it happen."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:288
msgid ""
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
"to bad luck. This is an expected part of the game, and one of the aims of "
"the game is that a sufficiently skilled player should be able to complete "
"all of the mainline campaigns, on hard, without needing to save-load. Going "
"back to a previous turn to try a different strategy is a part of learning "
"the game, but we recommend against reloading merely to try the same strategy "
"again while hoping for better luck."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:290
msgid ""
"\n"
"\n"
"The following points are under discussion on the forums. At least for the "
"1.15.x series before 1.16.0 please assume that the forum threads are more "
"authoritative than the text on this page."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:292
msgid ""
"\n"
"\n"
"In the mainline campaigns, on hard:\n"
"• A sufficiently skilled player will have a good chance to win each scenario "
"on the first time that they see that scenario, without foreknowledge of what "
"will happen.\n"
"• This assumes that the player picks up all of the clues given in the "
"dialogue.\n"
"• There are more experience points available than on easy, and the player "
"will be able to train enough troops to cope with losing some L2 or L3 units."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:297
msgid ""
"\n"
"\n"
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:306
msgid "Learning from Losses"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:307
msgid ""
"<italic>text='Why did I lose that scenario?'</italic>\n"
"\n"
"One of the most difficult parts of Wesnoth is understanding why a scenario "
"was lost."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:309
msgid ""
"\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:311
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:313
msgid ""
"\n"
"\n"
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
"level'</ref>. Try restarting the scenario at an easier difficulty."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:315
msgid ""
"\n"
"\n"
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
"taking advantage of terrain features or units special abilities, and so on."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:317
msgid ""
"\n"
"\n"
"• Missing clues. Often there will be hints in the campaigns story and "
"dialog about what to expect from a difficult scenario and how to prepare for "
"it. If you have a loyal mage on your side, take the time to listen to its "
"advice; it may save your life."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:319
msgid ""
"\n"
"\n"
"• Barely scraping a victory in a previous scenario. At all but the easiest "
"difficulties, campaigns assume that you will have some "
"<italic>text='carryover gold'</italic> and some advanced units on your "
"<italic>text='recall list.'</italic> (These concepts are explained in the "
"tutorial.) If you win a scenario but lose most of your advanced units and "
"much of your gold, the following scenario may be very difficult to beat, "
"even for a more experienced player. If you find yourself in this situation, "
"you may try to go back a scenario or two and win them more convincingly, or "
"change to an easier difficulty. (However, remember that <italic>text='some'</"
"italic> losses are expected, particularly at higher difficulties.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"• Poor gold management. At higher difficulties, managing gold — capturing "
"villages to increase the income, and using low-level units and fresh "
"recruits to reduce the spending — becomes important. If you use many high-"
"level units, you might win a scenario easily but have not enough gold "
"carryover for the next scenario. (This would be an example of “barely "
"scraping a victory”.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:323
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=whylost
#: data/core/help.cfg:325
msgid ""
"\n"
"\n"
"In addition to the common reasons, listed above, there are a few other "
"reasons which are unlikely, though not impossible. They are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:327
msgid ""
"\n"
"\n"
"• You may have played a strategy that the campaign developer did not "
"anticipate, and ended up with a set of high-level units not suitable for the "
"next scenario."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:329
msgid ""
"\n"
"\n"
"• You may have found a scenario that can only be won on the second or third "
"time through, whether by requiring above-average luck or by expecting the "
"players to have foreknowledge — to know what surprises are coming up before "
"they happen. (It is under discussion whether foreknowledge is expected at "
"the highest difficulties. Requiring above-average luck, however, would "
"qualify as a bug.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:331
msgid ""
"\n"
"\n"
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
"could happen that the enemy was very lucky and had many hits, while you were "
"very unlucky and had many misses. However, this is a very rare occurrence, "
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
"strategy despite having <italic>text='above-average'</italic> luck, than by "
"playing a <italic>text='good'</italic> strategy but having "
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
"average” luck does not excuse a loss; having below-average luck is perfectly "
"normal, and scenarios are designed to be winnable even with below-average "
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
"here."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:333
msgid ""
"\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:335
msgid ""
"\n"
"\n"
"The “Damage Calculations” dialog shows some statistics that can help "
"determine whether a match was very lucky or very unlucky. However, reading "
"the statistics is no substitute to watching the replay and looking for "
"strategic mistakes, or small bits of luck at critical points in the "
"engagement."
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:344
msgid "Combat"
msgstr "Борба"
#. [topic]: id=combat
#: data/core/help.cfg:345
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Редослијед и број удара'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:345
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> 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: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Борба се у <italic>text='Боју за Веснот'</italic> увијек одиграва између "
"јединица у сусједним пољима. Кликните на своју јединцу, па на непријатељску "
"коју желите да нападнете: ваша јединица ће се покренути ка непријатељској, и "
"када се додирну, борба ће започети. Нападач и бранилац размјењују ударце, "
"колико их имају додијељених. Нападач бира оружје којим напада, а бранилац "
"одговара оружјем истог типа. Постоје два типа напада: <italic>text='блиски'</"
"italic>, оружјем попут мача, сјекира или канџи, и <italic>text='одступни'</"
"italic>, обично помоћу лукова, копаља или ватреница."
#. [topic]: id=combat
#: data/core/help.cfg:347
#, 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 54 attack may strike 4 times, each successful strike "
#| "dealing 5 damage, while an orcish grunt with a 92 attack can only strike "
#| "twice (but at 9 damage for each hit)."
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"
"Нападач удара први, затим бранилац узвраћа. Сваки удар или погађа, наносећи "
"извјесну штету, или промашује, не чинећи никакву штету. Удари се смјењују "
"док обије јединице не истроше све на располагању. Број удара које јединица "
"има промјенљив је; на пример, вилин-борац са нападом 54 може ударити 4 "
"пута, при сваком поготку наносећи 5 штете, док орк-грокташ са нападом 92 "
"може ударити само двапут, али наносећи 9 штете при поготку."
#. [topic]: id=combat
#: data/core/help.cfg:349
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:351
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. 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 elfs chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Свака јединица је у одређеној прилици да буде погођена, према "
"<italic>text='терену'</italic> на коме се налази. Вриједност је приказана у "
"окну стања, а може се видјети и десним кликом на јединицу, избором "
"<bold>text='Опис јединице'</bold>, па под <bold>text='теренски "
"модификатори'</bold>. На примјер, вилењаци имају одбрамбени разред 70% у "
"шуми, тако да јединица која их напада има само 30% изгледа да погоди. И "
"обрнуто, вилењак је у прилици да погоди нападача према терену на којем се "
"нападач налази."
#. [topic]: id=combat
#: data/core/help.cfg:353
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. 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"
"Постоје два изузетка од овог правила: <ref>dst='weaponspecial_magical' "
"text='магичност'</ref> и <ref>dst='weaponspecial_marksman' "
"text='оштроокост'</ref>. Без обзира на терен, магични напади увијек имају "
"70% изгледа да погоде, а оштрооки, када се користе офанзивно, бар 60%."
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Штета</header>"
#. [topic]: id=combat
#: data/core/help.cfg:357
#, 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 54 attack does 5 "
#| "base damage. This is usually modified by two things: "
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
#| "is modified by the circumstances, select <bold>text='Damage "
#| "Calculations'</bold> in the attack selection menu."
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: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Сваки удар који погоди наноси основну количину штете, у зависности од типа "
"напада. На примјер, вилин-борац са нападом 54 чини 5 основне штете. На овај "
"број могу утицати два фактора: <ref>dst='damage_types_and_resistance' "
"text='отпорност'</ref> и <ref>dst='time_of_day' text='доба дана'</ref>. Да "
"бисте видјели како околности тачно утичу на основну штету, у менију за избор "
"напада погледајте <bold>text='Рачунање штете'</bold>."
#. [topic]: id=combat
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"Неколико јединица има посебне <ref>dst='..abilities_section' "
"text='способности'</ref> које утичу на штету нанесену у борби. Најчешћа је "
"<ref>dst='weaponspecial_charge' text='јуриш'</ref>, који при таквом нападу "
"удвостручава оштећење које наноси нападач, али и оно које наноси бранилац."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:367
msgid "Damage Types and Resistance"
msgstr "Видови штете и отпорности"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:368
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"
"Отпорности дјелају једноставно: нпр. ако јединица има 40% отпорности на дати "
"вид штете, биће 40% мање оштећена када је погођена таквим нападом. Такође је "
"могуће да јединица буде посебно рањива на неке видове штете; нпр. ако јој је "
"отпорност 100% за дати вид штете, поднијеће 100% више оштећења када буде "
"погођена таквим нападом."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:368
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"У Весноту постоје три вида штете својствена физичким нападима: штета "
"<italic>text='сјечивом, пробојем и ударом'</italic>. Постоје још три вида "
"штете повезана са магичним нападима: <italic>text='ватрени, мразни и "
"волшебни'</italic> напади. Различите јединицу имају различите отпорности "
"које утичу на штету коју им одређени типови напада могу нанијети."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
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"
"На примјер, скелети су врло отпорни на оштећења сјечивом и пробојем, али "
"рањиви на удар и ватру, и изузетно рањиви на волшебну штету."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:372
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"
"Ако се процијени да је напад погодио, увијек ће нанијети барем 1 поен штете. "
"Ово важи чак и када је бранилац 100% отпоран на неки вид штете."
#. [topic]: id=orbs
#: data/core/help.cfg:380
msgid "Orbs"
msgstr "Куглице"
#. [topic]: id=orbs
#: data/core/help.cfg:381
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 ""
"Поврх енерготраке приказане поред сваке ваше јединице, стоји куглица. За "
"јединице под вашом управом, куглица је:"
#. [topic]: id=orbs
#: data/core/help.cfg:383
msgid " green if it hasnt moved this turn,"
msgstr " зелена, ако се јединица није помјерила у току потеза,"
#. [topic]: id=orbs
#: data/core/help.cfg:384
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr " жута, ако се јесте помјерила, али се још може кретати или напасти,"
#. [topic]: id=orbs
#: data/core/help.cfg:385
#, fuzzy
#| msgid ""
#| " red if it can no longer move or attack, or the user ended the units "
#| "turn."
msgid ""
" red if it can no longer move or attack, or the user ended the units turn."
msgstr ""
" црвена, ако се више не може помијерати нити нападати, или јој је играч "
"окончао потез, и"
#. [topic]: id=orbs
#: data/core/help.cfg:386
msgid " blue if the unit is an ally you do not control."
msgstr " плава, ако је јединица савезник којим не управљате."
#. [topic]: id=orbs
#: data/core/help.cfg:387
#, fuzzy
#| msgid " Enemy units have no orb on top of their energy bar."
msgid " Enemy units have no orb on top of their energy bar."
msgstr " Непријатељске јединице немају овакве куглице."
#. [topic]: id=time_of_day
#: data/core/help.cfg:394
msgid "Time of Day"
msgstr "Доба дана"
#. [topic]: id=time_of_day
#: data/core/help.cfg:395
#, fuzzy
#| msgid ""
#| "The time of day affects the damage of certain units as follows:\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."
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get 25% damage during both night and "
"daytime."
msgstr ""
"Доба дана утиче на штету коју јединице наносе, на сљедећи начин:\n"
"— законите јединице наносе +25% штете током дана, а 25% током ноћи;\n"
"— хаотичне јединице наносе +25% штете током ноћи, а 25% током дана;\n"
"— неутралне јединице нису под утицајем доба дана;\n"
"— двојствене јединице наносе 25% штете и током дана и током ноћи."
#. [topic]: id=time_of_day
#: data/core/help.cfg:400
#, 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"
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"
"Тренутно доба дана може се пратити изнад минимапе у окну стања. При "
"уобичајеном циклусу смјене дана и ноћи, јутро и поподне се рачунају као дан, "
"а прва и друга четврт као ноћ:\n"
#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:404 data/core/macros/schedules.cfg:14
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "зора"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:405 data/core/macros/schedules.cfg:26
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "јутро"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:406 data/core/macros/schedules.cfg:44
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "поподне"
#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:407 data/core/macros/schedules.cfg:53
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "сумрак"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:408 data/core/macros/schedules.cfg:65
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "прва стража"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:409 data/core/macros/schedules.cfg:89
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "друга стража"
#. [topic]: id=time_of_day
#: data/core/help.cfg:411
#, 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 ""
"Имајте на уму да се неки сценарији одигравају у подземљу, гдје влада трајна "
"тама!"
#. [topic]: id=time_of_day
#: data/core/help.cfg:413
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:415
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:417
msgid ""
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> ability and terrain features such as "
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
"around them."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:424
msgid "Healing"
msgstr "Лијечење"
#. [topic]: id=healing
#: data/core/help.cfg:425
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor "
#| "is attacked will heal 2 HP in its next turn."
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"<italic>text='Одмарање'</italic>: Јединица која се није помјерила, није "
"напала, нити била под нападом у току потеза, повратиће 2 УП на почетку "
"сљедећег потеза."
#. [topic]: id=healing
#: data/core/help.cfg:425
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:427
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Villages'</italic>: A unit which starts a turn in a village "
#| "will heal 8HP."
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<italic>text='Села'</italic>: Јединица која почетак потеза дочека у селу "
"попуниће 8 УП."
#. [topic]: id=healing
#: data/core/help.cfg:428
#, fuzzy
#| msgid ""
#| "\n"
#| "<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
#| "(such as trolls) will automatically heal 8HP every turn."
msgid ""
"\n"
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
"the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='Обнављање'</ref>: Поједине јединице "
"(нпр. тролови) аутоматски добијају 8 УП у сваком потезу."
#. [topic]: id=healing
#: data/core/help.cfg:429
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Healing units'</italic>: Units with the "
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
#| "Poison from causing that unit damage."
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"<italic>text='Видарске јединице'</italic>: Јединице са способношћу "
"<ref>dst='ability_heals +4' text='лијечења'</ref> лијечиће сусједне "
"пријатељске јединице, обично <ref>dst='ability_heals +4' text='4'</ref> или "
"<ref>dst='ability_heals +8' text='8 УП'</ref> по потезу, или спречавати "
"отров да оштети отровану јединицу."
#. [topic]: id=healing
#: data/core/help.cfg:430
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Curing units'</italic>: Units with the "
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
#| "all allied adjacent units (in preference to healing, if it has that "
#| "ability as well)."
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
"in all allied adjacent units (in preference to healing, if it has that "
"ability as well)."
msgstr ""
"\n"
"<italic>text='Исцјелитељске јединице'</italic>: Јединице са способношћу "
"<ref>dst='ability_cures' text='исцјеливања'</ref> ослобађаће отрова све "
"сусједне пријатељске јединице (као приоритетно над лијечењем, ако јединица "
"има и ту способност)."
#. [topic]: id=healing
#: data/core/help.cfg:431
msgid ""
"\n"
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
"text='advances'</ref>, 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:432
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"
"Одмарање може бити обједињено са другим облицима лијечења, али се обнављање, "
"лијечење и исцјељивање не могу међусобно допуњавати: биће употријебљена "
"најбоља опција. Коначно, јединице бивају потпуно излијечене између сценарија."
#. [topic]: id=healing
#: data/core/help.cfg:434
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:436
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed units turn, but on the healers 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:444
msgid "Wrap Up"
msgstr "Да заокружимо"
#. [topic]: id=wrap_up
#: data/core/help.cfg:445
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Изложеним до сада, представљене су основе Веснота. Даље можете читати о "
"основној стратегији, или се упознавати са <ref>dst='..traits_section' "
"text='особинама'</ref> и <ref>dst='..abilities_section' "
"text='способностима'</ref>, али већ знате све што вам је неопходно да "
"заиграте поход <italic>text='Наслиједник престола'</italic>. Забавите се, и "
"срећно!"
#. [topic]: id=license
#: data/core/help.cfg:450
msgid "License"
msgstr "Услови коришћења"
#. [topic]: id=..traits_section
#: data/core/help.cfg:459
#, fuzzy
#| msgid ""
#| "Most units have two traits. However, undead units are assigned the single "
#| "trait <italic>text='undead'</italic>, and woses do not receive any "
#| "traits. Traits are modifications that change a units attributes "
#| "slightly. They are usually randomly assigned to a unit when it is "
#| "recruited."
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"Већина јединица има по двије особине. Изузеци су немртви, који увијек имају "
"само особину <italic>text='немртвост'</italic>, и ивери, који немају ниједну "
"особину. Особине уводе мале измјене у атрибутима јединице. Обично се "
"додјељују насумично, при унајмљивању јединице."
#. [topic]: id=..traits_section
#: data/core/help.cfg:459
msgid ""
"Traits are modifications that change a units 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 <italic>text='race'</"
"italic>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:461
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "The traits that are available to all non-undead units are "
#| "<ref>dst='traits_intelligent' text='intelligent'</ref>, "
#| "<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
#| "text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Особине доступне јединицама укључују <ref>dst='traits_intelligent' "
"text='оштроумност'</ref>, <ref>dst='traits_quick' text='хитрост'</ref>, "
"<ref>dst='traits_resilient' text='жилавост'</ref>, и "
"<ref>dst='traits_strong' text='кршност'</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:463
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
#| "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
#| "<ref>dst='traits_undead' text='undead'</ref>.\n"
#| "\n"
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Још неке особине које јединице могу добити су <ref>dst='traits_dextrous' "
"text='спретност'</ref>, <ref>dst='traits_loyal' text='оданост'</ref>, и "
"<ref>dst='traits_undead' text='немртвост'</ref>.\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:473
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:473
#, fuzzy
#| msgid ""
#| "Game maps feature a variety of terrains that affect both unit movement "
#| "and a units defensive capability in combat.\n"
#| "\n"
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat."
msgstr ""
"Мапе у игри доносе прегршт терена који утичу и на кретање и на одбрамбене "
"способности јединица у борби.\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:475
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:477
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:481
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 units help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:483
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:485
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <italic>text='best defense'</italic> and "
"<italic>text='worst movement'</italic> of the underlying basic types when "
"they move onto a mixed type. For example, this is the case with "
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
"and <italic>text='cave hills'</italic>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:489
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <italic>text='bridges over "
"shallow water'</italic>, <italic>text='fords'</italic>, and "
"<italic>text='bridges over chasms'</italic>. 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:493
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:497
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:501
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:503
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <italic>text='terrain description'</italic> by "
"either pressing the hotkey, or right clicking and selecting from the context "
"menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:505
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:507
msgid ""
"\n"
"\n"
"Some units have <italic>text='defense caps'</italic> 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:509
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"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:511
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:513
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:526
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:536
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:537
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text=Штета</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:537
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:539
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 <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:541
#, fuzzy
#| msgid "<header>text='Units having this special attack'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr "<header>text='Јединице с овим посебним нападом'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:543
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> 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:545
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Редослијед и број удара'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:547
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 <italic>text='Multiplayer'</italic> 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:551
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:553
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Редослијед и број удара'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:555
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts that can "
"alter the default ruleset in various ways. You can choose and configure "
"modifications when creating a new game."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:557
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:559
msgid ""
"\n"
"\n"
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
"all the content in Wesnoth: when a different core is loaded, the regular "
"units, terrains and the like do not exist.\n"
"\n"
"Cores allow a significantly different game experience: for example, a World "
"War II campaign, or even a different game altogether, as long as it can be "
"represented as a hexagonal map with units in some way."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:563
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Изгледи за погодак'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:565
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:574
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:575
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), 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 <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
"clicking the column headers. It is also possible to choose to only display "
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
"dropdown.\n"
"\n"
"To install an add-on, select it from the list and click the <bold>text='+'</"
"bold> icon, or simply double-click on the add-ons title. If the window is "
"too small to show them inline, the <bold>text='Addon Details'</bold> button "
"provides you with additional details about the add-on, such as its full "
"description, installation status, and available translations."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:588
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:589
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> 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 (<italic>text='.pbl'</italic> 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:604
#, fuzzy
#| msgid "General commands"
msgid "General Commands"
msgstr "Опште наредбе"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687
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 ""
"Ове наредбе могуће је издати или кроз командну линију уз префикс : (као "
"што је дато овде) или кроз ћаскање уз префикс / (прво притисните m да "
"отворите линију за ћаскање).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:608
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"чисти поруке у ћаскању.\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:611
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"улази у исправљачки режим (не ради у вишеигрању); погледајте "
"<ref>dst='debug_commands' text='исправљачке наредбе'</ref>.\n"
"Исправљање се искључује напуштањем игре или наредбом :nodebug.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:615
#, 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"
"задаје или пребацује страну играча између човека и ВИ. Играч/клијент који "
"управља том страном мора да изда ову наредбу. Ако се други параметар не "
"зада, обрће између човјека и ВИ; ако је on, управљач постаје ВИ, а уз "
"off човјек. Спада на тренутно активну страну ако се не зада ни један "
"параметар.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:618
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:621
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"приказ тренутног броја кадрова по секунди.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:624
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"пребацује домен биљежења на различити ниво.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:627
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"поново исцртава екран и учитава све измијењене датотеке слика.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:630
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"дозива менија за избор тема.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:633
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"напушта сценарио (без упита).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:636
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"уписује позицију (без питања).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:639
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"напушта сценарио уз уписивање позиције (без питања)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:648
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Вишеиграчке наредбе"
#. [topic]: id=mp_commands
#: data/core/help.cfg:651
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 wont be kicked then.)\n"
"\n"
msgstr ""
"\n"
"забрањује играча по ИП адреси коју користи то корисничко име, и избацује га. "
"Може се користити на корисницима ван игре али на серверу (наравно, тада их "
"се нема одакле избацити.)\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:654
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 <bold>text='Scenario Settings'</"
"bold> dialog (Press the <bold>text='More'</bold> button in the "
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
"can change control of any side.\n"
"\n"
msgstr ""
"\n"
"мијења управљача стране (задате бројем) на дато корисничко име (надимак "
"играча или посматрача). Који играч припада којој страни можете провјерити у "
"дијалогу <bold>text='Поставке сценарија'</bold>; притисните дугме за више у "
"табели стања (подразумијевно Alt+S) да дођете дотле. Домаћин може измијенити "
"управљање било којом страном.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:657
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:660
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:663
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"
"избацује играча из игре. Избачени ће моћи да се поново прикључе. Ако само "
"желите да измијените којом страном играч управља, употријебите наредбу :"
"control умјесто ове.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:666
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"\n"
"шаље приватну поруку кориснику. Док сте у партији, не можете слати приватне "
"поруке играчима који тренутно управљају неком од страна у истој партији.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:669
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"утишава одређеног посматрача. Ако се не зада корисничко име, приказују се "
"сва која су утишана.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:672
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"укљученост свих посматрача у писање и разговор.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:675
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"
"укида забрану играчу по ИП адреси коју користи то корисничко име. Може се "
"употријебити и на корисницима ван игре али на серверу.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:678
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"укида утишаност одређеног посматрача. Ако се не зада корисничко име, чисти "
"се списак утишаних посматрача."
#. [topic]: id=debug_commands
#: data/core/help.cfg:686
#, fuzzy
#| msgid "Debug mode commands"
msgid "Debug Mode Commands"
msgstr "Исправљачке наредбе"
#. [topic]: id=debug_commands
#: data/core/help.cfg:689
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
"\n"
"дозива мени за избор сценарија у походу на који одмах треба пријећи.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:692
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"ствара јединицу наведеног типа на изабраном пољу.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:695
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"магла и покров за текућу страну.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:698
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"додаје задату количину златника текућој страни.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:701
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"одмах прелази на сљедећи сценарио у походу.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:704
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"ручно поставља промјенљиву стања игре.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:707
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"приказује промјенљиву стања игре.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:710
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"ручно окида задати догађај.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:713
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"измјењује наведено својство изабране јединице, на примјер: :unit "
"hitpoints=100\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:716
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"увећава ниво јединице дати број пута, на примјер: :unit advances=2"
#. [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 ""
"Лијечење +4:\n"
"Омогућава јединици да лијечи сусједне савезничке јединице на почетку сваког "
"потеза.\n"
"\n"
"Јединица под утицајем овог видара може повратити до 4 УП по потезу, или не "
"осјетити дејство отрова у датом потезу.\n"
"Видар не може исцијелити отровану јединицу, већ она мора потражити бригу у "
"селу или код јединице која умије да исцјељује."
#. [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 ""
"Лијечење +8:\n"
"Ова јединица обједињује љековите траве и магију како би лијечила брже него "
"што је то уобичајено на бојном пољу.\n"
"\n"
"Јединица под утицајем овог видара може повратити до 8 УП по потезу, или не "
"осјетити дејство отрова у датом потезу.\n"
"Видар не може исцијелити отровану јединицу, већ она мора потражити бригу у "
"селу или код јединице која уме да исцјељује."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "исцјељивање"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
msgid "female^cures"
msgstr "исцјељивање"
#. [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 ""
"Исцјељивање:\n"
"Исцјелитељ може ослободити јединицу отрова, али исцијељена јединица неће "
"бити додатно излијечена у потезу у којем је прочишћена од отрова."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "обнављање"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
msgid "female^regenerates"
msgstr "обнављање"
#. [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 ""
"Обнављање:\n"
"Јединица ће сама себе лијечити 8 УП по потезу. Буде ли отрована, уклониће "
"отров умјесто заљечивања."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "постојаност"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
msgid "female^steadfast"
msgstr "постојаност"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This units resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Постојаност:\n"
"Отпорности јединице су удвостручене при одбрани, до највише 50%. Не утиче на "
"рањивост."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "вођство"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
msgid "female^leadership"
msgstr "вођство"
#. [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 ""
"Вођство:\n"
"Јединица може заповиједати јединицама до ње, како би се оне боље бориле.\n"
"\n"
"Сусједне јединице нижег нивоа биће умјешније у борби. Сусједна јединица "
"нижег нивоа од пријатељске јединице-вођа, правиће 25% више штете у нападу по "
"нивоу разлике међу њима."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "чаркање"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
msgid "female^skirmisher"
msgstr "чаркање"
#. [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 ""
"Чаркање:\n"
"Јединица је вјешта у брзом измицању непријатељима, игноришући све "
"противничке надзорне појасеве."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "обасјавање"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
msgid "female^illuminates"
msgstr "обасјавање"
#. [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 ""
"Обасјавање:\n"
"Јединица освјетљава околно подручје, што чини да се законите јединице боре "
"успјешније, а хаотичне лошије.\n"
"\n"
"Све јединице сусједне овој бориће се у току ноћи као да је сумрак, а у "
"вријеме сумрака као да је дан."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "телепортација"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
msgid "female^teleport"
msgstr "телепортација"
#. [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 ""
"Телепортација:\n"
"Јединица се може телепортовати између два празна села у посједу своје "
"стране, уз утрошак једног покрета."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "засједа"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
msgid "female^ambush"
msgstr "засједа"
#. [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 ""
"Засједа:\n"
"Јединица се може скривати у шуми, тако да је непријатељи не уоче.\n"
"\n"
"Противничке јединице не могу видјети нити напасти ову јединицу док је у "
"шуми, све док не ступе до ње. Непријатељска јединица која прва открије "
"скривену, истог часа губи сву преосталу покретност у потезу."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "вребање"
#. [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 ""
"Вребање:\n"
"Јединица постаје невидљива током ноћи.\n"
"\n"
"Противничке јединице не могу видјети нити напасти ову јединицу када је ноћ, "
"осим ако јој се не налазе у сусједству. Непријатељска јединица која прва "
"открије невидљиву, истог часа губи сву преосталу покретност у потезу."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
msgid "concealment"
msgstr "скривање"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
msgid "female^concealment"
msgstr "скривање"
#. [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 ""
"Скривање:\n"
"Јединица се може скривати у селима (с изузетком водених), тако да је "
"непријатељи не виде осим када стоје покрај ње.\n"
"\n"
"Противничке јединице не могу видјети нити напасти ову јединицу док је у "
"селу, осим ако јој се не налазе у сусједству. Непријатељска јединица која "
"прва открије скривену, истог часа губи сву преосталу покретност у потезу."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "зарањање"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
msgid "female^submerge"
msgstr "зарањање"
#. [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 ""
"Зарањање:\n"
"Јединица се може скривати у дубокој води, тако да је непријатељи не виде.\n"
"\n"
"Противничке јединице не могу видјети нити напасти ову јединицу док је у "
"дубини, осим ако јој се не налазе у сусједству. Непријатељска јединица која "
"прва открије зароњену, истог часа губи сву преосталу покретност у потезу."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr "храњење"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
msgid "female^feeding"
msgstr "храњење"
#. [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 ""
" Овој јединици се додаје један ударпоен на највећи број кад год убије живу "
"јединицу."
#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:274
msgid "berserk"
msgstr "безглавост"
#. [berserk]: id=berserk
#: 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 ""
"Безглавост:\n"
"Било да се употребљава у нападу или одбрани, борба траје све док једна "
"упетљана јединица не настрада, или прође 30 рунди напада."
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:285
msgid "backstab"
msgstr "нож у леђа"
#. [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 ""
"Нож у леђа:\n"
"Употријебљен офанзивно, овај напад наноси двоструку штету ако пријатељска "
"јединица стоји са наспрамне стране нападнуте, и притом није онеспособљена "
"(претворена у камен или друкчије ван строја)."
#. [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 "куга"
#. [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 "
#| "doesnt 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 doesnt work on "
"Undead or units in villages."
msgstr ""
"Куга:\n"
"Када јединица настрада под нападом куге, бива замијењена бауљашем на страни "
"оне која је бацила кугу. Ово не ради на немртвима или јединицама у селу."
#. [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 "
#| "doesnt 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 "
"doesnt work on Undead or units in villages."
msgstr ""
"Куга:\n"
"Када јединица настрада под нападом куге, бива замијењена бауљашем на страни "
"оне која је бацила кугу. Ово не ради на немртвима или јединицама у селу."
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "успоравање"
#. [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 ""
"Успоравање:\n"
"Напад успорава циљану јединицу док не заврши потез. Штета коју јединица чини "
"у нападу тиме бива преполовљена, а трошак кретања јој је удвостручен. "
"Успорена јединица носиће икону пужа у подацима са стране када се изабере."
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:336
msgid "petrifies"
msgstr "окамењивање"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:337
#, fuzzy
#| msgid ""
#| "Petrify:\n"
#| "This attack petrifies the target, turning it to stone. Units that have "
#| "been petrified may not move or attack."
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Окамењивање:\n"
"Напад претвара циљану јединицу у камен. Тада се она не може покретати нити "
"нападати."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "оштроокост"
#. [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 ""
"Оштроокост:\n"
"При нападу, увијек постоји барем 60% изгледа да дође до поготка."
#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:359
msgid "magical"
msgstr "магичност"
#. [chance_to_hit]: id=magical
#: 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 ""
"Магичност:\n"
"Напад увијек има 70% изгледа да погоди, без обзира на одбрамбену способност "
"нападнуте јединице."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "рој"
#. [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 ""
"Рој:\n"
"Број удара при нападу се смањује како јединица бива повређивана. Број напада "
"је сразмијеран односу тренутних УП и највише УП које јединица може имати. На "
"примјер, јединица са 3/4 пуних УП имаће 3/4 удара при нападу."
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:381
msgid "charge"
msgstr "јуриш"
#. [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 targets "
#| "counterattack."
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the targets counterattack."
msgstr ""
"Јуриш:\n"
"Употријебљен офанзивно, овај напад наноси двоструку штету мети. Али такође "
"доводи до двоструког оштећења уколико циљана јединица удари у противнападу."
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
msgid "drains"
msgstr "црпљење"
#. [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 ""
"Црпљење:\n"
"Јединица црпи здравље животних јединица, лијечећи себе у износу половине "
"штете коју нанесе (заокружено надоле)."
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:404
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "први удар"
#. [firststrike]: id=firststrike
#: 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 ""
"Први удар:\n"
"Јединица увијек удара прва у борби, чак и када се брани."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "отров"
#. [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 ""
"Отров:\n"
"Овај напад трује животне мете. Отроване јединице губе 8 УП по потезу, док не "
"буду исцијељене или сведене на 1 УП. Отров не може сам по себи докрајчити "
"јединицу."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Maкс. бонус УП +3, макс. ИП +20%"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr "подне"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr "поноћ"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
msgid "Second Watch — First Hour"
msgstr "друга стража — први час"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
msgid "Second Watch — Second Hour"
msgstr "друга стража — други час"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
msgid "Second Watch — Third Hour"
msgstr "друга стража — трећи час"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
msgid "Second Watch — Fourth Hour"
msgstr "друга стража — четврти час"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
msgid "Second Watch — Fifth Hour"
msgstr "друга стража — пети час"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
msgid "Second Watch — Sixth Hour"
msgstr "друга стража — шести час"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr "јутро — први час"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr "јутро — други час"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr "јутро — трећи час"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr "јутро — четврти час"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr "поподне — први час"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr "поподне — други час"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr "поподне — трећи час"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr "поподне — четврти час"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr "поподне — пети час"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr "поподне — шести час"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr "прва стража — први час"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr "прва стража — други час"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr "прва стража — трећи час"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr "прва стража четврти час"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "прва стража"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "друга стража"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "јутро"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "јутро"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "подне"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "друга стража"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "поподне"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "поподне"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "први удар"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "друга стража"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:614
msgid "The Short Dark"
msgstr ""
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:626
msgid "The Long Dark (1)"
msgstr ""
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:638
msgid "The Long Dark (2)"
msgstr ""
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:650
msgid "The Long Dark (3)"
msgstr ""
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:664
msgid "The Long Dark (4)"
msgstr ""
#: data/core/macros/special-notes.cfg:3
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Посебне напомене:"
#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
" Авети имају врло чудне отпорности на штету, и крећу се врло споро преко "
"отворене воде."
#: data/core/macros/special-notes.cfg:11
msgid ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Волшебни напад ове јединице наноси огромну штету магичним створењима, а чак "
"и неким овосвјетским."
#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " Ова јединица познаје основе лијечења."
#: data/core/macros/special-notes.cfg:17
msgid " This unit is capable of rapid healing."
msgstr " Ова јединица је добро изучила лијечење."
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" Ова јединица може и да лијечи јединице око себе, и да их исцјељује од "
"отрова."
#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr " Ова јединица умије да отклони утицај отрова на јединице покрај себе."
#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" Ова јединица се обнавља, што јој омогућује да се лијечи као да је стално у "
"селу."
#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
" Одлучност ове јединице смањује штету од неких напада, али само у одбрани."
#: 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 ""
" Вођство ове јединице омогућује сусједним пријатељским јединицама да наносе "
"више штете у борби, мада само ако су нижег нивоа."
#: data/core/macros/special-notes.cfg:35
msgid ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
" Вјештина ове јединице у чаркању омогућује јој да игнорише непријатељске "
"надзорне појасеве, и стога се креће неометана њима."
#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr " Обасјавање увећава ниво освјетљења у сусједним пољима."
#: 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 ""
" Ова јединица се може телепортовати између између било која два празна села "
"у посједу своје стране."
#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" У шумама, вјештина засједе чини ову јединицу невидљивом непријатељима, осим "
"уколико се не нађу одмах до ње, или ако се открије нападом."
#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
" Ова јединица може да се скрива током ноћи, не дајући никакав знак о свом "
"присуству."
#: 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 ""
" Ова јединица се може скривати у селима (с изузетком водених), тако да је "
"непријатељи не примијете осим када кроче непосредно до ње."
#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" Ова јединица се може непримијећено кретати у дубокој води, не захтијевајући "
"ваздух за дисање."
#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
" Овој јединици се додаје један ударпоен на највећи број кад год убије живу "
"јединицу."
#: 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 ""
" Кад год се искористи њен безглави напад, ова јединица наставља да пресује "
"борбу док или сама или њен непријатељ не настрада."
#: 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 ""
" Ако се непријатељу испријечила пријатељска јединица, ова јединица може у "
"нападу задати ударац с леђа, који наноси двоструку штету, пришуњавши се са "
"супротне стране тог непријатеља."
#: 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 ""
" Непријатељи који настрадају од куге васкрснуће у неживот, осим ако се "
"налазе у селу."
#: 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 ""
" Ова јединица може да успорава непријатеље, преполовљавајући њихову брзину "
"кретања и учинак у нападу до краја потеза."
#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
" Способност претварања животног у камен чини ову јединицу изузетно опасном."
#: data/core/macros/special-notes.cfg:74
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
" Оштроокост ове јединице пружа јој добре изгледе да погоди циљаног "
"непријатеља, али само у нападу."
#: data/core/macros/special-notes.cfg:77
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
" Ова јединица посједује магичне нападе, којима су увијек добри изгледи да "
"погоде противника."
#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
" Ројевити напади ове јединице бивају све слабији како јединица бива "
"повријеђена."
#: 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 ""
" Употребом јуриша удвостручава се нанесена, али и примљена штета; не утиче "
"на одбрамбену одмазду."
#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
" Ова јединица може током боја црпити живот из својих жртава, како би "
"обновила сопствено здравље."
#: data/core/macros/special-notes.cfg:89
msgid ""
" The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
" Дугачко оружје ове јединице омогућује јој да увијек удари прва у блиској "
"борби, чак и када се брани."
#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" Жртве отрова који посједује ова јединица, трајно ће трпјети штету док се не "
"исцијеле или у селу, или код јединице која исцјељује."
#: 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 "оданост"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "оданост"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "без издатака"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players 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"
"Током похода, одређене јединице могу својевољно одлучити да се придруже "
"вашим снагама. Оне ће тада имати особину оданости. Иако се мора платити "
"њихово касније сазивање, оне не праве издатке у току сценарија. Ово их може "
"учинити драгоцјеним током дугог похода, када је злато стално на измаку. "
"Унајмљене јединице никада немају ову особину, тако да може бити несмотрено "
"отпуштати одане јединице, или их слати у бесмислену смрт."
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
msgid ""
"<italic>text='Loyal'</italic> units dont 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 ""
"<italic>text='Одане'</italic> јединице не праве издатке. Већина јединица има "
"издатке на крају сваког потеза, бројевно једнаке њиховом нивоу. Одане "
"јединице немају таквих захтјева."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "немртвост"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
msgid "female^undead"
msgstr "немртвост"
#. [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 "имунитет на црпљење, отров и кугу"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
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"
"Јединице немртвих обично имају немртвост као једину особину. Пошто су ове "
"јединице настале од тијела мртвих, повраћених да се поново боре, отров нема "
"утицаја на њих. Ово их може учинити изузетно корисним при обрачунавању са "
"противницима који своје нападе подржавају отровима."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"<italic>text='Немртве'</italic> јединице су имуне на отров, црпљење и кугу."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
msgid "mechanical"
msgstr "механичност"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
msgid "female^mechanical"
msgstr "механичност"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Механичке јединице обично имају механичност као једину особину. Пошто оне "
"нису збиља живе, црпљење, отров и куга не утичу на њих."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Механичке'</italic> јединице су имуне на отров, црпљење и кугу."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
msgid "elemental"
msgstr "елементарност"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
msgid "female^elemental"
msgstr "елементарност"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
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"
"Елементарне јединице обично имају елементарност као своју једину особину. "
"Пошто су оне бића енергетског састава, црпљење, отров и куга не утичу на њих."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Елементарне'</italic> јединице су имуне на отров, црпљење и "
"кугу."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "кршност"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
msgid "female^strong"
msgstr "кршност"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
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"
"Иако корисна било којој јединици која се бори блиско, кршност је "
"најзначајнија јединицама са великим бројем удара у нападу, какви су нпр. "
"вилин-борци. Кршне јединице могу бити врло корисне када је само још зрнце "
"више штете потребно да се оштећујући удар претвори у завршни."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
#, fuzzy
#| msgid ""
#| "<italic>text='Strong'</italic> units do 1 more damage for every "
#| "successful strike in melee combat, and have 1 more HP."
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"<italic>text='Кршне'</italic> јединице чине 1 поен штете више за сваки "
"успјешан удар у блиској борби, и имају 1 УП више."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "спретност"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
msgid "female^dextrous"
msgstr "спретност"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
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"
"Спретност је особина коју посједују само вилењаци. Вилењачки народ је познат "
"по својој тајанственој складности и великој вјештини у руковању луком. Неки "
"од њих, међутим, обдарени су талентом који надмашује њихове сународнике. "
"Такви вилењаци наносе додатан поен штете сваком својом стријелом."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Спретне'</italic> јединице чине 1 поен штете више при сваком "
"успјешном удару у одступној борби."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "хитрост"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
msgid "female^quick"
msgstr "хитрост"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
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 arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Хитрост је најуочљивија особина, посебно код споријих јединица какве су "
"тролови и тешка пјешадија. Хитре јединице често имају значајно увећану "
"покретљивост на незгодном терену, што може бити важно за разматрање када "
"распоређујете снаге. Такође, ове јединице нису тако робусне као оне без "
"хитрости, и стога су мање погодне за држање положајâ под сталним нападом."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
#, fuzzy
#| msgid ""
#| "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% "
#| "less HP than usual."
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"<italic>text='Хитре'</italic> јединице имају 1 додатан поен на кретање, али "
"5% мање УП него обично."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "оштроумност"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
msgid "female^intelligent"
msgstr "оштроумност"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> 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 <italic>text='After "
"Maximum Level Advancement'</italic> (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"
"<italic>text='Оштроумне'</italic> јединице су врло корисне на почетку "
"похода, пошто брже могу достићи више нивое. Касније у току похода "
"оштроумност није тако корисна, пошто <italic>text='напредовање по највећем "
"нивоу'</italic> (НАПОН) није тако значајно као напредовање у нивоу. Ако "
"имате много таквих јединица највишег нивоа, можда је боље да сазивате "
"јединице са пожељнијим особинама."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Оштроумним јединицама потребно је 20% мање искуства него обично да би "
"напредовале."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "жилавост"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
msgid "female^resilient"
msgstr "жилавост"
#. [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"
"Жилаве јединице могу бити корисне у свим етапама похода, и ова особина је "
"корисна за све типове јединица. Жилавост је често од највеће помоћи "
"јединицама које имају неки сплет ниских ударпоена, добре одбране, или "
"високих отпорности. Овакве јединице су посебно корисне за држање стратешких "
"положаја ван руку противника."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
#, fuzzy
#| msgid ""
#| "<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level "
#| "more than usual."
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"<italic>text='Жилаве'</italic> јединице имају 4 УП плус 1 УП по нивоу више "
"него обично."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr "здравље"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:198
msgid "female^healthy"
msgstr "здравље"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:199
msgid "Always rest heals"
msgstr "Увијек се лијечи на одмору"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> 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 ""
"Чувени по својој крепкости, неки патуљци су издржљивији од других и могу се "
"одмарати чак и док путују."
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
msgid "fearless"
msgstr "неустрашивост"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
msgid "female^fearless"
msgstr "неустрашивост"
#. [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 "у боју без заостатка у неповољна доба дана/ноћи"
#. [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 ""
"Несклоност било свјетлу било тами, нема утицаја на ове храбре појединце."
#. [trait]: id=feral
#: data/core/macros/traits.cfg:255
msgid "feral"
msgstr "неукроћеност"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
msgid "female^feral"
msgstr "неукроћеност"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:257
msgid "Receives only 50% defense in land-based villages"
msgstr "само 50% одбране у копненим селима"
#. [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, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
"Настамбе свесних бића нису пригодно склониште дивљим створењима ниске "
"интелигенције. Због тога, <italic>text='неукроћене'</italic> јединице "
"добијају највише 50% одбране у сваком копненом селу, без обзира на подложни "
"терен."
#. [trait]: id=weak
#: data/core/macros/traits.cfg:274
msgid "weak"
msgstr "нејакост"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
msgid "female^weak"
msgstr "нејакост"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:276
#, fuzzy
#| msgid ""
#| "Units with trait <italic>text='weak'</italic> get a 1 increment in "
#| "hitpoints and melee damage."
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"<italic>text='Крхке'</italic> јединице трпе 1 на ударпоене и штету у "
"блиској борби."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
msgid "slow"
msgstr "тромост"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
msgid "female^slow"
msgstr "тромост"
#. [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"
"Замашне тјелесине и неспретни, тромији међу гоблинима и другим расама трпе "
"на покретности, али надомијештају то понешто увећаном издржљивошћу."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
#, fuzzy
#| msgid ""
#| "<italic>text='Slow'</italic> units have 1 movement but 5% more hitpoints."
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"<italic>text='Троме'</italic> јединице имају 1 на кретање, али 5% више "
"ударпоена."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
msgid "dim"
msgstr "приглупост"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
msgid "female^dim"
msgstr "приглупост"
#. [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"
"Ограничености је на претек међу гоблинима и другим нижим расама. Ове се расе "
"не зову ниже без разлога, а ово је један од њих."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"<italic>text='Приглупе'</italic> јединице трпе 20% увећања неопходног "
"искуства да би испредњачиле."
#. [trait]: id=aged
#: data/core/macros/traits.cfg:329
msgid "aged"
msgstr "старост"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
msgid "female^aged"
msgstr "старост"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:331
#, fuzzy
#| msgid ""
#| "Units with trait <italic>text='aged'</italic> get a 8 increment in "
#| "hitpoints and a 1 increment in movement and melee damage."
msgid ""
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
"suffer from a 1 point decrease in movement and melee damage."
msgstr ""
"<italic>text='Остареле'</italic> јединице трпе 8 на ударпоене и 1 на "
"кретање и штету у блиској борби."
#: 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 "шишмиш"
#. [race]: id=bats
#: data/core/units.cfg:47
msgid "race+female^Bat"
msgstr "шишмишица"
#. [race]: id=bats
#: data/core/units.cfg:48
msgid "race^Bats"
msgstr "шишмиши"
#. [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 ""
"Шишмиша има разних величина и грађа, од којих је већина безопасна, хранећи "
"се инсектима и другим животињицама. Али постоје и веће и злокобније врсте "
"које су претња људима и другима расама, и њиховој стоци, посебно када се "
"сусретну у групама. То су обично ноћна створења, и зато их често држе (а "
"понекад и припитомљавају) они који деле исту склоност ка ноћи."
#. [race]: id=drake
#: data/core/units.cfg:58
msgid "race^Drake"
msgstr "змаг"
#. [race]: id=drake
#: data/core/units.cfg:59
msgid "race+female^Drake"
msgstr "змага"
#. [race]: id=drake
#: data/core/units.cfg:60
msgid "race^Drakes"
msgstr "змагови"
#. [race]: id=drake
#: data/core/units.cfg:61
#, fuzzy
#| msgid ""
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
#| "true dragons. On average, an adult drake stands around three meters tall "
#| "and easily weighs more than a man and a horse combined. Their skin is "
#| "made up of hard scales, resistant to most physical strikes except "
#| "piercing and cold damage. Most drakes are capable of true flight and can "
#| "travel long distances quickly. However, their sheer weight and bulk "
#| "limits their flight ability somewhat, making them ungainly in the air. "
#| "Where possible, they make use of terrain features such as hills, "
#| "mountains and trees as launch points in order to gain greater height and "
#| "speed. Fortunately for their enemies, they are still quite clumsy "
#| "creatures and surprisingly slow in combat. This, combined with their "
#| "large size, renders them easy targets for those who dare attack them.\n"
#| "\n"
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
#| "fueling their very lives. This can easily be witnessed when one of their "
#| "kind perishes in combat; its internal fire is released, burning their "
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
#| "While the magic imbued within a drakes body enables it to spit fire and "
#| "gives it life, they have no willful control over its functions of this "
#| "magic.\n"
#| "\n"
#| "<header>text='Society'</header>\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 — <ref>dst='dominant' text='dominant'</ref> 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 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 are hatched 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"
#| "<header>text='Geography'</header>\n"
#| "Drakes originated from an archipelago of volcanic islands called "
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
#| "subsidence of many of their home islands has caused colonies of drakes to "
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
#| "warmth, their internal fire is more than capable of sustaining them even "
#| "in a relatively cold climate, a feature which has allowed them to "
#| "populate even some of the mountains of the far north of the Great "
#| "Continent."
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — dominant who rules the society with an iron fist. Every drake is "
"expected to earn their place in the strict hierarchy, to obey their "
"superiors and command their inferiors. Entry to the ruling elite is only "
"possible through challenging and defeating a superior in single combat, "
"which is the way the hierarchy within the elite itself is established. The "
"use of deception of any kind towards any fellow drake is, without exception, "
"seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
"weapon-smithing, but neither know nor need other science and culture besides "
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
"in quality, only matched by those produced in the finest Dwarvish "
"foundries.\n"
"\n"
"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
"Death in battle is the most preferred way for a drake to leave this world. "
"Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"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 ""
"Змагови су велика, крилата и ватродахна створења, спомен истинским "
"змајевима. Просјечан одрастао змаг сеже три метра у висину и лако тежи више "
"од човјека и коња му заједно. Кожа им је сачињена од тврде крљушти, отпорне "
"на већину физичких утицаја осим пробојних и мразних удара. Већина змагова "
"вична је правом лету, брзо преваљујући велику даљину. Ипак, сирова им тежина "
"и обујам понешто ограничава вјештину лета, чинећи их незграпним у ваздуху. "
"Гдје је то могуће, за полетање користе обличја терена попут брда, планина и "
"стабала, како би досегли већу висину и брзину. Срећом по њихове непријатеље, "
"створења су сасма неспретна и изненађујуће спора у боју. Ово их, уз големи "
"стас, чини лаким метама онима што се усуде насрнути.\n"
"\n"
"Змагови су самосвојно магична створења, којима тајанствени унутрашњи плам "
"погони саме животе. Ово се лако примијети кад неки од њихове сорте страда у "
"боју: плам се ослободи, спаљујући остатке до пепела. Тај унутрашњи плам им "
"је и највећа слабост, чинећи их изнимно рањивим на мразне нападе. Упркос "
"својој магичној природи, змагови нису способни за контролисано усмјеравање "
"магије. Док им свепрожимајућа тјелесна магија даје живот и омогућава бљување "
"ватре, немају свјесну контролу над њеним дјеловањем.\n"
"\n"
"<header>text='Друштво'</header>\n"
"Змагови су сразмјерно ратоборна раса, чија се друштва понајбоље могу описати "
"као узорна војничка устројства. Срж змашког племена група је прекаљених "
"ратника, на челу са свеопште поштованим — или страхопоштованим — "
"<ref>dst='dominant' text='надмоћником'</ref>, који друштвом влада гвозденом "
"песницом. Од сваког се змага очекује да заради своје мјесто у строгој "
"хијерархији, да поштује своје главешине и командује својим подређенима. "
"Приступ владајућој елити могуће је само кроз изазов и побједу над надређеним "
"у борби један на један, што је и начин на који се успоставља хијерархија "
"међу самом елитом. Било каква врста обмањивања својих сународника сматра се, "
"без изузетка, кукавичком и неприхватљивом.\n"
"\n"
"Док их ратоборна природа и територијална свијест гони на дивљу одбрану "
"својих насеобина, змагови ријетко упадају на подручја већ под управом неке "
"од других великих раса. Умјесто тога насељавају се у ненасељеним областима, "
"гдје успостављају свој поредак. Претежно се хране великом ловином коју "
"налазе у удолинама око својих домова, али је познато да се новоизлегли и "
"ниже змашке касте хране и врстама маховина и гљива које гаје дубоко у својим "
"пећинама. Израда оклопа и оружја једино је умијеће које змагови цијене и "
"нити знају нити траже других наука поред ове. Ипак, малобројни предмети што "
"их израђују каквоће су скоро без премца, с којом се може мјерити само "
"најбоље из патуљачких ковница.\n"
"\n"
"Змагови се легу из јаја, и обично достижу између 20 и 30 година старости. За "
"једног змага, смрт у боју је најпожељнији начин да се напусти овај свијет. "
"За разлику од старијих чланова других раса, змагови природно постају све "
"насртљивији и необузданији како се ближе крају живота, можда како би "
"осигурали себи мјесто у јуначким предањима своје врсте.\n"
"\n"
"<header>text='Распрострањеност'</header>\n"
"Постојбина змагова бијеше архипелаг вулканских острва у "
"<ref>dst='great_ocean' text='Великом океану'</ref> по имену "
"<ref>dst='morogor' text='Морогор'</ref>. Спрега пренасељености и постепеног "
"тоњења многих од тих острва учини да се колоније змашке размиле до "
"<ref>dst='great_continent' text='Великог континента'</ref>. Змагови обично "
"свијају домове у планинским пећинама, близу вулкана ради заштите својих "
"јаја, излеглих и ковница. Док змагови уживају у топлом, унутрашњи им плам "
"омогућава да се одрже у сразмијерно хладним пределима. Ово им је допустило "
"да настане чак и неке планине на далеком сјеверу Великог континента."
#. [race]: id=dwarf
#: data/core/units.cfg:94
msgid "race^Dwarf"
msgstr "патуљак"
#. [race]: id=dwarf
#: data/core/units.cfg:95
msgid "race+female^Dwarf"
msgstr "патуљка"
#. [race]: id=dwarf
#: data/core/units.cfg:96
msgid "race^Dwarves"
msgstr "патуљци"
#. [race]: id=dwarf
#: data/core/units.cfg:97
#, fuzzy
#| msgid ""
#| "The dwarves are a race famed for their miners, blacksmiths, merchants and "
#| "warriors. Considered as the third oldest race on the great continent "
#| "after the elves and trolls, their early history is shrouded in mystery. "
#| "Legends tell of a time long forgotten when their people began emerging "
#| "from their underground world through caves. Nothing is known about their "
#| "life prior to their arrival, or their reasons for entering the surface "
#| "world, but they have been an integral part of the history of the "
#| "continent since. Soon after their emergence from the underground, the "
#| "dwarves entered into conflict with the original inhabitants of the land, "
#| "the elves. The original reason for their dispute has been lost to "
#| "history, but the two races have since fought three long wars, interrupted "
#| "by a few decades of peace. During these wars the dwarves could not "
#| "dislodge the elves from the deep forests in the south, but managed to "
#| "consolidate their position in hills and the mountains in the north of the "
#| "continent, known now as the Northlands. Since then they have constructed "
#| "fantastic fortifications and settlements deep within the mountains and "
#| "crags of their territory.\n"
#| "\n"
#| "Possibly due to their isolation, the dwarves are generally distrustful or "
#| "hostile towards most other races, particularly the elves. The single "
#| "exception to this temperament is towards humans. This could be traced "
#| "back to the era of Haldric I and the arrival of humans and orcs to the "
#| "continent. At this point the dwarves began allowing some humans, mostly "
#| "dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain "
#| "areas of the Northlands. Their motivation was unsurprising. The plight of "
#| "these individuals reminded the dwarves of their early history of "
#| "persecution, eliciting a sense of solidarity. The dwarves also had much "
#| "to gain in forming a bond with these outcasts. They would settle in areas "
#| "where dwarves disliked living themselves; plains, forests, and swamps, "
#| "freeing them from defending these areas.\n"
#| "\n"
#| "Dwarves are of small stature by human measure, but they are by no means "
#| "fragile. Their warriors, tough and powerful are both feared and respected "
#| "throughout the continent for their prowess in battle. In addition, "
#| "dwarves are known for their calculating intellects and superb "
#| "craftsmanship. Dwarven smiths are renowned for their deadly weapons and "
#| "heavy armor. These accouterments are unrivaled in quality, possibly only "
#| "matched by those produced by drake armorers. Their intelligence and "
#| "natural inquisitiveness has also made them the most technically advanced "
#| "race on the continent. One of their most famous, and feared, discoveries "
#| "was a mysterious powder that produces an immense explosion when exposed "
#| "to fire or sparks. Certain dwarf warriors use this powder to hurl small "
#| "objects at tremendous speeds. Given their technological inclinations, "
#| "many dwarves tend to distrust magic users. However some practice a form "
#| "of magic based on the engraving of runes. Called runesmiths, they use "
#| "these carvings to enchant items in order to augment certain aspects of "
#| "their natures."
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However, some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
"Патуљци су раса чувена по својим рударима, ковачима, трговцима и ратницима. "
"Сматрају се за трећу најстарију расу Великог континента, послије вилењака и "
"тролова, али им је освит историје под копреном тајанствености. Предања зборе "
"о времену давно заборављеном када је патуљачки народ кроз пећине почео да "
"израња из свог подземног свијета. Ништа се не зна о њиховом животу прије "
"приспијећа у површински свет, нити разлозима који су их к њему нагнали, али "
"потом постадоше неотуђиви дио историје континента. Убрзо по приспијећу из "
"подземља, патуљци се нађоше у сукобу са првобитним пребиваоцима земље, "
"вилењацима. Иако су исконски поводи њиховог спора одавно препуштени забораву "
"историје, двије расе отада водише три дуга рата, повремено прекидана "
"неколиким деценијама мира. Током ратова, патуљци не смогаше изглавити "
"вилењаке из дубоких шума на југу, али утврдише своје положаје у брдима и "
"планинама на сјеверу континента, познатим као Сјевероземље. Од тог времена, "
"справише патуљци чудесне утврде и насеобине дубоко у планинама и кршевима "
"својих посједа.\n"
"\n"
"Може бити због своје подвојености, патуљци су обично неповјерљиви или "
"непријатељски настројени према већини других раса, посебно вилењацима. "
"Једини изузетак оваквом опхођењу чине према људима, што се може испратити до "
"раздобља Халдрика I и пристизања људи и оркова на континент. У то вријеме "
"патуљци почеше допуштати неким људима, понајприје неистомишљеницима и "
"одметницима из Веснотског краљевства, да насељавају одређена подручја "
"Сјевероземља. Повод томе не беше изненађујућ; положај ових појединаца "
"подсјећаше патуљке на сопствене прапочетке прогона, изазивајући осјећање "
"блискости. Патуљцима су имали и користи од успостављања веза са изгнаницима. "
"Ови би насељавали предјеле који патуљцима нису били по вољи — равнице, шуме, "
"мочваре — рјешавајући их одбране тих подручја.\n"
"\n"
"Патуљци су омањег стаса по људским мјерилима, али нипошто крхки. Њихових се "
"ратника, жилавих и моћних, широм континента и плаши и поштује по јунаштву у "
"боју. Поред тога, патуљци су познати и по својој прорачунатој нарави и "
"сјајном занатству. Патуљачки су ковачи чувени по смртоносним оружјима и "
"тешким оклопима, спреми квалитета без равне, с којим се можда могу мјерити "
"једино змашки оружари. Оштроумност и урођена љубопитивост чини патуљке "
"технички најнапреднијом расом на континенту. Једно од најчувенијих и "
"најстрашнијих открића им је тајанствени црни прах који изазива заглушујући "
"прасак када се изложи пламену или варници. Поједини патуљачки ратници "
"користе овај прах за упућивање малих предмета неизмијерним брзинама ка "
"противнику. С обзиром на своје технолошке тежње, многи су патуљци "
"неповерљиви према зналцима магије. Па ипак, неки увежбавају облике магије "
"засноване на резбарењу рунâ; знани као рунотворци, гравурама могу зачарати "
"предмете како би им оснажили неке природне особине."
#. [race]: id=elf
#: data/core/units.cfg:114
msgid "race^Elf"
msgstr "вилењак"
#. [race]: id=elf
#: data/core/units.cfg:115
msgid "race+female^Elf"
msgstr "вилењакиња"
#. [race]: id=elf
#: data/core/units.cfg:116
msgid "race^Elves"
msgstr "вилењаци"
#. [race]: id=elf
#: data/core/units.cfg:118
#, fuzzy
#| msgid ""
#| "Compared to humans, elves are somewhat taller, more agile but less "
#| "sturdy. They have slightly pointy ears, pale skin and usually blond hair. "
#| "Few differences between humans and elves are more pronounced than the "
#| "Elves unusually long life — most, unless claimed by illness, accident or "
#| "war, live a full two and a half centuries. While some elves possessing a "
#| "high magical aptitude have been known to live an additional full century, "
#| "most elves begin to grow physically frail at some point between 250 and "
#| "300 years of age and pass away rapidly (generally within a year or two) "
#| "thereafter.\n"
#| "\n"
#| "Elves are naturally imbued with magic to a small degree. Though most are "
#| "unable to channel it directly, its latent presence gives them their keen "
#| "senses and long life. Many elves have magic-driven talents such as "
#| "marksmanship or stealth, allowing them to achieve tasks that most normal "
#| "beings would find astonishing. Those elves that learn to wield this power "
#| "in more general ways can become truly formidable in its use. Many choose "
#| "to use their gift to heal others.\n"
#| "\n"
#| "A few elves, venturing far down the paths of magic and mysticism, become "
#| "sensitive to the presence of cold iron and can even be burned by it. "
#| "Elvish legend hints that this was more common in the far past.\n"
#| "\n"
#| "Elves spend much of their time honing their talents and skills. Those not "
#| "adept at the magical arts typically devote their time honing their "
#| "physical skills. As a result, elves excel at archery, which is perhaps "
#| "their most important method of warfare. Most elvish troops carry a bow "
#| "and no other race can rival their archers in speed and accuracy. All "
#| "elves also share an intense affection for unspoiled nature. They often "
#| "feel uncomfortable in open unvegetated spaces. They live primarily in the "
#| "forests of the Great Continent; the Aethenwood in the southwest, Wesmere "
#| "in the northwest, and the great northern woods of which the Lintanir "
#| "Forest is the southernmost edge.\n"
#| "\n"
#| "Elves are the eldest race of the continent, with the possible exception "
#| "of trolls. Many of their settlements cannot be reliably dated, "
#| "undoubtedly having existed for over a millennium."
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves "
"unusually long life — most, unless claimed by illness, accident or war, live "
"a full two and a half centuries. While some elves possessing a high magical "
"aptitude have been known to live an additional full century, most elves "
"begin to grow physically frail at some point between 250 and 300 years of "
"age and pass away rapidly (generally within a year or two) thereafter.\n"
"\n"
"Elves are naturally imbued with magic to a small degree. Though most are "
"unable to channel it directly, its latent presence gives them their keen "
"senses and long life. Many elves have magic-driven talents such as "
"marksmanship or stealth, allowing them to achieve tasks that most normal "
"beings would find astonishing. Those elves that learn to wield this power in "
"more general ways can become truly formidable in its use. Many choose to use "
"their gift to heal others.\n"
"\n"
"A few elves, venturing far down the paths of magic and mysticism, become "
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
"legend hints that this was more common in the far past.\n"
"\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills. As a result, elves excel at archery, which is perhaps their most "
"important method of warfare. Most elvish troops carry a bow and no other "
"race can rival their archers in speed and accuracy. All elves also share an "
"intense affection for unspoiled nature. They often feel uncomfortable in "
"open, unvegetated spaces. They live primarily in the forests of the Great "
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
"the great northern woods of which the Lintanir Forest is the southernmost "
"edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for over a millennium."
msgstr ""
"Наспрам људи, вилењаци су нешто виши растом, окретнији, али њежније грађе. "
"Уши су им незнатно зашиљене, тен блијед, а коса углавном плава. Мало је "
"разлика између људи и вилењака изразитијих од необично дугог вијека потоњих "
"— не опхрва ли их болест, удес или рат, обично поживе два и по стољећа. Док "
"су познати вилењаци високих магијских склоности који су дочекали и крај "
"трећег стољећа, већина почиње физички да посустаје између двадесетпете и "
"тридесете деценије, да би потом убрзано свенули за непуну годину или двије.\n"
"\n"
"Вилењаци су у малој мјери природно прожети магијом. Иако се претежно не "
"умију њоме непосредно служити, њено потајно присуство пружа им оштра чула и "
"дуг вијек. Магија у вилењака потпомаже и извјесне вјештине, попут стрељаштва "
"или прикривања, омогућавајући постигнућа у њима већини овосвјетских бића "
"запањујућим. Вилењаци који се науче општијим начинима употребе ове моћи могу "
"постати њени истински владари. Многи изаберу да свој дар примијене у видању "
"других.\n"
"\n"
"Понеки вилењак, који се дубоко отисне стазама магије и мистицизма, постане "
"осјетљив на присуство хладног гвожђа толико да га ово може опећи. Вилењачка "
"предања наговјештавају чешћу појаву овога у далекој прошлости.\n"
"\n"
"Вилењаци проводе пуно времена изоштравајући своју надареност и вјештине. Они "
"који нису пристали магијским умијећима обично се посвећују физичким "
"вјештинама. Исход тога је вилењачко ненадмашно стрељаштво, можда њихов "
"најзначајнији ратнички правац. Готово сви вилењачки борци носе лук, а "
"ниједна се друга раса не може мјерити с вилин-стријелцима по хитрости и "
"прецизности. Сви вилењаци такође дијеле силну приврженост неисквареној "
"природи. Често се осјећају непријатно на пустим неозелењеним просторима. "
"Углавном живе по шумама Великог континента: у Етенвуду на југозападу, "
"Весмеру на сјеверозападу, и великим сјеверним шумама Линтанира.\n"
"\n"
"Вилењаци су најдревнија раса континента, могуће с изузетком тролова. Многим "
"вилењачким насеобинама није могуће поуздано процијенити старост, која се "
"засигурно протеже више од миленијума."
#. [race]: id=falcon
#: data/core/units.cfg:135
#, fuzzy
#| msgid "race^Human"
msgid "race^Falcon"
msgstr "човјек"
#. [race]: id=falcon
#: data/core/units.cfg:136
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Falcon"
msgstr "човјек"
#. [race]: id=falcon
#: data/core/units.cfg:137
#, fuzzy
#| msgid "race^Humans"
msgid "race^Falcons"
msgstr "људи"
#. [race]: id=falcon
#: data/core/units.cfg:138
msgid ""
"Falcons are birds of prey, noted for their exceptional speed and agility. "
"Lighter and with less powerful talons than other raptors, falcons instead "
"favor the use of their beak to kill their targets. Their keen eye and "
"capacity for domestication makes them a populous and well-known creature, "
"used both by nobles in sport, and by nomads or tribes who find them useful "
"in hunting for food. Falcons occasionally find a role on the field of war as "
"well, with certain falconers training their birds to distinguish between "
"friend and foe, making them a useful asset to aid in an armys charge."
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:148
msgid "race^Goblin"
msgstr "гоблин"
#. [race]: id=goblin
#: data/core/units.cfg:149
msgid "race+female^Goblin"
msgstr "гоблинка"
#. [race]: id=goblin
#: data/core/units.cfg:150
msgid "race^Goblins"
msgstr "гоблини"
#. [race]: id=goblin
#: data/core/units.cfg:151
#, fuzzy
#| msgid ""
#| "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 rather quickly. Within any litter, "
#| "there will only be one or two true orcs, who will grow to the full size "
#| "and strength of their race. A few more will be half-orcs, notably weaker "
#| "than their big brothers, and relegated to supporting roles in combat, "
#| "such as archery. The rest, often a full half of more of any litter, will "
#| "be goblins. Goblins are puny and quite frail, rarely growing past the "
#| "size and stature of a human child. 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.\n"
#| "\n"
#| "Goblins 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."
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 ""
"Гоблини се, упркос својој појави, рађају као сродници оркова и припадници су "
"исте расе. Док се код других раса деца обично рађају појединачно или у пару, "
"оркови добијају велике накоте, због чега им бројност брзо експлодира. У "
"сваком накоту биће само један до два права орка, који ће нарасти до пуне "
"величине и снаге својствене својој раси. Наћи ће се ту још неколико "
"полуоркова, уочљиво слабијих од своје велике браће, који ће као одрасли "
"добити споредне улоге у борби, попут стрељаштва. Остали, обично половина "
"накота па и преко тога, биће гоблини.\n"
"\n"
"Гоблини су нејаки и прилично крхки, и ретко престижу по висини и стасу "
"људску децу. Живе готово ропски под својим већим сродницима, а у бојевима се "
"користе као потрошна роба. Упркос својој трагичној судбини, они итекако "
"опстају: донекле зато што су тако бројни, али и јер су оркови врло свесни "
"колико зависе од гоблина.\n"
"\n"
"У орковском друштву гоблини изводе главнину послова, с изузетком само оних "
"који захтевају сирову снагу истинских оркова. У таквим пословима уживају "
"оркови сами, као у доказу сопствене моћи."
#. [race]: id=gryphon
#: data/core/units.cfg:168
msgid "race^Gryphon"
msgstr "грифон"
#. [race]: id=gryphon
#: data/core/units.cfg:169
msgid "race+female^Gryphon"
msgstr "грифонка"
#. [race]: id=gryphon
#: data/core/units.cfg:170
msgid "race^Gryphons"
msgstr "грифони"
#. [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 "човјек"
#. [race]: id=human
#: data/core/units.cfg:190
msgid "race+female^Human"
msgstr "човјек"
#. [race]: id=human
#: data/core/units.cfg:191
msgid "race^Humans"
msgstr "људи"
#. [race]: id=human
#: data/core/units.cfg:192
#, fuzzy
#| 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 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"
#| "<header>text='Subjects of the Crown'</header>\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"
#| "<header>text='The Clansmen'</header>\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."
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"
"<header>text='Subjects of the Crown'</header>\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"
"<header>text='The Clansmen'</header>\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 ""
"Људска је раса до крајњости разнолика. Иако потичу са Старог континента, "
"људи се проширише по цијелом свијету и раздијелише на многе културе и "
"подрасе. Иако нису прожети магијом као друга створења, људи је умију "
"спознати и владати њеним разноврснијим видовима него већина осталих. Немају "
"посебних способности ни наклоњености до своје свестраности и нагона. Иако "
"неријетко у завади са другим расама, повремено умију ступити у савез са оним "
"мање ратоборним, попут вилењака или патуљака. Мање обзирни се не устручавају "
"ни од унајмљивања орковских плаћеника. Иако без природних непријатеља, "
"већина људи гаји исконску одбојност према немртвима, као што је случај и с "
"другим расама. Људи су нижи растом од вилењака, а виши од патуљака. Боја "
"коже им је широког распона, од скоро бијеле до тамносмеђе.\n"
"\n"
"<header>text='Поданици Круне'</header>\n"
"Многе су различите људске скупине, али их већина на Великом континенту "
"потпада под власт Круне Веснота. Први људи на Велики континент стигоше из "
"земље далеко преко океана на западу, са Зеленострва, те убрзо успоставише "
"своју пријестоницу, од мора далеки град Велдин. Током наредних вијекова "
"подигоше још многе градове широм континента. Војници веснотске круне штите "
"државу, образујући најуређенију војничку силу познатог света. Њени будући "
"ратници стижу из главних покрајина, гдје се мушкарци регрутују још као "
"млади.\n"
"\n"
"<header>text='Припадници Кланова'</header>\n"
"Источне покрајине веснотске, познате као домовине Кланова, географски су "
"претежно отворене равнице и валовита брда, за разлику од западних, "
"цивилизованијих покрајина. Њих насељавају Коњички кланови, придружени Круни "
"Веснота, али дјелујући независно и одржавајући своје поријекло. Неки их држе "
"за вазалску државу, што Круни подаје храну и војнике у замјену за заштиту. "
"Други, пак, веле да су на равној нози са западном половином Веснота. Како "
"било, источне покрајине не одржавају стајаћу војску како то чини Западни "
"Веснот. Увјежбавање за бој саставни је дио живота у Клановима; родитељи "
"дјецу подучавају јахању, борењу и руковању луком од малих ногу. У пресјеку, "
"клански су ратници слабије организовани од цивилизованих бораца, али се "
"врлине и мане ових дружина међусобно надопуњују."
#. [race]: id=dunefolk
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:208 data/core/units.cfg:233
#, fuzzy
#| msgid "race^Human"
msgid "race^Dunefolk Human"
msgstr "човјек"
#. [race]: id=dunefolk
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:209 data/core/units.cfg:234
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Dunefolk Human"
msgstr "човјек"
#. [race]: id=dunefolk
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:210 data/core/units.cfg:235
#, fuzzy
#| msgid "race+plural^Undead"
msgid "race+plural^Dunefolk"
msgstr "немртви"
#. [race]: id=dunefolk
#: data/core/units.cfg:211
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
"claim to the river valleys and oases of the Sandy Wastes. How they came to "
"inhabit this far corner of the Great Continent is unknown. Their legends "
"tell of many long and perilous travels through far-flung lands, but the true "
"origin of their people is a topic of endless and heated debate among even "
"the most erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolks 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 Dunefolks 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 Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:236
msgid "This race does not have a description yet."
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:247
msgid "race^Saurian"
msgstr "сауријанац"
#. [race]: id=lizard
#: data/core/units.cfg:248
msgid "race+female^Saurian"
msgstr "сауријанка"
#. [race]: id=lizard
#: data/core/units.cfg:249
msgid "race^Saurians"
msgstr "сауријанци"
#. [race]: id=lizard
#: data/core/units.cfg:250
msgid ""
"Saurians are lizard-like creatures. Smaller and more slender than humans, "
"they rarely stand taller than a ten year old child, though from tip of snout "
"to end of tail a Saurian can be as long as the average man is tall. Light "
"and nimble, the warriors prefer to fight as they hunt — slipping through "
"enemy lines to target the weak and the injured while evading their "
"attackers.\n"
"\n"
"<header>text='Society'</header>\n"
"Saurians are very mysterious creatures due to their tendency to live in "
"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
"Saurians believe all the events in a life can be predicted by the use of a "
"complex form of astrology.\n"
"\n"
"Saurian culture is sharply segregated between the genders. Within each "
"gender the members compete, and through skill, determination, and reputation "
"establish a clear pecking order, with a chief at the top. On those occasions "
"when the two genders interact they do not contest for dominance; instead, "
"the situation determines the dominant gender. The chief of the males is "
"alpha within the clan's village or encampment while the chief of females is "
"dominant anywhere else. This continues down the rank structure with each "
"male or female being dominant over any member of the opposite gender with "
"lower rank and submitting to members of the opposite gender with higher "
"rank.\n"
"\n"
"The segregation and alternating gender-dominance of Saurian society is an "
"outgrowth of their clearly defined gender roles. It is the responsibility of "
"the female to hunt and find food, skills which ultimately train them to be "
"warriors: the skirmishers, flankers, and ambushers other races so fear. "
"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
"the females. While this leaves time for the males to develop and hone the "
"arts of astrology, healing, and magic, it also exposes them to significant "
"danger, as they are stationary targets for a Saurian clan's number one enemy "
"— other Saurian clans.\n"
"\n"
"New Saurian clans are started when the proper astrological signs are read. "
"Called a “hatching,” each female indicated by the conjunction selects a "
"group of individuals with lower rank and leave their source clan. Frequently "
"all females with a specific trait will be indicated, causing multiple clans "
"to “hatch” at the same time. Selection is a simple process: no group leaving "
"can be larger than any other, all the groups together cannot be larger than "
"the group being left, and higher ranking allows a female to overrule another "
"female's choice of who they take.\n"
"\n"
"Because of their rapid population growth, frequent splits in clans, and the "
"fact that cannibalism is not taboo, violence is one of the defining features "
"of Saurian life. This limits the growth of the Saurian culture to fits and "
"starts, as much of their knowledge is passed by oral tradition and their "
"possessions must be mobile.\n"
"\n"
"<header>text='Geography'</header>\n"
"Saurians can live in many different areas, though swamps are by far their "
"most common habitat.\n"
"\n"
"<header>text='Biology'</header>\n"
"Saurians live spectacularly short lives by comparison to most of the other "
"races of Wesnoth, reaching full adulthood within three years and often dying "
"by the time they are 10 to 15 years old. By far, the most common cause of "
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
"once a year, which creates constant population pressure and would stress "
"most carnivores' food supply. Hunters and scavengers, Saurians have "
"extremely strong jaws and have a very powerful digestive system with highly "
"acidic fluids, making them capable of eating and digesting all of their prey "
"including skin, teeth, horns and bones. Further, they have no aversion to "
"eating carrion and even committing cannibalism, which are both regular "
"occurrences."
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:276
msgid "race^Mechanical"
msgstr "машина"
#. [race]: id=mechanical
#: data/core/units.cfg:277
msgid "race+plural^Mechanical"
msgstr "машине"
#. [race]: id=mechanical
#: data/core/units.cfg:278
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> 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 ""
"Покретани ни природним животом ни некромантијом, израз "
"<italic>text='машина'</italic> описује предмете које су створила разумна "
"бића. Већина машина се нити креће нити размишља својом вољом, али неке ипак "
"то чине заслугом магичне зачараности."
#. [race]: id=merman
#: data/core/units.cfg:287
msgid "race^Merman"
msgstr "морејац"
#. [race]: id=merman
#: data/core/units.cfg:288
msgid "race^Mermaid"
msgstr "морејка"
#. [race]: id=merman
#: data/core/units.cfg:289
#, fuzzy
#| msgid "race^Troll"
msgid "race^Merfolk"
msgstr "трол"
#. [race]: id=merman
#: data/core/units.cfg:291
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 ""
"Нешто попут споја човека и рибе, морејци су загонетна раса и рибљих и "
"човеколиких својстава. Имају снажне репове који им омогућавају брзо кретање "
"у свим воденим окружењима, а спретне руке и паметне умове којима су развили "
"вештине израде алатки и других предмета. По природи на граници између мора и "
"копна, морејци без проблема могу дисати како у води тако и на сувом. Иако "
"могу да живе на копну, много су бржи и окретнији у води, па се ретко налазе "
"подаље од океана. Клоне се сувог тла, пошто су на њему трапави и неспретни, "
"и јако се тешко крећу по кршним и шумским подручјима."
#. [race]: id=monster
#: data/core/units.cfg:299
msgid "race^Monster"
msgstr "чудовиште"
#. [race]: id=monster
#: data/core/units.cfg:300
msgid "race+female^Monster"
msgstr "чудовиште"
#. [race]: id=monster
#: data/core/units.cfg:301
msgid "race^Monsters"
msgstr "чудовишта"
#. [race]: id=monster
#: data/core/units.cfg:302
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 ""
"Изразом „чудовиште“ описују се многе гнусне звери што походе пећине, "
"дивљине, океанске дубине и друга поднебља свету. Такође су их пуне приче и "
"ноћне море становника тих поднебља."
#. [race]: id=naga
#: data/core/units.cfg:309
msgid "race^Naga"
msgstr "нагајац"
#. [race]: id=naga
#: data/core/units.cfg:310
msgid "race^Nagini"
msgstr "нагајка"
#. [race]: id=naga
#: data/core/units.cfg:311
msgid "race^Nagas"
msgstr "нагајци"
#. [race]: id=naga
#: data/core/units.cfg:312
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 ""
"Змијолики нагајци једна су од најмање схваћених раса на Великом континенту, "
"делом због њихове ксенофобне природе а делом због њиховог туђинског "
"окружења. Нагајци су једна од малобројних раса способних за делотворно "
"кретање у води, што им отвара врата ка једном целом свету у суштини "
"забрањеном становницима копна, али их и још више удаљава од копнених бића "
"којих се клоне. Па ипак, нису истинска морска створења услед немогућност "
"дисања у води, због чега морају устукнути пред безданом. Живот у приобалним "
"подручјима отвара им копнени пут за бег од створења из дубине, док их држи "
"подаље од свих оних који путују на ногама, копитима или крилима. Иако су "
"нагајци понешто крхког стаса, обично су бржи и окретнији од својих "
"противника. Понекад се нађу у сукобу са морејцима када им се територије "
"преклопе, али углавном воле мочваре и реке више него отворено море."
#. [race]: id=ogre
#: data/core/units.cfg:320
msgid "race^Ogre"
msgstr "огр"
#. [race]: id=ogre
#: data/core/units.cfg:321
msgid "race+female^Ogre"
msgstr "огрица"
#. [race]: id=ogre
#: data/core/units.cfg:322
msgid "race^Ogres"
msgstr "огрови"
#. [race]: id=ogre
#: data/core/units.cfg:323
#, fuzzy
#| 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."
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 dont 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 ""
"Огрови су дивља и нецивилизована раса што пребива углавном по дивљинама "
"Великог континента. Физички наликују људима и орковима, али су већи и јачи. "
"Чак су и млади огрови више него равни већини људи. У многим насељеним "
"подручјима не трпе огрове, тако да их огрови што избегавају што бивају силом "
"избацивани. Уместо тога вребају у планинским областима на рубовима "
"цивилизације, где су гладни огровски разбојници стална претња путницима и "
"караванима. Иако огрови нису посебно оштроумни нити брзи, због своје "
"жилавости и физичке снаге радо су виђени у војскама других раса. Посебно их "
"цене безобзирнији заповедници којима не смета огровска суровост. Мало се зна "
"о биологији и друштвеним односима огрова, ако се уопште може рећи да их "
"имају, али се прича да нападају заједно са вуковима и другим зверима. Да ли "
"је то знак сарадње, припитомљавања или просто обостраног опортунизма, није "
"познато."
#. [race]: id=orc
#: data/core/units.cfg:331
msgid "race^Orc"
msgstr "орк"
#. [race]: id=orc
#: data/core/units.cfg:332
msgid "race+female^Orc"
msgstr "оркиња"
#. [race]: id=orc
#: data/core/units.cfg:333
msgid "race^Orcs"
msgstr "оркови"
#. [race]: id=orc
#: data/core/units.cfg:334
#, 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"
#| "<header>text='Society'</header>\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 "
#| "its 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 ones 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"
"<header>text='Society'</header>\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 "
"its 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 ones 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 ""
"Оркови су пола налик људима, пола звјерима. Виши су, кршнији и снажнији од "
"људи, а по нарави ратоборни, дивљи и окрутни. Крв им је тамнија и гушћа од "
"човјекове, и нимало се не осврћу на личну хигијену или појаву. Иако су "
"насилни и једни према другима, чопорски су настројени; један орк никада не "
"путује сâм нити бивствује у дружинама мањим од по десетка.\n"
"\n"
"<header>text='Друштво'</header>\n"
"Готово је сваки орк члан неког племена или клана. Односи међу сусједним "
"племенима обично су насилни, осим када им заједнички непријатељ запријети "
"опстанку или им велико харање на видику надјача међусобне нетрпељивости. "
"Повремено, догоди се да поједини снажни поглавица успостави власт и поведе "
"више племена, обично застрашивањем сљедбеника. У вријеме мира, орковско је "
"племе усредсређено поглавито на сопствено јачање у ишчекивању наредног "
"оружаног сукоба. Познато је да оркови посједују грубу писменост — обично "
"крвљу биљеженом — иако се највећма користи за размјену увреда и пријетњи "
"међу племенским вођима.\n"
"\n"
"Орковско друштво заснива се на мало чему до снаге; јачи је у праву, и вођ "
"води и опстаје само док му нико не може приграбити положај. Непрекидна борба "
"за власт кључа међу изгледним племенским главама. Ријеткост је орковски вођ "
"који поживи више од неколико година уживајући у својој потпуној власти, "
"прије него га други посијече у борби за исто мјесто — мада историја биљежи "
"истакнуте изузетке. Оркови немају посебног кôда части, и док се неоспоривој "
"сировој снази обично даје предност у испољавању моћи, атентати, тровања и "
"удари с леђа потпуно су очекивани начини за постизање циљева.\n"
"\n"
"Уобичајена станишта орковима су подручја у удолинама или планинским "
"областима, а понекад пећине. Не гаје усјеве нити држе стоку, али су способни "
"ловци, захваљујући физичком стасу и окрутности. Усљед своје многобројности, "
"умију за кратко вријеме изловити подручје готово ненасељено било чим већим "
"од глодарâ. Заслугом тога и нестабилности вођства, орковска племена теже "
"полуномадском начину живота, никад се не задржавајући предуго на истом "
"огњишту. Виђена су већа племена која се током година чврсто укоријене на "
"неком подручју, те подигну велике таборе скоро налик градовима, али се чак и "
"таква лако разобличе и напусте чим наиђе потреба за премијештање хорде.\n"
"\n"
"Најстарији познати оркови доживјели су 50 до 60 љета, али тек шачица "
"појединаца дочека преко двије или три деценије пре сусрета са судбином, или "
"у рату или од руке неког од својих сународника. Стари оркови су обично "
"шамани, као можда једини на које њихови сународници гледају са повјерењем и "
"без непријатељства. Извори оваквог обичаја нису познати, како шамани мало "
"непосредно доприносе орковском друштву, већ дјелују као саветници — што "
"оркови немају обичај да трпе. Шамани су у многом погледу супротност другим "
"орковима: често су физички сасушени и крхки у поређењу, и недостаје им "
"вјештине за бој. Без обзира на окренутост сировој снази, не рађају се баш "
"сви оркови обдарени њоме. Немало их се изроди мањих и слабијих, и већ као "
"новорођенчад снажнији сродници поставе их на њихово мјесто. Јачи ће без "
"освртања грабити већи дио хране и тако још јачати, за разлику од слабијих. "
"Многи овакви појединци усавршавају друге вјештине, као што су стрељаштво или "
"убијање из потаје."
#. [race]: id=orc
#: data/core/units.cfg:345
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:354
msgid "race^Troll"
msgstr "трол"
#. [race]: id=troll
#: data/core/units.cfg:355
msgid "race+female^Troll"
msgstr "тролкиња"
#. [race]: id=troll
#: data/core/units.cfg:356
msgid "race^Trolls"
msgstr "тролови"
#. [race]: id=troll
#: data/core/units.cfg:357
#, 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"
#| "<header>text='Geography'</header>\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 orcish "
"successes in persuading trolls to join their armies. Because they are rather "
"simple and do not understand the ways of other races or sometimes cannot "
"even tell them apart, it is usually easy for an orcish band to convince a "
"group of trolls that by joining them they get to exact revenge on those that "
"have before hunted them. These new recruits are then directed to attack "
"whoever the orcs themselves are currently in conflict with, whether "
"previously a foe of the trolls or not, accumulating even more enemies for "
"the misled trolls. The most common enemy of trolls are dwarves, and the "
"animosity between these two races is ancient.\n"
"\n"
"<header>text='Geography'</header>\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 ""
"Тролови су прастара створења, од најстаријих раса за које се зна да су "
"насељавале Велики континент. Велики, троми и простодушни, проводе изразито "
"дуге животе унутар дубоких пећина или поврх високих планина. Јединствена "
"особина тролова јесте унутрашња животност која их одржава и заљечује "
"повреде. То их нагони бивствовању сасвим другачијем од готово било којег "
"другог знаног бића. Стварне потребе су им малобројне, тек мало хране и воде, "
"те немају других делатних побуда заштите од према њима непријатељски "
"настројених. Из овога слиједи да се ријетко брину око било чега, проводећи "
"већи дио дана у спавању и разматрању. Тролови су на чудан начин наклоњени "
"природи — не тичу их се, као вилењака, живе твари, већ тло и стијење. Такође "
"испољавају знатижељу према свом окружењу, да многи млађи штенци уживају "
"путујући и разгледајући свијета. Како старе, тролови постају све безвољнији, "
"постепено губећи занимање за свијет што их окружује и проводећи све више "
"времена дријемајући у тихом, познатом кутку своје домаће пећине. И тако све "
"док тихо не згасну, док им се сама тијела полако претварају у беживотне "
"камене кипове.\n"
"\n"
"Многи на тролове гледају као на тек нешто више од још једне расе дивљих "
"немани. Ову уобичајену заблуду делом подстичу оркови како би нагнали тролове "
"да се придруже њиховим војскама. Како су тролови сразмијерно наивни и не "
"разумеју путеве других раса, да их понекад чак не умију ни разликовати, "
"орковској је дружини обично лако убиједити скупину тролова да ће, "
"придруживши им се, моћи да се освете онима који их раније ловише. Тако "
"стечени саборци затим се упућују у напад на било кога тренутно "
"супротстављеног самим орковима, било да су заиста непријатељи и троловима "
"или не, тако накупљајући још више непријатеља завараним троловима. Најчешћи "
"супарник троловима су патуљци, двије расе међу којима влада древна мржња.\n"
"\n"
"<header>text='Распрострањеност'</header>\n"
"Тролови пребиваше у планинама Великог континента дуже од патуљака који ту "
"пристигоше. Уобичајен су призор на планинским венцима сјеверно и источно од "
"Веснота, и куда год се крећу орковске хорде."
#. [race]: id=undead
#: data/core/units.cfg:377
msgid "race^Undead"
msgstr "немртав"
#. [race]: id=undead
#: data/core/units.cfg:378
msgid "race+female^Undead"
msgstr "немртва"
#. [race]: id=undead
#: data/core/units.cfg:379
msgid "race+plural^Undead"
msgstr "немртви"
#. [race]: id=undead
#: data/core/units.cfg:380
#, fuzzy
#| msgid ""
#| "Undead are not really a single race of creatures, although often treated "
#| "as such. Almost any dead creature can, by a sufficiently skilled "
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
#| "most part unnatural but mindless constructs, obeying whoever created them "
#| "without question nor thought. A greater mystery of necromancy is in how "
#| "constructs are sustained without continuous effort from the necromancer. "
#| "An undead creature does not require the constant attention of the "
#| "necromancer to command and sustain, but can work autonomously according "
#| "to the commands of its master. Only rarely, perhaps once every few "
#| "months, does the necromancer need to maintain his creation.\n"
#| "\n"
#| "Necromancy is almost solely limited to humans. Even the legends of "
#| "magically apt races like elves and 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"
#| "<header>text='Geography'</header>\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 merfolk tell of very few of their kind who have "
"ever delved in the dark arts. It is surmised that necromantic magic requires "
"great adaptability and a flexible mind, extremes of which are most commonly "
"found in humans. The ultimate goal of most necromancers is to turn the same "
"art of preserving and imbuing life upon themselves, to alter themselves at "
"whatever cost, to ultimately escape death by preserving their own mind and "
"spirit.\n"
"\n"
"<header>text='Geography'</header>\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 ""
"Немртви нису збиља јединствена раса, али су створења често држана за таква. "
"Довољно извјештен некромант може повратити и подићи у несмрт готово свако "
"мртво створење. Немртви су претежно противприродне али бесловјесне "
"творевине, штујући без питања и промисли онога који их је створио. Велика је "
"тајна некромантије како се ове творевине могу одржавати без трајног напора "
"некроманата. За одржавање и командовање немртвим створењем некроманту није "
"неопходна непрекидна посвећеност, већ она могу самостално извршавати вољу "
"свога господара. Тек повремено, можда једном у неколико мјесеци, некромант "
"мора да поради на својој творевини.\n"
"\n"
"Некромантија је безмало потпуно у власти људи. Чак и предања о магији вичним "
"расама попут вилењака или морејаца, ријетко зборе о некима од њихове сорте "
"што се бавише мрачним занатом. Нагађа се да некромантска магија захтијева "
"знатну прилагодљивост и виспреност ума, до крајњости које се најчешће налазе "
"у људи. Коначни је наум већине некроманата окретање исте те вјештине "
"очувавања и прожимања животом к њима самима, измијенивши се без обзира на "
"цијену, бјежећи смрти одржавањем сопственог ума и духа.\n"
"\n"
"<header>text='Распрострањеност'</header>\n"
"Док немртви господари пристигоше на Велики континент у знатном броју тек на "
"трагу Халдрика I, није да се о њима и прије тога није понешто чуло међу "
"вилењацима и патуљцима."
#. [race]: id=wolf
#: data/core/units.cfg:393
msgid "race^Wolf"
msgstr "вук"
#. [race]: id=wolf
#: data/core/units.cfg:394
msgid "race+female^Wolf"
msgstr "вучица"
#. [race]: id=wolf
#: data/core/units.cfg:395
msgid "race^Wolves"
msgstr "вукови"
#. [race]: id=wolf
#: data/core/units.cfg:396
msgid ""
"Wolves are predatory canines encountered frequently in the wilderness. "
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
"civilians and untrained soldiers with ease, but it is their tendency to "
"travel in packs and attack in an organized manner that makes them "
"particularly fearsome to travelers. They tend to stay away from "
"civilization, though, only occasionally venturing close to prey upon "
"livestock."
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:405
msgid "race^Wose"
msgstr "ивер"
#. [race]: id=wose
#: data/core/units.cfg:406
msgid "race^Woses"
msgstr "ивери"
#. [race]: id=wose
#: data/core/units.cfg:407
msgid ""
"The mighty wose resides within the deepest forests of the known world. To "
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
"yet noble, tree. As guardians of the forest, the woses share a connection to "
"the woodlands deeper than even the elves. While the woses are a peaceful "
"race, disturbance of the ancient forests, which they tend, will incite the "
"wrath of nature itself. Woses are slow moving creatures that may spend "
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
"\n"
"Although they practice no magic of their own, the woses share a deep "
"connection to faerie. What little is known of this ancient race comes from "
"elvish scholars who believe that this mystical power, which the mightiest "
"elves have dedicated their lives to master, is inherent to the wose. Though "
"woses resemble them, they share no ancestry with trees. Woses are believed "
"to be some of the oldest creatures in the world, perhaps even more ancient "
"than the forests in which they dwell, and it is thought that the power of "
"faerie has given these beings the eternal task of serving as wardens of the "
"forest.\n"
"\n"
"Woses are not warlike in the least and are ill-accustomed to combat. They "
"will however respond with indiscriminate violence in defense of their "
"forested territory. Woses are slow moving and are vulnerable away from the "
"woodlands. Due to their close connection with faerie, woses are particularly "
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
"physical assault has left it grievously vulnerable to flame. Their thick "
"bark and ability to harness the power of faerie to regenerate quickly when "
"injured allows the wose to survive an enemy onslaught long enough to respond "
"with a crushing might belied by its peaceful, plodding nature. Within its "
"forest home, the wose can disappear amongst the trees and ambush even the "
"best-trained elvish scout.\n"
"\n"
"The life span of the wose is unknown, although the most ancient members of "
"this race have lived many hundreds of years and have grown to massive "
"heights. It is thought that unless a wose falls in battle, it will find no "
"natural end. Content to pass the centuries standing like a sentry, "
"uninterested in the goings-on of the civilized world, the wose will stir "
"only to march to the defense of the natural world and the forests it calls "
"home."
msgstr ""
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr "+1 макс. УП"
#: src/help/help.cpp:181
msgid "Close"
msgstr "Затвори"
#: src/help/help.cpp:184
msgid "The Battle for Wesnoth Help"
msgstr "Помоћ „Боја за Веснот“"
#: src/help/help.cpp:241
msgid "Parse error when parsing help text: "
msgstr "Грешка при рашчлањивању текста помоћи: "
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ " option at the title screen.\n"
#~ "\n"
#~ "<header>text='What you get'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Изгледи за погодак'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Pure Map Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Изгледи за погодак'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Scenario Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Изгледи за погодак'</header>"
#, fuzzy
#~| msgid ""
#~| "Berserk:\n"
#~| "Whether used offensively or defensively, this attack presses the "
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~| "have occurred."
#~ msgid ""
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Безглавост:\n"
#~ "Било да се употребљава у нападу или одбрани, борба траје све док једна "
#~ "упетљана јединица не настрада, или прође 30 рунди напада."
#, fuzzy
#~| msgid "firststrike"
#~ msgid "true strike"
#~ msgstr "први удар"
#, 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 champion being attacked."
#~ msgstr ""
#~ "Магичност:\n"
#~ "Напад увијек има 70% изгледа да погоди, без обзира на одбрамбену "
#~ "способност нападнуте јединице."
#~ msgid "race^Mermen"
#~ msgstr "морејци"
#~ msgid "ingame_help_item^Contributors"
#~ msgstr "Доприносиоци"
#, fuzzy
#~| msgid "race^Human"
#~ msgid "race^Khalifate Human"
#~ msgstr "човјек"
#, fuzzy
#~| msgid "race+female^Human"
#~ msgid "race+female^Khalifate Human"
#~ msgstr "човјек"
#, fuzzy
#~| msgid "race+plural^Mechanical"
#~ msgid "race+plural^Khalifate"
#~ msgstr "машине"
#~ msgid "female^nightstalk"
#~ msgstr "вребање"
#, 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 doesnt 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 doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Куга:\n"
#~ "Када јединица настрада под нападом куге, бива замијењена истовјетном "
#~ "јединицом али на страни оне која је бацила кугу. Не ради на немртвима или "
#~ "јединицама у селу."
#~ msgid "Intelligent"
#~ msgstr "оштроумност"
#~ msgid "Quick"
#~ msgstr "хитрост"
#~ msgid "Resilient"
#~ msgstr "жилавост"
#~ msgid "Strong"
#~ msgstr "кршност"
#~ msgid "Fearless"
#~ msgstr "неустрашивост"
#~ msgid "Feral"
#~ msgstr "неукроћеност"
#~ msgid "Loyal"
#~ msgstr "оданост"
#~ msgid "trait^Undead"
#~ msgstr "немртвост"
#~ msgid "trait^Mechanical"
#~ msgstr "механичност"
#~ msgid "trait^Elemental"
#~ msgstr "елементарност"
#~ msgid "Dextrous"
#~ msgstr "спретност"
#~ msgid "Healthy"
#~ msgstr "здравље"
#~ msgid "Dim"
#~ msgstr "приглупост"
#~ msgid "Slow"
#~ msgstr "тромост"
#~ msgid "Weak"
#~ msgstr "крхкост"
#~ msgid "trait^Aged"
#~ msgstr "старост"
#, fuzzy
#~| msgid ""
#~| "In combat, your units will inevitably take damage. When a unit "
#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, 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 "
#~ "<ref>dst='advancement' text='advances'</ref>, 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 ""
#~ "Ваше јединице ће неизбјежно трпјети оштећења у борби. Када јединица "
#~ "<ref>dst='experience_and_advancement' text='испредњачи'</ref>, биће "
#~ "потпуно излијечена. До овога може доћи кад год заврши борбу са "
#~ "противником, без обзира да ли је ваш потез или не. Веснот пружа и "
#~ "неколико других могућности за лијечење, које се све одигравају на почетку "
#~ "вашег потеза, прије него што преузмете команду."
#~ msgid "Factions"
#~ msgstr "Фракције"
#~ msgid "Overview"
#~ msgstr "Преглед"
#~ msgid "Fundamentals of Gameplay"
#~ msgstr "Темељи извођења"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, its best to click the <bold>text='Tutorial'</bold> 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 "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "За почетак, најбоље је да кликнете на дугме <italic>text='Подучавање'</"
#~ "italic> у главном менију. То ће вас одвести у интерактивно подучавање, "
#~ "гдје ћете бити научени основама Веснота. Потом, препоручујемо да прво "
#~ "одиграте поход „Наслиједник престола“ — кликните на <italic>text='Поход'</"
#~ "italic>, па <italic>text='Наслиједник престола'</italic>. Како "
#~ "<italic>text='Бој за Веснот'</italic> може бити врло изазован, можете се "
#~ "одлучити да почнете од <italic>text='лаког'</italic>."
#~ msgid ""
#~ "These pages outline all you need to know to play <italic>text='Battle for "
#~ "Wesnoth'</italic>. 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 ""
#~ "Ове странице пружају осврт на све што је непходно да знате да бисте "
#~ "заиграли <italic>text='Бој за Веснот'</italic> — начин играња и основну "
#~ "механику која погони игру. Док будете играли, странице ће бити допуњаване "
#~ "подацима који ће представљати нове углове игре на које будете наилазили. "
#~ "Зажелите ли детаљније информације о посебним околностима и изузецима, "
#~ "можете испратити убачене везе."
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Campaigns'</italic> 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"
#~ "<italic>text='Походи'</italic> се састоје од више сценарија који се "
#~ "настављају један на други, плетући своју причу. У походима често морате "
#~ "играти опрезније, чувајући своје најбоље снаге како бисте их могли "
#~ "употријебити у наступајућим сценаријима."
#~ msgid ""
#~ "The game takes place over a series of battles, called "
#~ "<italic>text='scenarios'</italic>. 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 ""
#~ "Игра се протеже преко низа битака, које се називају "
#~ "<italic>text='сценаријима'</italic>. Сваки сценарио судара ваше снаге са "
#~ "снагама једног или више супарника. Можете играти против рачунара, или "
#~ "пријатељâ који се по потезима смјењују испред рачунара (тзв. усијана "
#~ "игра). Ако вам је рачунар повезан у мрежи, можете такође играти са "
#~ "другима повезаним у исту ту мрежу. Ако имате везу са Интернетом, можете "
#~ "играти са људима широм свијета."
#~ msgid "Experience and Advancement"
#~ msgstr "Искуство и напредовање"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Healthy'</italic> 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"
#~ "Јединице истакнутог <italic>text='здравља'</italic> имају 1 УП плус 1 УП "
#~ "по нивоу више него обичне, и зацјељују уобичајена 2 УП после сваког "
#~ "потеза у коме се нису бориле. Такође трпе за четврт мање штете од отрова."
#~ msgid "Help"
#~ msgstr "Помоћ"
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='Јединице с овим посебним нападом'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='Јединице с овом способношћу'</header>"
#~ msgid "Leaders:"
#~ msgstr "вођ:"
#~ msgid "Recruits:"
#~ msgstr "регрути:"
#~ msgid "Era:"
#~ msgstr "епоха:"
#~ msgid "Factions:"
#~ msgstr "фракције:"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Фракције се користе само у вишеигрању"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "терен"
#~ msgid "level"
#~ msgstr "ниво"
#~ msgid "Advances from: "
#~ msgstr "напредује из: "
#, fuzzy
#~| msgid "Factions:"
#~ msgid "Variations: "
#~ msgstr "фракције:"
#~ msgid "race^Miscellaneous"
#~ msgstr "разни"
#~ msgid "Race: "
#~ msgstr "раса: "
#~ msgid "Abilities: "
#~ msgstr "способности: "
# well-spelled: спос
#~ msgid "Ability Upgrades: "
#~ msgstr "доградње спос.: "
#~ msgid "HP: "
#~ msgstr "УП: "
#~ msgid "Moves: "
#~ msgstr "кретање: "
#~ msgid "Cost: "
#~ msgstr "кошта: "
#~ msgid "Alignment: "
#~ msgstr "поредак: "
#~ msgid "Required XP: "
#~ msgstr "тражи ИП: "
# >> Title to table of attacks.
#~ msgid "unit help^Attacks"
#~ msgstr "Напади"
#~ msgid "unit help^Name"
#~ msgstr "назив"
#~ msgid "Type"
#~ msgstr "тип"
#~ msgid "Strikes"
#~ msgstr "удари"
#~ msgid "Range"
#~ msgstr "домет"
#~ msgid "Special"
#~ msgstr "посебно"
# >> Title to table of resistances.
#~ msgid "Resistances"
#~ msgstr "Отпорности"
#~ msgid "Attack Type"
#~ msgstr "тип напада"
#~ msgid "Resistance"
#~ msgstr "отпорност"
#~ msgid "Terrain"
#~ msgstr "терен"
#~ msgid "Defense"
#~ msgstr "одбрана"
#~ msgid "Movement Cost"
#~ msgstr "трошак кретања"
#~ msgid " < Back"
#~ msgstr " < Назад"
#~ msgid "Forward >"
#~ msgstr "Напријед >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Упут на непознату тему: "
#~ msgid "corrupted original file"
#~ msgstr "искварена изворна датотека"
#~ msgid "Caste"
#~ msgstr "каста"
#~ msgid ""
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
#~ "text='Drake Fighter'</ref>."
#~ msgstr ""
#~ "Један од појавних облика змагова: може постати или <ref>dst='unit_Drake "
#~ "Clasher' text='сударач'</ref> или <ref>dst='unit_Drake Fighter' "
#~ "text='борац'</ref>."
#~ msgid "Aerie"
#~ msgstr "аеријум"
#~ msgid ""
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
#~ "text='breeding pens'</ref>."
#~ msgstr ""
#~ "Врло велика грађевина налик на замак, која је дом <ref>dst='flight' "
#~ "text='лету'</ref>. Садржи <ref>dst='breeding_pen' text='плоднике'</ref>."
#~ msgid "Breeding Pen"
#~ msgstr "плодник"
#~ msgid ""
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
#~ "<ref>dst='dominant' text='Dominant'</ref>s eye."
#~ msgstr ""
#~ "Одељак <ref>dst='aerie' text='аеријума'</ref> у којем бесловесне "
#~ "<ref>dst='breeder' text='расплоднице'</ref> бивствују под оком "
#~ "<ref>dst='dominant' text='надмоћника'</ref>."
#~ msgid "Breeding Cycle"
#~ msgstr "расплодни циклус"
#~ msgid ""
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
#~ "the next."
#~ msgstr ""
#~ "Време које прође између два полагања <ref>dst=egg text='јаја'</ref>."
#~ msgid "World Ocean"
#~ msgstr "Светски океан"
#~ msgid ""
#~ "The World Ocean is the name of the open seas that surround the "
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
#~ "deadly waterfall."
#~ msgstr ""
#~ "Светски океан је назив отвореног мора које окружује архипелаг "
#~ "<ref>dst='morogor' text='Морогор'</ref>. Змагови верују да се окончава "
#~ "<ref>dst='abyss' text='Безданом'</ref>, неизмерним и смртоносним "
#~ "водопадом."
#~ msgid "New Continent"
#~ msgstr "Нови континент"
#~ msgid ""
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
#~ msgstr ""
#~ "Велики континент источно од <ref>dst='morogor' text='Морогора'</ref>. За "
#~ "његово постојање змагови нису знали пре Галуновог лета."
#~ msgid "Abyss"
#~ msgstr "Бездан"
#~ msgid ""
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
#~ "ocean falls off the world-disc."
#~ msgstr ""
#~ "У змашкој космологији, неизмеран и смртоносан водопад преко којег океан "
#~ "пада са света-диска."
#~ msgid "Spiral Path"
#~ msgstr "Спирални пут"
#~ msgid ""
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
#~ "Path'</ref>"
#~ msgstr ""
#~ "Квазитајна организација у змагова, посвећена избегавању малтузијанског "
#~ "коначног рата. Види: <ref>dst='straight_path' text='прави пут'</ref>."
#~ msgid "Straight Path"
#~ msgstr "прави пут"
#~ msgid ""
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
#~ "Path'</ref>."
#~ msgstr ""
#~ "Змашка традиција непрекидног ширења и освајања. Овај израз обично користе "
#~ "чланови <ref>dst='spiral_path' text='Спиралног пута'</ref>."
#~ msgid "Dominant"
#~ msgstr "надмоћник"
#~ msgid ""
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
#~ "privileges on others."
#~ msgstr ""
#~ "<ref>dst='aspirant' text='Стремилац'</ref> који изађе као вођа змагова, "
#~ "једини је змаг у племену коме је дозвољено да се пари са "
#~ "<ref>dst='breeder' text='расплодницама'</ref>. Ретко, он може дати право "
#~ "размножавања и другима."
#~ msgid "Vulcaniad"
#~ msgstr "вулканада"
#~ msgid ""
#~ "The (irregular) period between consecutive eruptions of "
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
#~ msgstr ""
#~ "Период, не сасвим уједначен, између узастопних ерупција "
#~ "<ref>dst='mount_morogor' text='Морогорника'</ref>. На њему се заснива "
#~ "<ref>dst='long_count' text='дугобројни'</ref> календар."
#~ msgid "Recorder"
#~ msgstr "бележник"
#~ msgid ""
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
#~ "they recruit their members from all of the other castes."
#~ msgstr ""
#~ "Бележник је змашки чувар свитака који је овладао "
#~ "<ref>dst='drakish_script' text='змашким писмом'</ref>. Бележници су "
#~ "једина змашка <ref>dst='caste' text='каста'</ref> која није биолошки "
#~ "одређена: њихови чланови стижу из свих осталих каста."
#~ msgid "Laying"
#~ msgstr "полагање"
#~ msgid ""
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
#~ msgstr "Део <ref>dst='breeding_cycle' text='расплодног циклуса'</ref>."
#~ msgid "Hatching"
#~ msgstr "излегање"
#~ msgid "Hatchling"
#~ msgstr "излешче"
# >? No sense.
#~ msgid ""
#~ "A young drake that has not yet seen another generation hatch. The younger "
#~ "of the current generation of hatchlings are the most aggressive is the "
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
#~ msgstr ""
#~ "Млади змаг који још није доживео излегање наредног покољења. Млађи у "
#~ "тренутном покољењу излешчади понашају се најнасртљивије унутар "
#~ "<ref>dst='flight' text='лета'</ref>."
#~ msgid "Fledgling"
#~ msgstr "ројеник"
#~ msgid ""
#~ "A young drake that has seen another generation hatch. If the "
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
#~ msgstr ""
#~ "Млади змаг који је доживео излегање наредног покољења. Ако "
#~ "<ref>dst='flight' text='лет'</ref> може да приушти губитак једног "
#~ "покољења, започиње <ref>dst='swarming' text='ројење'</ref>."
#~ msgid "Breeder"
#~ msgstr "расплодница"
#~ msgid ""
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
#~ "that become breeders have to be handled with extra care. The number of "
#~ "breeders is also limited by the amounts of non-breeders around, since "
#~ "breeders can't take care of their food for themselves when laying. Drake "
#~ "breeders become fertile after the next <ref>dst='hatching' "
#~ "text='hatching'</ref>."
#~ msgstr ""
#~ "Женка змага. Женке су ретке, пошто се <ref>dst='egg' text='јајима'</ref> "
#~ "из којих постају расплоднице мора посветити посебна брига. Број "
#~ "расплодница такође је ограничен бројем других змагова, пошто расплоднице "
#~ "не могу саме да се старају о исхрани током полагања. Змашке расплоднице "
#~ "постају плодне по наредном <ref>dst='hatching' text='излегању'</ref>."
#~ msgid "Egg, Drake"
#~ msgstr "јаје (змашко)"
#~ msgid ""
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
#~ "laid and to some extent the ambient temperature."
#~ msgstr ""
#~ "<ref>dst=caste text='Касту'</ref> којој ће <ref>dst='hatchling' "
#~ "text='излешче'</ref> припадати одређује тренутак полагања и, донекле, "
#~ "температура околине."
#~ msgid "Flight"
#~ msgstr "лет"
#~ msgid ""
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
#~ "text='Dominant'</ref>, who confers mating privileges."
#~ msgstr ""
#~ "Змашко племе, које живи у <ref>dst='aerie' text='аеријуму'</ref> и "
#~ "управља ловним забраном. Свако племе има једног <ref>dst='dominant' "
#~ "text='надмоћника'</ref>, који додељује право на парање."
#~ msgid "Aspirant"
#~ msgstr "стремилац"
#~ msgid ""
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
#~ "secretion of the hormone is caused by hunt and combat actions in which "
#~ "the drake is involved."
#~ msgstr ""
#~ "Мушки змаг који је прошао кроз хормонални преображај, чинећи га способним "
#~ "за парење са <ref>dst='breeder' text='расплодницама'</ref>. Лучење тог "
#~ "хормона изазивају лов и борбена дејства у којима је змаг учествовао."
#~ msgid "Ascendant"
#~ msgstr "успоник"
#~ msgid ""
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
#~ msgstr ""
#~ "Змашки назив за истинског <ref>dst='unit_Fire Dragon' text='змаја'</ref>."
#~ msgid "Intendant"
#~ msgstr "примоћник"
#~ msgid ""
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
#~ "likeliest to be granted mating privileges, especially after a notable "
#~ "service."
#~ msgstr ""
#~ "Један од <ref>dst='aspirant' text='стремилаца'</ref> <ref>dst='dominant' "
#~ "text='надмоћникових'</ref> заменика. Обично надмоћник има по једног из "
#~ "сваке <ref>dst=caste text='касте'</ref> различите од своје. Понекад "
#~ "бивају именовани додатни примоћници за посебне дужности. Примоћници су "
#~ "међу најизгледнијима за добијање права на парење, нарочито после "
#~ "истакнуте службе."
#~ msgid "Swarm"
#~ msgstr "рој"
#~ msgid ""
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
#~ msgstr ""
#~ "<ref>dst='swarmlings' text='Ројеници'</ref> који су напустили "
#~ "<ref>dst='aerie' text='аеријум'</ref> да би засновали нови."
#~ msgid "Swarming"
#~ msgstr "ројење"
#~ msgid ""
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
#~ "<ref>dst='swarm' text='Swarm'</ref>"
#~ msgstr ""
#~ " <ref>dst='flight' text='Лет'</ref> ради заснивања змашког "
#~ "<ref>dst='aerie' text='аеријума'</ref>, који се понавља сваког "
#~ "<ref>dst='breeding_cycle' text='расплодног циклуса'</ref>. Види: "
#~ "<ref>dst='swarm' text='рој'</ref>."
#~ msgid "Runners"
#~ msgstr "тркачи"
#~ msgid "Drakish term for escaped slaves hunted as game."
#~ msgstr "Змашки израз за одбегле робове који се третирају као ловина."
#~ msgid "Mount Morogor"
#~ msgstr "Морогорник"
#~ msgid ""
#~ "Volcanic mountain on the central island of the archipelago "
#~ "<ref>dst='morogor' text='Morogor'</ref>."
#~ msgstr ""
#~ "Вулканска планина на средишњем острву архипелага <ref>dst='morogor' "
#~ "text='Морогор'</ref>."
#~ msgid "Long Count"
#~ msgstr "дугобројац"
#~ msgid ""
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
#~ msgstr ""
#~ "Змашки календар заснован на <ref>dst='vulcaniad' text='вулканади'</ref> и "
#~ "<ref>dst=breeding_cycle text='расплодним циклусима'</ref>."
#~ msgid "Long Pig"
#~ msgstr "дугосвињско"
#~ msgid ""
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
#~ "the same meaning."
#~ msgstr ""
#~ "Јужноморски пиџин за људско месо, који служи као превод змашке речи истог "
#~ "значења."
#~ msgid "Ceramics"
#~ msgstr "керамика"
#~ msgid ""
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
#~ "generate the amount of heat to cure the pieces to full strength."
#~ msgstr ""
#~ "Змагови обрађују метал, али су мајстори у вештини обраде керамике. Само "
#~ "<ref>dst='unit_Drake Burner' text='кремени'</ref> могу произвести довољну "
#~ "топлоту за очвршћивање керамике до пуне отпорности."
#~ msgid "Drakish, script"
#~ msgstr "змашки (писмо)"
#~ msgid ""
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
#~ "text='Recorder'</ref> vocation."
#~ msgstr ""
#~ "Писани језик змагова. Записују га на <ref>dst='ceramic' "
#~ "text='керамичким'</ref> таблицама чланови <ref>dst='recorder' "
#~ "text='бележничке'</ref> професије."
#~ msgid "Drakish, language"
#~ msgstr "змашки (језик)"
#~ msgid "The language spoken by the drakes."
#~ msgstr "Језик којим говоре змагови."
#~ msgid "Flat"
#~ msgstr "равница"
#~ msgid ""
#~ "<italic>text='Grassland'</italic> 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 ""
#~ "<italic>text='Равница'</italic> представља отворене просторе, било "
#~ "обрађене, покошене за испашу, или дивље. Равницом је лако кретати се, али "
#~ "је тешко у њој бранити се. Јединице које се добро носе у равници су "
#~ "обично или коњичке, или врло окретне јединице, којима отворени простори "
#~ "иду на руку.\n"
#~ "\n"
#~ "Већина јединица има одбрану од 30 до 40% у равници."
#~ msgid "Road"
#~ msgstr "друм"
#~ msgid ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Друмови'</italic> су стазе угажене земље, настале "
#~ "преласцима многих путника преко њих. Што се играња тиче, друмови дођу "
#~ "исто што и <ref>dst='terrain_flat' text='равница'</ref>.\n"
#~ "\n"
#~ msgid "Forest"
#~ msgstr "шума"
#~ msgid ""
#~ "<italic>text='Forests'</italic> 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 ""
#~ "<italic>text='Шуме'</italic> представљају било које земљиште са довољно "
#~ "растиња да ограничи покретљивост кроз њих. Иако успоравају скоро свакога, "
#~ "шуме већини јединица пружају и већу заштиту него отворен терен. Коњица, "
#~ "међутим, има толико проблема у кретању, да им је свака користи од "
#~ "прикривености негирана. Вилењаци су изузетак ових општих правила о шуми. "
#~ "Не само да се могу неометано кретати у њој, већ имају и значајну "
#~ "одбрамбену добит. Патуљци су још један изузетак; иако могу да се "
#~ "пробијају кроз шуму без много губитка у брзини, њихова потпуна "
#~ "неупознатост са таквим тереном води малој заштићености у борби.\n"
#~ "\n"
#~ "Већина јединица има 50% заштите у шуми, али је коњица ограничена на 30%. "
#~ "Вилењаци, с друге стране, добијају чак 60 до 70% у одбрани, чак и на "
#~ "коњима. Патуљци обично добијају свега 30%.\n"
#~ "\n"
#~ msgid "Hills"
#~ msgstr "брда"
#~ msgid ""
#~ "<italic>text='Hills'</italic> 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 ""
#~ "<italic>text='Брда'</italic> чини сваки разумно нераван терен, са довољно "
#~ "удолина и узвишица да пружи некакву заштиту. Већини јединица је тешко "
#~ "кретати се брдима. Патуљци, тролови и оркови су довољно упознати са "
#~ "оваквим тереном, да им кретање не буде отежано. Коњица има озбиљних "
#~ "проблема, који негирају могуће користи у одбрани.\n"
#~ "\n"
#~ "Већина јединица има око 50% заштите у брдима, док је коњица ограничена на "
#~ "40%. Патуљци уживају чак 60% заштите у брдима.\n"
#~ "\n"
#~ msgid "Mountains"
#~ msgstr "планине"
#~ msgid ""
#~ "<italic>text='Mountains'</italic> 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 ""
#~ "<italic>text='Планине'</italic> су довољно стрме да јединице често морају "
#~ "да се веру преко препрека да би се кретале. Стога, планине пружају "
#~ "приличну заштиту већини јединица, али их такође и озбиљно ограничавају у "
#~ "кретању. Већина коњичких јединица једноставно не може ићи планинским "
#~ "тереном; изузетак томе је вилењачка коњица, као гоблински вукоседлаши. "
#~ "Планине су и патуљцима и троловима домаћи терен, те се они врло лако "
#~ "сналазе по њима.\n"
#~ "\n"
#~ "Већина јединица има око 60% заштите у планини, а патуљци уживају 70%."
#~ msgid "Swamp"
#~ msgstr "мочвара"
#~ msgid ""
#~ "<italic>text='Swamps'</italic> 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 ""
#~ "<italic>text='Мочвару'</italic> чине све врсте клизног земљишта. Мочваре "
#~ "успоравају скоро сваког, а и сметају одбрани. Изузетак томе су расе "
#~ "вјеште у кретању водом, које имају и пуну покретљивост и заштиту. Они "
#~ "који пребивају у оваквим крајевима, такође су умјешни у коришћењу "
#~ "мочварног терена за скривање.\n"
#~ "\n"
#~ "Већина јединица мора се помирити са 30% заштите у мочварама. Насупрот "
#~ "њима, морејци, нагајци и сауријанци уживају чак 60%."
#~ msgid "Shallow Water"
#~ msgstr "плитка вода"
#~ msgid ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a mans 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 ""
#~ "<italic>text='Плитка вода'</italic> представља водене појасеве који "
#~ "досежу отприлике до људског струка. То је већ довољно да успори скоро "
#~ "свакога и остави их незаштићене при нападу. Патуљцима то посебно тешко "
#~ "пада, пошто им вода досеже скоро до глава. Изузетак су расе природно "
#~ "прилагођене пливању, које стога имају пуну покретљивост и значајну добит "
#~ "у одбрани.\n"
#~ "\n"
#~ "Већина јединица трпи свега 20 до 30% заштите у плиткој води, док нагајци "
#~ "и морејци уживају 60%"
#~ msgid "Deep Water"
#~ msgstr "дубока вода"
#~ msgid ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a mans 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 ""
#~ "<italic>text='Дубока вода'</italic> представља све појасеве довољно "
#~ "дубоке да пређу човјеку преко главе. Већина јединица не може ући у дубоку "
#~ "воду; она је погодна онима који или лете, или су одлични пливачи.\n"
#~ "\n"
#~ "И морејци и нагајци имају 50% заштите у дубокој води, уз пуну "
#~ "покретљивост."
#~ msgid "Frozen"
#~ msgstr "клизавица"
#~ msgid ""
#~ "<italic>text='Frozen'</italic> 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 ""
#~ "<italic>text='Клизави'</italic> терен означава сваку равничарску област "
#~ "која је прекривена снијегом или ледом. Успорава већину јединица, и "
#~ "отежава им одбрану. Имајте у виду да пливачке јединице, чак и оне што "
#~ "могу да дишу под водом, не могу пливати под ледом.\n"
#~ "\n"
#~ "Већина јединица има 20 до 40% заштите на клизавици."
#~ msgid "Castle"
#~ msgstr "замак"
#~ msgid ""
#~ "<italic>text='Castles'</italic> 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 ""
#~ "<italic>text='Замкови'</italic> означавају сва трајна утврђења. Скоро све "
#~ "јединице добијају значајну заштиту док се налазе у замку, а већина добија "
#~ "и пуну покретљивост. Постављање јединица у замку одражава његову "
#~ "одбрамбену намјену; ако је неко поље замка празно, непријатељ може просто "
#~ "ући на њега и тако уживати исту одбрану као и било ко други у замку.\n"
#~ "\n"
#~ "Већина јединица добија око 60% заштите у замку.\n"
#~ "\n"
#~ msgid "Sand"
#~ msgstr "пијесак"
#~ msgid ""
#~ "The instability of <italic>text='sand'</italic> 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 ""
#~ "Непостојаност <italic>text='пијеска'</italic> чини га већини јединица "
#~ "тежим за прелазак, и оставља их отвореним за нападе. Насупрот томе, "
#~ "широка стопала и змијолика тела рептилских раса знатно олакшавају кретање "
#~ "пијеском.\n"
#~ "\n"
#~ "Већина јединица добије 20 до 40% заштите у пијеску."
#~ msgid "Desert"
#~ msgstr "пустиња"
#~ msgid ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "<italic>text='Пустиње'</italic> су понешто различитог састава од малих "
#~ "пјешчаних јама или плажа, али су у оквиру игре истовјетне. Види "
#~ "<ref>dst='terrain_sand' text='пијесак'</ref>."
#~ msgid "Cave"
#~ msgstr "пећина"
#~ msgid ""
#~ "<italic>text='Cave'</italic> 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 <ref>dst='terrain_illuminated_cave' "
#~ "text='illuminated'</ref>.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
#~ msgstr ""
#~ "У <italic>text='пећински'</italic> терен спадају сва подземна окна са "
#~ "довољно простора да се кроз њих креће. Већини јединица то је потпуно "
#~ "непознат терен, и стога су и успорене и рањиве у одбрани. Патуљци и "
#~ "тролови, којима су насупрот томе домови у пећинама, лако се крећу њима. "
#~ "Посебно уживају патуљци, који врлином свог ниског раста могу заобилазити "
#~ "препреке несавладиве другим расама. Повремено су пећине "
#~ "<ref>dst='terrain_illuminated_cave' text='обасјане'</ref>.\n"
#~ "\n"
#~ "Већина јединица добија 20 до 40% заштите у пећинама, док патуљци имају "
#~ "50%."
#~ msgid "Rockbound Cave"
#~ msgstr "стјеновита пећина"
#~ msgid ""
#~ "<italic>text='Rockbound cave'</italic> 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 "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\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 ""
#~ "<italic>text='Стјеновите пећине'</italic> настају дејством воде и вјетра, "
#~ "који носе ерозивне честице које стружу стијене. Усљед многих назубљења и "
#~ "удубљења, већини јединица је кретање отежано, али се могу добро скривати. "
#~ "Патуљци и тролови, који су главни насељеници пећина, лако се крећу овим "
#~ "тереном. Патуљци посебно, усљед своје мале висине, су у пуној предности у "
#~ "овим пећинама. Повремено су пећине <ref>dst='terrain_illuminated_cave' "
#~ "text='обасјане'</ref>.\n"
#~ "\n"
#~ "Већина јединица има око 50% заштите у стјеновитим пећинама, коњица 40%, а "
#~ "патуљци чак 60%."
#~ msgid "Illuminated Cave"
#~ msgstr "обасјана пећина"
#~ 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 "
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
#~ msgstr ""
#~ "Ријетки предели подземног свијета обасјани су свјетлошћу дана што се "
#~ "пробија кроз пукотине у суморну таму. Ово пружа добит у нападу законитим "
#~ "јединицама, а уклања добит хаотичним. У сваком погледу, обасјана пећина "
#~ "је иста као и обичан <ref>dst='terrain_cave' text='пећински терен'</ref>."
#~ msgid "Mushroom Grove"
#~ msgstr "гљиварски гај"
#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> 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 ""
#~ "<italic>text='Гљиварски гајеви'</italic> су непрегледне подземне шуме "
#~ "огромних печурки, које одлично успијевају у влажној тами. Већини јединица "
#~ "је проблем корачати преко сунђерасте подлоге од мањих печурака, али зато "
#~ "имају обиље заклона иза већих стабљика. Коњичке јединице су, међутим, "
#~ "потпуно упетљане и недостаје им слобода кретања у борби. С обзиром на "
#~ "своју склоност распадању, немртве јединице дјелају сасвим добро у овим "
#~ "гљивичним шумама.\n"
#~ "\n"
#~ "Већина јединица прима 50 до 60% заштите у гљиварским гајевима, али коњица "
#~ "свега 20%."
#~ msgid "Village"
#~ msgstr "село"
#~ msgid ""
#~ "<italic>text='Villages'</italic> 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 ""
#~ "<italic>text='Села'</italic> чине било какве скупине грађевина, људских "
#~ "или других. Скоро све јединице, чак и коњица, немају проблема у кретању "
#~ "кроз села, а већина их добија и предност у одбрани док су у селу. "
#~ "Јединице се у селу могу окријепити и извидати повреде, усљед чега свака "
#~ "јединица добија 8 УП по потезу док се налази у селу; такође, бива "
#~ "исцијељена уколико је отрована.\n"
#~ "\n"
#~ "Већина јединица добија 50 до 60% заштите у селима, а коњица само 40%.\n"
#~ "\n"
#~ msgid "Submerged Village"
#~ msgstr "подводно село"
#~ msgid ""
#~ "<italic>text='Submerged villages'</italic> 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 ""
#~ "<italic>text='Подводна села'</italic> су домови морејцима и нагајцима. "
#~ "Док се водо-бивствујућа створења у њима осјећају као код куће, "
#~ "становницима копна отежано је кретање кроз ова села и њихова одбрана. "
#~ "Међутим, као и било које село, пружају средства за видање свим створењима "
#~ "чије су јединице способне за старање о својим повредама. Јединица која "
#~ "борави у селу извидаће осам ударпоена по потезу, или бити исцијељена од "
#~ "отрова.\n"
#~ "\n"
#~ "Морејци и нагајци уживају 60% одбране у подводним селима, док је за "
#~ "копнене јединице тај постотак обично низак."
#~ msgid "Unwalkable"
#~ msgstr "расцјеп"
#~ msgid ""
#~ "<italic>text='Unwalkable terrain'</italic> 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 ""
#~ "У <italic>text='расцјеп'</italic> се рачуна какав бездан или кланац, онај "
#~ "који се, како му име каже, не може пјешке превалити. Бездани су познати "
#~ "по тектонским зидовима, за које би били потребни дани да се пријеђу. Што "
#~ "се играња тиче, само летачке јединице могу пријећи преко оваквог терена."
#~ msgid "Lava"
#~ msgstr "лава"
#~ msgid ""
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> 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 ""
#~ "Опасности у покушајима савладавања <italic>text='лаве'</italic> очигледне "
#~ "су. Што се кретања тиче, лава спада у <ref>dst='terrain_unwalkable' "
#~ "text='непроходан'</ref> терен, те је могу прећи само јединице које могу "
#~ "да лете повисоко изнад. Растопљена магма такође производи значајно "
#~ "исијавање, освјетљавајући околну област. Ово пружа законитим јединицама "
#~ "предност у нападу, а одузима је хаотичним."
#~ msgid "River Ford"
#~ msgstr "рјечни газ"
#~ 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 ""
#~ "На мјестима гдје је ријека врло плитка, копнене јединице је могу лако "
#~ "прегазити. Сва створења прилагођена пливању имају пуну покретљивост у "
#~ "таквим појасевима ријеке. У погледу извођења, рјечни газ узима се или као "
#~ "равница или као плитка вода, већ према томе које пружа бољу заштиту и "
#~ "покретљивост јединици која стоји на њему."
#~ msgid "Coastal Reef"
#~ msgstr "обалски гребен"
#~ msgid ""
#~ "<italic>text='Coastal reefs'</italic> 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 ""
#~ "<italic>text='Обалски гребени'</italic> су плићаци сачињени од камена, "
#~ "корала и пијеска. Већини копнених јединица пружају бољи ослонац и "
#~ "одбрамбени положај него што је уобичајено за гажење кроз плитку воду, а "
#~ "водо-бивствујућим расама представљају изванредну заштиту.\n"
#~ "\n"
#~ "И морејци и нагајци уживају 70% заштите на обалским гребенима."
#~ msgid "Bridge"
#~ msgstr "мост"
#~ msgid ""
#~ "To those capable of building one, the ability to lay a "
#~ "<italic>text='bridge'</italic> 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 ""
#~ "Онима који су кадри да их граде, <italic>text='мостови'</italic> пружају "
#~ "слободу од хировитих природних водених токова, чији прелази израњају и "
#~ "нестају са скоковима и падовима водостаја. А да се не помиње луксуз сувих "
#~ "стопала, што никако није за занемарити у хладнијим мјесецима године.\n"
#~ "\n"
#~ "Било за копнене или пливачке јединице, мост је најбоље од оба свијета. У "
#~ "оквиру игре, узима се или као равница или као плитка вода, према томе "
#~ "која опција више одговара заштити и кретању јединице на мосту. Имајте у "
#~ "виду да пливајућа и копнена јединица ипак не могу стајати заједно на пољу "
#~ "моста."
#~ msgid "Impassable"
#~ msgstr "непролаз"
#~ 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 ""
#~ "У препреке које ни најупорнији путник не може савладати спадају чврсти "
#~ "камени бедеми и планине тако стрме и високе да су непрекидно овјенчане "
#~ "облацима. Чак се ни летећа створења не могу пробити између назубљених "
#~ "врхова на проријеђеним висинама, нити најсуровији трол развалити збијени "
#~ "зидни камен."
#~ 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 ""
#~ "Безглавост:\n"
#~ "Било да се употребљава у нападу или одбрани, борба траје све док једна "
#~ "упетљана јединица не настрада, или прође 30 рунди напада."
#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Магичност:\n"
#~ "Напад увијек има 70% изгледа да погоди, без обзира на одбрамбену "
#~ "способност нападнуте јединице."
#~ msgid "firststrike"
#~ msgstr "први удар"
#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Први удар:\n"
#~ "Јединица увијек удара прва у борби, чак и када се брани."
#~ msgid ""
#~ "Feeding:\n"
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
#~ "living unit."
#~ msgstr ""
#~ "Храњење:\n"
#~ "Јединици се додаје један ударпоен највећем броју кад год убије живу "
#~ "јединицу."
#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "Нека оружја имају посебне особине које увећавају учинковитост када се "
#~ "њима напада.\n"
#~ "\n"