8697 lines
410 KiB
Text
8697 lines
410 KiB
Text
# #-#-#-#-# wesnoth.cpp.pot (Battle for Wesnoth VERSION) #-#-#-#-#
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# Shavian English translations for Battle for Wesnoth package.
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# Copyright (C) 2009 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth package
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#
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# Contributors:
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# Arc Riley <arcriley@ubuntu.com>
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# Jon Neal <reportingsjr@gmail.com>
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# Thomas Thurman <thomas@thurman.org.uk>
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: en@shaw\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2024-10-28 12:38-0500\n"
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"PO-Revision-Date: 2009-10-11 21:15-0400\n"
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"Last-Translator: Arc Riley <arcriley@ubuntu.com>\n"
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"Language-Team: Shavian English <ubuntu-l10n-en-shaw@lists.launchpad.net>\n"
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"Language: \n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=(n != 1);\n"
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#. [damage_type]: id=arcane_damage
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#: data/campaigns/Eastern_Invasion/utils/abilities.cfg:548
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#: data/core/macros/weapon_specials.cfg:208
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msgid "arcane"
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msgstr ""
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#. [damage_type]: id=arcane_damage
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#: data/campaigns/Eastern_Invasion/utils/abilities.cfg:549
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#: data/core/macros/weapon_specials.cfg:209
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msgid ""
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"This attack combines the arcane type with the type of weapon used so that "
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"resistance to the arcane type does not penalize the user."
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msgstr ""
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#. [damage_type]: id=arcane_damage
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#: data/campaigns/Eastern_Invasion/utils/abilities.cfg:550
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#: data/core/macros/weapon_specials.cfg:210
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msgid ""
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"This unit can use the arcane type when the opponent is particularly "
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"sensitive to it in relation to the weapon on which it is applied."
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msgstr ""
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#. [time]: id=underground
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#. [editor_times]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:501
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#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
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msgid "Underground"
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msgstr "𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛"
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#. [label]
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#. [trait]: id=undead
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183
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#: data/core/macros/traits.cfg:55
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msgid "undead"
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msgstr "𐑳𐑯𐑛𐑧𐑛"
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#. [label]
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#. [chance]
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#. [trait]: id=fearless
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196
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#: data/campaigns/World_Conquest/resources/data/training.cfg:285
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#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
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msgid "fearless"
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msgstr "𐑓𐑽𐑤𐑩𐑕"
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#. [label]
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague({TYPE}), type={TYPE}
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6
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#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48
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#: data/core/macros/weapon_specials.cfg:41
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#: data/core/macros/weapon_specials.cfg:52
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msgid "plague"
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msgstr "𐑐𐑤𐑱𐑜"
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#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
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#. [plague]: id=plague, type=Walking Corpse
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#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7
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#: data/core/macros/weapon_specials.cfg:53
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#, fuzzy
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#| msgid ""
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#| "Plague:\n"
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#| "When a unit is killed by a Plague attack, that unit is replaced with a "
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#| "Walking Corpse on the same side as the unit with the Plague attack. This "
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#| "doesn’t work on Undead or units in villages."
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msgid ""
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"When a unit is killed by a Plague attack, that unit is replaced with a "
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"Walking Corpse on the same side as the unit with the Plague attack. This "
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"doesn’t work on Undead or units in villages."
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msgstr ""
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"𐑐𐑤𐑱𐑜:\n"
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"𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑢𐑷𐑒𐑦𐑙 𐑒𐑹𐑐𐑕 𐑪𐑯 𐑞 "
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"𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟."
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703
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#: data/core/macros/abilities.cfg:130
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msgid "steadfast"
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msgstr "𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑"
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#. [resistance]: id=garak_steadfast
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#. [resistance]: id=steadfast
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704
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#: data/core/macros/abilities.cfg:131
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msgid "female^steadfast"
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msgstr "𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑"
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#. [illuminates]: id=illumination_song_verse
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#. [illuminates]: id=illumination
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344
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#: data/core/macros/abilities.cfg:238
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msgid "female^illuminates"
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msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
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#: data/core/macros/abilities.cfg:9
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msgid "heals +4"
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msgstr "𐑣𐑰𐑤𐑟 +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675
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#: data/core/macros/abilities.cfg:10
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msgid "female^heals +4"
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msgstr "𐑣𐑰𐑤𐑟 +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676
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#, fuzzy
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#| msgid ""
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#| "Heals +4:\n"
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#| "Allows the unit to heal adjacent allied units at the beginning of our "
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#| "turn.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"𐑣𐑰𐑤𐑟 +4:\n"
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"𐑩𐑤𐑬𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑨𐑤𐑲𐑛 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑬𐑼 𐑑𐑻𐑯.\n"
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"\n"
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"𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 4 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 "
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"𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n"
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"𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 "
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"𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼."
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#. [heals]: id=healing
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#. [heals]
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749
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#, fuzzy
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#| msgid " This unit is capable of basic healing."
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msgid "This unit is capable of basic healing and slowing dehydration."
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msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
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#: data/core/macros/abilities.cfg:35
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msgid "heals +8"
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msgstr "𐑣𐑰𐑤𐑟 +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699
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#: data/core/macros/abilities.cfg:36
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msgid "female^heals +8"
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msgstr "𐑣𐑰𐑤𐑟 +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700
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#, fuzzy
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#| msgid ""
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#| "Heals +8:\n"
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"𐑣𐑰𐑤𐑟 +8:\n"
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"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 "
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"𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛.\n"
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"\n"
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"𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 "
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"𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n"
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"𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 "
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"𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
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#, fuzzy
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#| msgid "heals +4"
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msgid "heals +12"
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msgstr "𐑣𐑰𐑤𐑟 +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
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#, fuzzy
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#| msgid "female^heals +4"
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msgid "female^heals +12"
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msgstr "𐑣𐑰𐑤𐑟 +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
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#, fuzzy
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#| msgid ""
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#| "Heals +8:\n"
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
|
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msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 12 HP per turn, or stop "
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"poison from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"𐑣𐑰𐑤𐑟 +8:\n"
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"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 "
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"𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛.\n"
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"\n"
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"𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 "
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"𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n"
|
||
"𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 "
|
||
"𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼."
|
||
|
||
#. [heals]
|
||
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"This unit is capable of healing those around it, slowing dehydration, and "
|
||
"curing them of poison."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑰𐑤𐑦𐑙 𐑞𐑴𐑟 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑, 𐑯 𐑒𐑘𐑫𐑼𐑦𐑙 𐑞𐑧𐑥 𐑝 𐑐𐑶𐑟𐑩𐑯."
|
||
|
||
#. [artifact]
|
||
#. [chance]
|
||
#. [teleport]: id=teleport
|
||
#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699
|
||
#: data/campaigns/World_Conquest/resources/data/training.cfg:785
|
||
#: data/core/macros/abilities.cfg:253
|
||
msgid "teleport"
|
||
msgstr "𐑑𐑧𐑤𐑩𐑐𐑹𐑑"
|
||
|
||
#. [artifact]
|
||
#. [regenerate]: id=regenerates
|
||
#: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54
|
||
#: data/core/macros/abilities.cfg:94
|
||
msgid "regenerates"
|
||
msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕"
|
||
|
||
#. [chance]
|
||
#. [trait]: id=healthy
|
||
#: data/campaigns/World_Conquest/resources/data/training.cfg:257
|
||
#: data/core/macros/traits.cfg:229
|
||
msgid "Always rest heals"
|
||
msgstr "𐑷𐑤𐑢𐑱𐑟 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤𐑟"
|
||
|
||
#. [chance]
|
||
#. [damage]: id=backstab
|
||
#: data/campaigns/World_Conquest/resources/data/training.cfg:438
|
||
#: data/core/macros/weapon_specials.cfg:21
|
||
msgid "backstab"
|
||
msgstr "𐑚𐑨𐑒𐑕𐑑𐑨𐑚"
|
||
|
||
#. [chance]
|
||
#. [dummy]: id=feeding
|
||
#: data/campaigns/World_Conquest/resources/data/training.cfg:500
|
||
#: data/core/macros/abilities.cfg:389
|
||
msgid "feeding"
|
||
msgstr "𐑓𐑰𐑛𐑦𐑙"
|
||
|
||
#. [chance]
|
||
#. [leadership]: id=leadership
|
||
#: data/campaigns/World_Conquest/resources/data/training.cfg:527
|
||
#: data/core/macros/abilities.cfg:199
|
||
msgid "leadership"
|
||
msgstr "𐑤𐑰𐑛𐑼𐑖𐑦𐑐"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
|
||
#: data/core/macros/abilities.cfg:285
|
||
msgid "ambush"
|
||
msgstr "𐑨𐑥𐑚𐑫𐑖"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
|
||
msgid "Castle"
|
||
msgstr "𐑒𐑨𐑕𐑩𐑤"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
|
||
msgid "Cave"
|
||
msgstr "𐑒𐑱𐑝"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
|
||
#: data/core/macros/abilities.cfg:348
|
||
msgid "concealment"
|
||
msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑"
|
||
|
||
#. [drains]: id=drains
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
|
||
#: data/core/macros/weapon_specials.cfg:166
|
||
msgid "drains"
|
||
msgstr "𐑛𐑮𐑱𐑯𐑟"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
|
||
msgid "firststrike"
|
||
msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
|
||
msgid "Forest"
|
||
msgstr "𐑓𐑹𐑦𐑕𐑑"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
|
||
msgid "Frozen"
|
||
msgstr "𐑓𐑮𐑴𐑟𐑩𐑯"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
|
||
msgid "Hills"
|
||
msgstr "𐑣𐑦𐑤𐑟"
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
|
||
#: data/core/macros/weapon_specials.cfg:86
|
||
msgid "marksman"
|
||
msgstr "𐑥𐑸𐑒𐑕𐑥𐑩𐑯"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
|
||
msgid "Mushroom Grove"
|
||
msgstr "𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45
|
||
#: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329
|
||
msgid "nightstalk"
|
||
msgstr "𐑯𐑲𐑑𐑕𐑑𐑷𐑒"
|
||
|
||
#. [poison]: id=poison
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
|
||
#: data/core/macros/weapon_specials.cfg:188
|
||
msgid "poison"
|
||
msgstr "𐑐𐑶𐑟𐑩𐑯"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
|
||
msgid "Sand"
|
||
msgstr "𐑕𐑭𐑯𐑛"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
|
||
#: data/core/macros/abilities.cfg:219
|
||
msgid "skirmisher"
|
||
msgstr "𐑕𐑒𐑻𐑥𐑦𐑖𐑻"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
|
||
#: data/core/macros/weapon_specials.cfg:64
|
||
msgid "slows"
|
||
msgstr "𐑕𐑤𐑴𐑟"
|
||
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
|
||
msgid "Swamp"
|
||
msgstr "𐑕𐑢𐑭𐑥𐑐"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
|
||
#: data/core/macros/abilities.cfg:61
|
||
msgid "cures"
|
||
msgstr "𐑒𐑘𐑫𐑮𐑟"
|
||
|
||
#. [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:377
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Editor"
|
||
msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟"
|
||
|
||
#. [section]: id=editor_mode_scenario
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Scenario Editor"
|
||
msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟"
|
||
|
||
#. [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
|
||
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:110
|
||
msgid ""
|
||
"Defines the side leader starting position.\n"
|
||
"\n"
|
||
"This tool sets the side leaders’ default starting locations, and named "
|
||
"special locations. Both types of location are enabled in both <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 "
|
||
"Filter’s <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_terrain_overlays
|
||
#: data/core/editor/help.cfg:128
|
||
msgid "Editor Terrain-Overlay Graphics"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#: data/core/editor/help.cfg:129
|
||
msgid ""
|
||
"editor^Maps generally look similar in the editor to their appearance in the "
|
||
"game. There are a few exceptions, where different graphics are used in the "
|
||
"editor; all the overlays described here are found in the terrain palette’s "
|
||
"“special” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English the text is “IO” for impassable and “UO” for unwalkable.
|
||
#: data/core/editor/help.cfg:134
|
||
msgid ""
|
||
"editor^<bold>text='Movement Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
|
||
"Impassable and Unwalkable\n"
|
||
"\n"
|
||
"While easily noticeable in the editor, these are invisible in the game, so "
|
||
"the mixed terrains created by them look like the base terrain. They create a "
|
||
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
|
||
"respectively."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The images here have text, while they could be translated I assume editor-only images won’t be.
|
||
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
|
||
#: data/core/editor/help.cfg:143
|
||
msgid ""
|
||
"editor^<bold>text='Castle Overlays'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
|
||
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
|
||
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
|
||
"img>\n"
|
||
"\n"
|
||
"Adding either of these overlays to a passable hex allows units to be "
|
||
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
|
||
"\n"
|
||
"These can be added to an impassable hex to connect a castle to a visually-"
|
||
"separate keep through an impassable wall. It’s also possible to create a "
|
||
"castle that seems to have grassland between the keep and towers, however "
|
||
"this requires the connecting hexes to be occupied or blocked to prevent "
|
||
"units being recruited onto them."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image here has text, while it could be translated I assume editor-only images won’t be.
|
||
#. In English this image is the literal text “Village overlay”.
|
||
#: data/core/editor/help.cfg:154
|
||
msgid ""
|
||
"editor^<bold>text='Village Overlay'</bold>\n"
|
||
"\n"
|
||
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
|
||
"editor.png~O(0.5))' align=here box=yes</img>\n"
|
||
"\n"
|
||
"This turns any base terrain into a village, providing income and healing."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_overlays
|
||
#. The image is an “S” on a solid black background.
|
||
#: data/core/editor/help.cfg:162
|
||
msgid ""
|
||
"editor^<bold>text='Fake Shroud'</bold>\n"
|
||
"\n"
|
||
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
|
||
"\n"
|
||
"Fake Shroud looks like an unexplored area, even in scenarios that have "
|
||
"shroud disabled and even when the player’s units can see the hex."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:172
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Elevation Graphics"
|
||
msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟"
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:173
|
||
msgid ""
|
||
"A cosmetic elevation effect that looks a little different in the editor than "
|
||
"in the game due to visual aids in the editor; all the overlays described "
|
||
"here are found in the terrain palette’s “elevation” group."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:176
|
||
msgid "editor^<bold>text='Direct Overlays'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:178
|
||
msgid ""
|
||
"Bluffs and Gulch\n"
|
||
"\n"
|
||
"The bluffs, gulches, and similar variations are much like a standard terrain "
|
||
"overlay, and can simply be used that way. However, for larger areas of the "
|
||
"map, where you will want to allow the use of other overlay terrains, you "
|
||
"will want to combine these with the “markers” described in the next section."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:183
|
||
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:185
|
||
msgid "Raised elevation on-map marker"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:186
|
||
msgid ""
|
||
"Raised elevation editor palette icon\n"
|
||
"\n"
|
||
"To make a patch of terrain higher or lower, and still be able to use other "
|
||
"overlay terrains such as trees, you will need to use these markers. Placing "
|
||
"one of these arrows on the map will flood-fill the map with a color-coded "
|
||
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
|
||
"will have a border ledge, making it look higher or lower than the adjacent "
|
||
"tiles.\n"
|
||
"\n"
|
||
"There are two high markers and two low markers, so it is possible to make "
|
||
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
|
||
"Placing a high region next to a low region does not result in larger "
|
||
"cliffs.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:193
|
||
msgid ""
|
||
"editor^<bold>text='How to Use'</bold>\n"
|
||
"\n"
|
||
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
|
||
"type terrains can be used to contain the floodfilled area.\n"
|
||
"\n"
|
||
"An example use case would be:\n"
|
||
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
|
||
"paint tool to outline a big blob over an empty, all-grass map.\n"
|
||
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
|
||
"Bluffs border).\n"
|
||
"3. The blob should all be raised now, and as long as you don't overwrite "
|
||
"the Marker or Bluffs overlays, you can add other terrain overlays as "
|
||
"needed.\n"
|
||
"\n"
|
||
"The graphics used to represent the ledge borders are determined by the base "
|
||
"terrain.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_terrain_elevation
|
||
#: data/core/editor/help.cfg:204
|
||
msgid ""
|
||
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
|
||
"have their terrain codes changed, or any other properties affected, so "
|
||
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
|
||
"</format>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#: data/core/editor/help.cfg:210
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Deprecated Terrain"
|
||
msgstr "𐑑𐑻𐑱𐑯"
|
||
|
||
#. [topic]: id=editor_deprecated_overlay
|
||
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
|
||
#. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
|
||
#: data/core/editor/help.cfg:213
|
||
msgid ""
|
||
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
|
||
"png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).\n"
|
||
"\n"
|
||
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
|
||
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
|
||
"ref>,\n"
|
||
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
|
||
"terrains now support the “^Efs” Sconce embellishment.\n"
|
||
"\n"
|
||
"The help pages for these terrains may have additional text that’s only shown "
|
||
"in the editor, describing the deprecation and the recommended replacements."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:226
|
||
msgid "Label Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_label
|
||
#: data/core/editor/help.cfg:227
|
||
msgid ""
|
||
"Put text labels on the map.\n"
|
||
"\n"
|
||
"• Left-click will open a dialog box to create a new label or edit an "
|
||
"existing one.\n"
|
||
"• Right-click deletes.\n"
|
||
"• Drag-and-drop with the left mouse button moves labels.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are "
|
||
"implemented in the scenario using WML’s <italic>text='[label]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Item Tool (Scenery Tool)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_scenery
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"The Item Tool allows placing decorations such as windmills, bookcases and "
|
||
"monoliths. Multiple items can be placed on the same hex.\n"
|
||
"\n"
|
||
"• Left-click will place a decoration on the clicked hex.\n"
|
||
"• Right-click will remove the decoration.\n"
|
||
"\n"
|
||
"<bold>text='Note:'</bold> the tool doesn’t support undo.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; the decorations are not part "
|
||
"of the terrain and are implemented in the scenario using WML’s "
|
||
"<italic>text='[item]'</italic> tag."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:259
|
||
msgid "Village Ownership Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_village
|
||
#: data/core/editor/help.cfg:260
|
||
msgid ""
|
||
"This tool assigns ownership of villages at the start of a scenario. The "
|
||
"villages must first be placed on the terrain with the "
|
||
"<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:274
|
||
msgid "Unit Tool"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_tool_unit
|
||
#: data/core/editor/help.cfg:275
|
||
msgid ""
|
||
"Place units belonging to the currently-selected side.\n"
|
||
"\n"
|
||
"• Left-click will place a unit.\n"
|
||
"• Left drag-and-drop will move an already-placed unit.\n"
|
||
"• Various operations are added to the right-click menu when the hex contains "
|
||
"a unit.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[unit]'</italic> tags to the appropriate "
|
||
"<italic>text='[side]'</italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:290
|
||
msgid "Named Areas"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_named_area
|
||
#: data/core/editor/help.cfg:291
|
||
msgid ""
|
||
"This tool 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 "
|
||
"area’s id in the filter’s <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 tag’s "
|
||
"name implies time, it is now more generic and can be used for other purposes "
|
||
"without needing to change the time-of-day schedule in the area."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:312
|
||
msgid "Playlist Manager"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_playlist
|
||
#: data/core/editor/help.cfg:313
|
||
msgid ""
|
||
"Shows a list of music tracks known to the editor, with toggle-boxes to "
|
||
"enable them.\n"
|
||
"\n"
|
||
"This tool is only available in Scenario Mode; it adds WML "
|
||
"<italic>text='[music]'</italic> tags to the scenario."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:324
|
||
msgid "Change Add-on ID"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_addon_id
|
||
#: data/core/editor/help.cfg:325
|
||
msgid ""
|
||
"Allows changing the ID of an add-on, which is the name of the folder it’s "
|
||
"in. This will only rename that folder and update any references to it in the "
|
||
"_main.cfg file. Any other place will need to be updated manually."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:334
|
||
msgid "Add-on Publishing Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_pbl_editor
|
||
#: data/core/editor/help.cfg:335
|
||
msgid ""
|
||
"Allows setting up an add-on’s _server.pbl file, which is required for "
|
||
"publishing an add-on to the add-ons server for other players to download. "
|
||
"The Validate button will check whether all required fields have valid values."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:343
|
||
msgid "Map/Scenario Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:344
|
||
msgid ""
|
||
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
|
||
"on which every Wesnoth scenario takes place. It also provides a limited set "
|
||
"of features for setting up a basic scenario as well as initializing an add-"
|
||
"on which can be used to distribute the scenarios you create.\n"
|
||
"\n"
|
||
"The editor can be launched from the <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. There’s also a <ref>dst='editor_playlist' "
|
||
"text='playlist manager'</ref> for the music."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:356
|
||
msgid ""
|
||
"In either mode, you will be prompted to choose an add-on to use for the "
|
||
"scenarios you create. This can be an existing add-on or a brand new add-on. "
|
||
"If you choose to use a brand new add-on, then the add-on will have all the "
|
||
"required files and folders automatically created as well as a default ID "
|
||
"assigned. Unless you are editing an already existing map file, using "
|
||
"scenario mode is required in order for your maps to be selectable during "
|
||
"game creation."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:358
|
||
msgid ""
|
||
"<header>text='What you do *not* get'</header>\n"
|
||
"\n"
|
||
"• Exactly the same map rendering as in-game\n"
|
||
"\n"
|
||
"The map won’t look exactly the same in the game as it does in the editor, "
|
||
"because this depends on the terrain rules. For example, when many mountain "
|
||
"hexes are clustered together the terrain rules will try to combine them into "
|
||
"mountain ranges and large graphics spanning multiple hexes.\n"
|
||
"\n"
|
||
"• Event handlers and scripting\n"
|
||
"\n"
|
||
"The editor is not a tool to help you scripting the scenario’s event "
|
||
"handlers.\n"
|
||
"\n"
|
||
"• Infinite Backwards Compatibility\n"
|
||
"\n"
|
||
"The editor can load most maps from older versions of Wesnoth, but not all. "
|
||
"Maps from 1.3.2 and later will normally be supported, unless they use "
|
||
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
|
||
"have their own terrains will need that add-on to tell the editor about their "
|
||
"terrains."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_terrain
|
||
#: data/core/editor/help.cfg:378
|
||
msgid ""
|
||
"The terrain editor’s functionality is similar to a simple paint "
|
||
"application.\n"
|
||
"\n"
|
||
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
|
||
"toolkit (see the pages for each tool), tool options, and "
|
||
"<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:390
|
||
msgid ""
|
||
"The scenario editor mode adds support for some map-related WML features, "
|
||
"such as areas and scenery items. Most scenarios will still require "
|
||
"additional WML to be written using a different tool; the scenario editor "
|
||
"does not support scripting the scenario’s events."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:392
|
||
msgid ""
|
||
"<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:399
|
||
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 you’re already editing a map in terrain mode, use “Save Scenario As” from "
|
||
"the “File” menu; this will switch to scenario mode.\n"
|
||
"\n"
|
||
"To load a map that was created in the scenario editor, use “Load Map” from "
|
||
"the “File” menu, and select the .cfg file (not a .map file)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..editor_mode_scenario
|
||
#: data/core/editor/help.cfg:407
|
||
msgid ""
|
||
"<header>text='The files: .map and .cfg'</header>\n"
|
||
"\n"
|
||
"The map editor saves one file when in terrain mode (a .map) or two files "
|
||
"when in scenario mode (both a .map and a .cfg).\n"
|
||
"\n"
|
||
"Loading a .cfg file has different results depending on the contents of the ."
|
||
"cfg file. For .cfg files that were created by the scenario editor, it will "
|
||
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
|
||
"opened by the scenario editor, the editor will attempt to find the "
|
||
"scenario's map data and open the corresponding .map file in terrain-only "
|
||
"mode, as if the .map file was chosen in the file selector. It is recommended "
|
||
"in those cases to simply load the .map file directly instead."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:419
|
||
msgid "Using a separate file for WML events"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_separate_events_file
|
||
#: data/core/editor/help.cfg:420
|
||
msgid ""
|
||
"When loading a .cfg file, the scenario editor understands files created by "
|
||
"the scenario editor, but is likely to have difficulty with files that have "
|
||
"been edited by hand.\n"
|
||
"\n"
|
||
"One option is to create a separate WML file, also with the .cfg extension, "
|
||
"which uses the WML preprocessor to include the editor-created file. This "
|
||
"separate file contains both the [scenario] tag and any hand-edited WML such "
|
||
"as events. With this workflow, the add-on’s file structure could look like "
|
||
"this:\n"
|
||
"\n"
|
||
"<header>text='Example'</header>\n"
|
||
"If your add-on will only be used on 1.18 and later, it is instead "
|
||
"recommended to use the new include_file attribute to load a .cfg file "
|
||
"containing additional WML into the scenario.\n"
|
||
"\n"
|
||
"• _main.cfg:\n"
|
||
" ◦ use “[binary_path]” to add add-on’s directories to the binary path, "
|
||
"which makes “map_file” search the “maps” directory\n"
|
||
"• maps/first.map\n"
|
||
" ◦ this is the .map file created by the scenario editor when saving in "
|
||
"scenario mode\n"
|
||
"• scenarios/other.cfg\n"
|
||
" ◦ this is the .cfg file containing everything that the scenario editor "
|
||
"doesn't understand\n"
|
||
"• scenarios/first.cfg\n"
|
||
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
|
||
"map file\n"
|
||
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
|
||
"the additional cfg file"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:443
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:444
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
|
||
#: data/core/editor/help.cfg:452
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "ToD and Schedule Editor"
|
||
msgstr "𐑑𐑲𐑥 𐑝 𐑛𐑱"
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:453
|
||
msgid ""
|
||
"This button at the top-right of the screen accesses the time-of-day preview "
|
||
"and the schedule editor.\n"
|
||
"\n"
|
||
"In terrain mode, this displays the map as it will be recolored at different "
|
||
"times of day.\n"
|
||
"\n"
|
||
"In scenario mode, the button accesses an editor for individual schedules for "
|
||
"<ref>dst='editor_named_area' text='time areas'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:464
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
|
||
#: data/core/editor/help.cfg:466
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units. When using the Starting Locations Tool, the palette changes "
|
||
"to a list of “Player 1”, “Player 2”, etc.\n"
|
||
"\n"
|
||
"<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:471
|
||
msgid "Show all kinds of terrain"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:472
|
||
msgid "Show only water terrains"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:473
|
||
msgid "Show only villages"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:485
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:486
|
||
msgid "Wesnoth stores its maps in human readable plain text files."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:488
|
||
msgid ""
|
||
"<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 scenario’s .cfg file, with the scenario’s WML "
|
||
"providing additional information such as teams, custom events, and complex "
|
||
"side setups. The .cfg file loads the map file with either of:\n"
|
||
"\n"
|
||
"• map_file=maps/01_First_Map.map <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:501
|
||
msgid ""
|
||
"<header>text='Embedded'</header>\n"
|
||
"\n"
|
||
"The map data can stored as part of a scenario’s .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 "
|
||
"it’s trivial to move the data to a native map file before opening it in the "
|
||
"editor. This conversion is recommended — the editor supports editing the "
|
||
"content of map_data while leaving everything else in the file untouched, but "
|
||
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
|
||
"menu."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_map_format
|
||
#: data/core/editor/help.cfg:509
|
||
msgid ""
|
||
"<header>text='Files created by the Scenario Editor'</header>\n"
|
||
"\n"
|
||
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
|
||
"map data as a separate .map file. The scenario then references the .map file "
|
||
"via map_file. When loading a .cfg file, the scenario editor understands "
|
||
"files created by the scenario editor itself, but is likely to have "
|
||
"difficulty with files that have been edited by hand; problems can be avoided "
|
||
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
|
||
"ref> for the hand-edited parts."
|
||
msgstr ""
|
||
|
||
#. [editor_times]: id=deep_underground
|
||
#. [time]: id=deep_underground
|
||
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
|
||
msgid "Deep Underground"
|
||
msgstr "𐑛𐑰𐑐 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛"
|
||
|
||
#. [editor_times]: id=indoors
|
||
#. [time]: id=indoors
|
||
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
|
||
msgid "Indoors"
|
||
msgstr ""
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid ""
|
||
"<ref>dst='..calendar' text='Calendar'</ref>\n"
|
||
"<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr ""
|
||
|
||
#. [section]: id=calendar
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
|
||
msgid "Calendar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..calendar
|
||
#: data/core/encyclopedia/calendar.cfg:14
|
||
msgid ""
|
||
"Each year in the Wesnoth calendar is composed of 12 months. These are, in "
|
||
"order:\n"
|
||
"\n"
|
||
"Whitefire\n"
|
||
"Bleeding Moon\n"
|
||
"Scatterseed\n"
|
||
"Deeproot\n"
|
||
"Scryer’s Bloom\n"
|
||
"Thorntress\n"
|
||
"Summit Star\n"
|
||
"Kindlefire\n"
|
||
"Stillseed\n"
|
||
"Reaper’s Moon\n"
|
||
"Verglas Bloom\n"
|
||
"Blackfire\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
msgid "Great River"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_river
|
||
#: data/core/encyclopedia/geography.cfg:33
|
||
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 ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:38
|
||
msgid "Great Ocean"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:39
|
||
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 ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:44
|
||
msgid "Morogor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=morogor
|
||
#: data/core/encyclopedia/geography.cfg:45
|
||
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 ""
|
||
|
||
#. [topic]: id=green_isle
|
||
#: data/core/encyclopedia/geography.cfg:52
|
||
#, fuzzy
|
||
msgid "Green Isle"
|
||
msgstr "𐑜𐑮𐑰𐑯"
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=old_continent
|
||
#: data/core/encyclopedia/geography.cfg:58
|
||
msgid "Old Continent"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=great_continent
|
||
#: data/core/encyclopedia/geography.cfg:64
|
||
msgid "Great Continent"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=irdya
|
||
#: data/core/encyclopedia/geography.cfg:70
|
||
msgid "Irdya"
|
||
msgstr ""
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:76
|
||
msgid "Kingdom of Wesnoth"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=kingdom_wesnoth
|
||
#: data/core/encyclopedia/geography.cfg:77
|
||
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"
|
||
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
|
||
"country, just west and north of Weldyn.\n"
|
||
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
|
||
"confluence of the Weldyn River and the Great River.\n"
|
||
" • Fort Tahn: The southernmost border outpost, controls the north/south "
|
||
"road crossing the River Aethen.\n"
|
||
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
|
||
"wilderness country around the east of the Brown Hills and north to the Ford "
|
||
"of Abez.\n"
|
||
"\n"
|
||
"<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, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s livestock and agriculture.\n"
|
||
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
|
||
"populated and occasionally very dangerous.\n"
|
||
" • Horse Plains: Region of rolling plains just south of the Great River, "
|
||
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
|
||
"southern reach merges into the Central Plain. Home of the powerful Clans; "
|
||
"the best horses in Wesnoth are bred here.\n"
|
||
" • Estmark Hills: Largish range rising south of the Great River and east "
|
||
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
|
||
"at various times been settled by Wesnothians, but the Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s sons.\n"
|
||
" • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
|
||
"between Carcyn and Aldril and generally considered to be haunted."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:106
|
||
msgid "Elensefar"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=elensefar
|
||
#: data/core/encyclopedia/geography.cfg:107
|
||
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 Wesnoth–Elensefar 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 ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:119
|
||
msgid "Northlands"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=northlands
|
||
#: data/core/encyclopedia/geography.cfg:120
|
||
msgid ""
|
||
"There is no government of the Northlands. Various groups of orcs, dwarves, "
|
||
"barbarian men and even elves populate the region. The northern and eastern "
|
||
"borders are not defined, the southern border is the <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 Ka’lian — the Elvish Council.\n"
|
||
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
|
||
"the southern Heart Mountains. A major trade center.\n"
|
||
" • Dallben and Delwyn: Human villages originally built by settlers who "
|
||
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
|
||
"abandoned. The forested area northeast of <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 ""
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:141
|
||
msgid "Southwest Elven Lands"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=southwest_elven_lands
|
||
#: data/core/encyclopedia/geography.cfg:142
|
||
msgid ""
|
||
"The Wood Elves are separate from those of the north, and have only "
|
||
"intermittent relations with them and most other countries. Its borders are "
|
||
"the <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 ""
|
||
|
||
#. [topic]: id=heart_mountains
|
||
#: data/core/encyclopedia/geography.cfg:154
|
||
#, fuzzy
|
||
msgid "Heart Mountains"
|
||
msgstr "𐑥𐑬𐑯𐑑𐑩𐑯𐑟"
|
||
|
||
#. [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 ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:160
|
||
msgid "Far North"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=far_north
|
||
#: data/core/encyclopedia/geography.cfg:161
|
||
msgid ""
|
||
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
|
||
"Orcish Clannate. It lies north of the <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 ""
|
||
|
||
#. [section]: id=schedule
|
||
#: data/core/help.cfg:10
|
||
#, fuzzy
|
||
#| msgid "Time of Day"
|
||
msgid "Time of Day Schedule"
|
||
msgstr "𐑑𐑲𐑥 𐑝 𐑛𐑱"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:95
|
||
msgid "Introduction"
|
||
msgstr "𐑦𐑯𐑑𐑮𐑩𐑛𐑳𐑒𐑖𐑩𐑯"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:167
|
||
msgid "Gameplay"
|
||
msgstr "𐑜𐑱𐑥𐑐𐑤𐑱"
|
||
|
||
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:531
|
||
#: src/help/help_topic_generators.cpp:478
|
||
#: src/help/help_topic_generators.cpp:501
|
||
msgid "Traits"
|
||
msgstr "𐑑𐑮𐑱𐑑𐑕"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:118
|
||
msgid "Units"
|
||
msgstr "𐑿𐑯𐑦𐑑𐑕"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:138
|
||
msgid "Abilities"
|
||
msgstr "𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:147
|
||
msgid "Weapon Specials"
|
||
msgstr "𐑢𐑧𐑐𐑩𐑯 𐑕𐑐𐑧𐑖𐑩𐑤𐑟"
|
||
|
||
#. [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:546
|
||
msgid "Terrains"
|
||
msgstr "𐑑𐑻𐑱𐑯𐑟"
|
||
|
||
#. [section]: id=addons
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:78 data/core/help.cfg:599
|
||
msgid "Add-ons"
|
||
msgstr ""
|
||
|
||
#. [section]: id=commands
|
||
#. [topic]: id=..commands
|
||
#: data/core/help.cfg:84 data/core/help.cfg:672
|
||
msgid "Commands"
|
||
msgstr "𐑒𐑩𐑥𐑭𐑯𐑛𐑟"
|
||
|
||
#. [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 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"
|
||
"𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑩 𐑑𐑻𐑯-𐑚𐑱𐑕𐑑 𐑓𐑨𐑯𐑑𐑩𐑕𐑰 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑜𐑱𐑥 𐑕𐑳𐑥𐑢𐑪𐑑 𐑳𐑯𐑿𐑠𐑫𐑩𐑤 𐑩𐑥𐑳𐑙 "
|
||
"𐑥𐑪𐑛𐑼𐑯 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑜𐑱𐑥𐑟. 𐑢𐑲𐑤 𐑳𐑞𐑼 𐑜𐑱𐑥𐑟 𐑕𐑑𐑮𐑲𐑝 𐑓𐑹 𐑒𐑩𐑥𐑐𐑤𐑧𐑒𐑕𐑩𐑑𐑰, 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 "
|
||
"𐑕𐑑𐑮𐑲𐑝𐑟 𐑓𐑹 𐑕𐑦𐑥𐑐𐑤𐑦𐑕𐑦𐑑𐑦 𐑝 𐑚𐑴𐑔 𐑮𐑵𐑤𐑟 𐑯 𐑜𐑱𐑥𐑐𐑤𐑱. 𐑞𐑦𐑕 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑥𐑱𐑒 𐑞 𐑜𐑱𐑥 𐑕𐑦𐑥𐑐𐑩𐑤, "
|
||
"𐑣𐑬𐑧𐑝𐑼 - 𐑓𐑮𐑪𐑥 𐑞𐑰𐑟 𐑕𐑦𐑥𐑐𐑩𐑤 𐑮𐑵𐑤𐑟 𐑩𐑮𐑲𐑟 𐑩 𐑢𐑧𐑤𐑔 𐑝 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰, 𐑥𐑱𐑒𐑦𐑙 𐑞 𐑜𐑱𐑥 𐑰𐑟𐑦 𐑑 𐑤𐑻𐑯 "
|
||
"𐑚𐑳𐑑 𐑩 𐑗𐑨𐑤𐑩𐑯𐑡 𐑑 𐑥𐑭𐑕𐑑𐑼."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:106
|
||
msgid "About the Game"
|
||
msgstr "𐑩𐑚𐑬𐑑 𐑞 𐑜𐑱𐑥"
|
||
|
||
#. [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 race’s subsection; you can then view its "
|
||
"page any time you wish. A unit’s page will provide a general description, "
|
||
"its statistics, attacks, resistances, and movement and defense values.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..eras_section
|
||
#: data/core/help.cfg: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 ""
|
||
"𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑞𐑨𐑑 𐑲𐑞𐑼 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑩𐑓𐑧𐑒𐑑 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕, 𐑹 𐑣𐑨𐑝 𐑩𐑯 𐑦𐑥𐑐𐑨𐑒𐑑 "
|
||
"𐑪𐑯 𐑣𐑬 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑯𐑑𐑻𐑨𐑒𐑑𐑕 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕. 𐑞𐑰𐑟 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑢𐑦𐑤 𐑚𐑰 𐑤𐑦𐑕𐑑𐑩𐑛 𐑳𐑯𐑛𐑼 𐑞𐑦𐑕 "
|
||
"𐑑𐑪𐑐𐑦𐑒 𐑨𐑟 𐑿 𐑦𐑯𐑒𐑬𐑯𐑑𐑻 𐑞𐑧𐑥.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:148
|
||
msgid ""
|
||
"Some weapons have special features that increase the effectiveness of "
|
||
"attacking with them. When you see a new weapon special during a campaign or "
|
||
"multiplayer scenario it will be added to this list; you can then view its "
|
||
"page any time you wish. Each page will provide a description of what the "
|
||
"weapon special does and which (currently discovered) units have it.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:157
|
||
msgid "Unknown Unit"
|
||
msgstr "𐑳𐑯𐑯𐑴𐑯 𐑿𐑯𐑦𐑑"
|
||
|
||
#. [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"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑳𐑯𐑯𐑴𐑯 𐑓𐑹 𐑞 𐑥𐑴𐑥𐑩𐑯𐑑. 𐑿 𐑥𐑳𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼 𐑦𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑑 𐑚𐑰 𐑩𐑤𐑬𐑛 𐑑 𐑕𐑰 𐑦𐑑𐑕 "
|
||
"𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯."
|
||
|
||
#. [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='𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞𐑦𐑕 𐑮𐑱𐑕'</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 ""
|
||
"𐑢𐑲𐑤 𐑐𐑤𐑱𐑦𐑙, 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑦𐑓 𐑿 𐑥𐑬𐑕-𐑴𐑝𐑼 𐑥𐑧𐑯𐑦 𐑲𐑑𐑩𐑥𐑟 𐑦𐑯 𐑞 𐑜𐑱𐑥, 𐑕𐑳𐑗 𐑨𐑟 𐑞 "
|
||
"𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑛𐑦𐑕𐑐𐑤𐑱𐑛 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯, 𐑩 𐑚𐑮𐑰𐑓 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑖𐑴𐑯 𐑦𐑒𐑕𐑐𐑤𐑱𐑯𐑦𐑙 "
|
||
"𐑰𐑗 𐑲𐑑𐑩𐑥. 𐑞𐑦𐑕 𐑦𐑟 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑿 𐑦𐑯𐑒𐑬𐑯𐑑𐑻 𐑯𐑿 <ref>dst='.."
|
||
"abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟'</ref> 𐑓𐑹 𐑞 𐑓𐑻𐑕𐑑 𐑑𐑲𐑥."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:189
|
||
msgid "Victory and Defeat"
|
||
msgstr "𐑝𐑦𐑒𐑑𐑼𐑦 𐑯 𐑛𐑦𐑓𐑰𐑑"
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:190
|
||
#, fuzzy
|
||
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"
|
||
"𐑢𐑧𐑯 𐑿 𐑢𐑦𐑯 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑞 𐑥𐑨𐑐 𐑢𐑦𐑤 𐑜𐑮𐑱 𐑴𐑝𐑼 𐑯 𐑞 '𐑧𐑯𐑛 𐑑𐑻𐑯' 𐑚𐑳𐑑𐑩𐑯 𐑢𐑦𐑤 𐑗𐑱𐑯𐑡 𐑑 '𐑧𐑯𐑛 "
|
||
"𐑕𐑦𐑯𐑺𐑰𐑴'. 𐑿 𐑒𐑨𐑯 𐑯𐑬 𐑛𐑵 𐑔𐑦𐑙𐑟 𐑤𐑲𐑒 𐑗𐑱𐑯𐑡𐑦𐑙 𐑿𐑼 𐑕𐑱𐑝 𐑪𐑐𐑖𐑩𐑯𐑟 𐑹 (𐑦𐑓 𐑿 𐑸 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 "
|
||
"𐑜𐑱𐑥) 𐑗𐑨𐑑𐑦𐑙 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑐𐑤𐑱𐑼𐑟 𐑚𐑦𐑓𐑹 𐑐𐑮𐑧𐑕𐑦𐑙 𐑞𐑨𐑑 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕."
|
||
|
||
#. [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. 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 ""
|
||
"𐑐𐑱 𐑒𐑺𐑓𐑩𐑤 𐑩𐑑𐑧𐑯𐑖𐑩𐑯 𐑑 𐑞 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 𐑐𐑪𐑐-𐑳𐑐 𐑚𐑪𐑒𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑿𐑖𐑿𐑩𐑤𐑦 "
|
||
"𐑿 𐑢𐑦𐑤 𐑩𐑗𐑰𐑝 𐑝𐑦𐑒𐑑𐑼𐑦 𐑚𐑲 𐑒𐑦𐑤𐑦𐑙 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑤𐑰𐑛𐑼𐑟, 𐑯 𐑴𐑯𐑤𐑦 𐑚𐑰 𐑛𐑦𐑓𐑰𐑑𐑩𐑛 𐑚𐑲 𐑣𐑨𐑝𐑦𐑙 𐑿𐑼 "
|
||
"𐑤𐑰𐑛𐑻 𐑒𐑦𐑤𐑛. 𐑚𐑳𐑑 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑥𐑱 𐑣𐑨𐑝 𐑳𐑞𐑼 𐑝𐑦𐑒𐑑𐑼𐑦 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 - 𐑜𐑧𐑑𐑦𐑙 𐑿𐑼 𐑤𐑰𐑛𐑻 𐑑 𐑩 "
|
||
"𐑛𐑩𐑟𐑲𐑯𐑧𐑑𐑩𐑛 𐑐𐑶𐑯𐑑, 𐑕𐑱, 𐑹 𐑮𐑧𐑕𐑒𐑿𐑦𐑙 𐑕𐑳𐑥𐑢𐑳𐑯, 𐑹 𐑕𐑪𐑤𐑝𐑦𐑙 𐑩 𐑐𐑳𐑟𐑩𐑤, 𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑬𐑑 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 "
|
||
"𐑕𐑰𐑡 𐑳𐑯𐑑𐑦𐑤 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑣𐑨𐑝 𐑦𐑤𐑨𐑐𐑕𐑑."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:199
|
||
msgid "Recruiting and Recalling"
|
||
msgstr "𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙 𐑯 𐑮𐑦𐑒𐑪𐑤𐑦𐑙"
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:200
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
|
||
#| "will appear in that square. Otherwise, it will appear in a free square "
|
||
#| "near the keep. You may only recruit as many units as you have free hexes "
|
||
#| "in your castle, and you cannot spend more gold than you actually have on "
|
||
#| "recruiting."
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"If you right-clicked on a castle hex and selected recruit, the new unit will "
|
||
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
|
||
"You may only recruit as many units as you have free hexes in your castle, "
|
||
"and you cannot spend more gold than you actually have on recruiting."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑦𐑓 𐑿 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑑 𐑪𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤 𐑣𐑧𐑒𐑕 𐑯 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑮𐑩𐑒𐑮𐑵𐑑, 𐑞 𐑯𐑿 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑩𐑐𐑽 𐑦𐑯 𐑞𐑨𐑑 "
|
||
"𐑕𐑒𐑢𐑺. 𐑳𐑞𐑼𐑢𐑲𐑟, 𐑦𐑑 𐑢𐑦𐑤 𐑩𐑐𐑽 𐑦𐑯 𐑩 𐑓𐑮𐑰 𐑕𐑒𐑢𐑺 𐑯𐑽 𐑞 𐑒𐑰𐑐. 𐑿 𐑥𐑱 𐑴𐑯𐑤𐑦 𐑮𐑩𐑒𐑮𐑵𐑑 𐑨𐑟 𐑥𐑧𐑯𐑦 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑿 𐑣𐑨𐑝 𐑓𐑮𐑰 𐑣𐑧𐑒𐑕𐑧𐑟 𐑦𐑯 𐑿𐑼 𐑒𐑨𐑕𐑩𐑤, 𐑯 𐑿 𐑒𐑨𐑯𐑪𐑑 𐑕𐑐𐑧𐑯𐑛 𐑥𐑹 𐑜𐑴𐑤𐑛 𐑞𐑨𐑯 𐑿 𐑨𐑒𐑗𐑫𐑩𐑤𐑦 "
|
||
"𐑣𐑨𐑝 𐑪𐑯 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙."
|
||
|
||
#. [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 <bold>text='Recruit'</bold> button to recruit it."
|
||
msgstr ""
|
||
"𐑰𐑗 𐑕𐑲𐑛 𐑚𐑩𐑜𐑦𐑯𐑟 𐑢𐑦𐑞 𐑢𐑳𐑯 𐑤𐑰𐑛𐑻 𐑦𐑯 𐑞𐑺 𐑒𐑰𐑐. 𐑨𐑑 𐑞 𐑕𐑑𐑸𐑑 𐑝 𐑧𐑯𐑦 𐑚𐑨𐑑𐑩𐑤, 𐑯 𐑨𐑑 𐑑𐑲𐑥𐑟 "
|
||
"𐑛𐑘𐑫𐑼𐑦𐑙 𐑦𐑑, 𐑿 𐑢𐑦𐑤 𐑯𐑰𐑛 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 <ref>dst='..units' text='𐑿𐑯𐑦𐑑𐑕'</ref> 𐑦𐑯𐑑𐑫 𐑿𐑼 "
|
||
"𐑸𐑥𐑦. 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑, 𐑿 𐑥𐑳𐑕𐑑 𐑣𐑨𐑝 𐑿𐑼 𐑤𐑰𐑛𐑻 (𐑓𐑹 𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑒𐑭𐑯𐑮𐑩𐑛 𐑦𐑯 𐑞 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯 "
|
||
"𐑒𐑨𐑥𐑐𐑱𐑯) 𐑪𐑯 𐑞 𐑒𐑰𐑐 𐑕𐑒𐑢𐑺 𐑝 𐑩 <ref>dst='terrain_castle' text='𐑒𐑨𐑕𐑩𐑤'</ref>. 𐑞𐑧𐑯 "
|
||
"𐑿 𐑥𐑱 𐑮𐑩𐑒𐑮𐑵𐑑 𐑚𐑲 𐑲𐑞𐑼 𐑗𐑵𐑟𐑦𐑙 𐑮𐑩𐑒𐑮𐑵𐑑 𐑓𐑮𐑪𐑥 𐑞 𐑥𐑧𐑯𐑿 𐑹 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 𐑪𐑯 𐑩 𐑣𐑧𐑒𐑕 𐑯 "
|
||
"𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 <italic>text=𐑮𐑩𐑒𐑮𐑵𐑑</italic>. 𐑞𐑦𐑕 𐑚𐑮𐑦𐑙𐑟 𐑳𐑐 𐑞 𐑮𐑩𐑒𐑮𐑵𐑑 𐑥𐑧𐑯𐑿, 𐑢𐑦𐑗 𐑤𐑦𐑕𐑑𐑕 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑓𐑹 𐑮𐑩𐑒𐑮𐑵𐑑𐑥𐑩𐑯𐑑, 𐑩𐑤𐑪𐑙 𐑢𐑦𐑞 𐑞𐑺 𐑜𐑴𐑤𐑛 𐑒𐑪𐑕𐑑. 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑕𐑰 𐑦𐑑𐑕 "
|
||
"𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕, 𐑞𐑧𐑯 𐑐𐑮𐑧𐑕 𐑞 𐑮𐑩𐑒𐑮𐑵𐑑 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑦𐑑."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:202
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Recruited units come with two random <ref>dst='..traits_section' "
|
||
"text='traits'</ref> which modify their statistics."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕 𐑒𐑳𐑥 𐑢𐑦𐑞 𐑑𐑵 𐑮𐑨𐑯𐑛𐑩𐑥 <ref>dst='..traits_section' text='𐑑𐑮𐑱𐑑𐑕'</"
|
||
"ref> 𐑢𐑦𐑗 𐑥𐑪𐑛𐑦𐑓𐑲 𐑞𐑺 𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕."
|
||
|
||
#. [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"
|
||
"𐑦𐑯 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑿 𐑥𐑱 𐑷𐑤𐑕𐑴 𐑮𐑰𐑒𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑻𐑟 𐑓𐑮𐑪𐑥 𐑻𐑤𐑰𐑼 𐑚𐑨𐑑𐑩𐑤𐑟. 𐑮𐑦𐑒𐑪𐑤𐑦𐑙 𐑒𐑭𐑕𐑑𐑕 𐑩 "
|
||
"𐑕𐑑𐑨𐑯𐑛𐑼𐑛 20 𐑜𐑴𐑤𐑛 𐑯 𐑐𐑮𐑧𐑟𐑩𐑯𐑑𐑕 𐑿 𐑢𐑦𐑞 𐑩 𐑤𐑦𐑕𐑑 𐑝 𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 "
|
||
"𐑕𐑦𐑯𐑺𐑰𐑴𐑟."
|
||
|
||
#. [topic]: id=recruit_and_recall
|
||
#: data/core/help.cfg:206
|
||
#, fuzzy
|
||
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"
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑯𐑪𐑑 𐑴𐑯𐑤𐑦 𐑒𐑪𐑕𐑑 𐑜𐑴𐑤𐑛 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑹 𐑮𐑰𐑒𐑷𐑤, 𐑞𐑱 𐑷𐑤𐑕𐑴 𐑮𐑦𐑒𐑢𐑲𐑼 𐑥𐑳𐑯𐑦 𐑑 𐑕𐑩𐑐𐑹𐑑. 𐑕𐑰 "
|
||
"<ref>dst='income_and_upkeep' text='𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐'</ref> 𐑓𐑹 𐑥𐑹 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:215
|
||
msgid "Income and Upkeep"
|
||
msgstr "𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐"
|
||
|
||
#. [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. 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"
|
||
"𐑦𐑯𐑒𐑳𐑥 𐑦𐑟 𐑕𐑦𐑥𐑐𐑩𐑤. 𐑿 𐑣𐑨𐑝 𐑩 𐑚𐑱𐑕 𐑦𐑯𐑒𐑳𐑥 𐑝 2 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑑𐑻𐑯. 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑝𐑦𐑤𐑦𐑡 𐑿 𐑒𐑩𐑯𐑑𐑮𐑴𐑤, "
|
||
"𐑿 𐑜𐑱𐑯 𐑢𐑳𐑯 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑜𐑴𐑤𐑛 𐑰𐑗 𐑑𐑻𐑯. 𐑞𐑳𐑕, 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑑𐑧𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑿 𐑢𐑫𐑛 𐑯𐑹𐑥𐑩𐑤𐑦 𐑜𐑱𐑯 "
|
||
"12 𐑜𐑴𐑤𐑛 𐑰𐑗 𐑑𐑻𐑯. 𐑿𐑼 𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕 𐑸 𐑕𐑩𐑚𐑑𐑮𐑨𐑒𐑑𐑩𐑛 𐑓𐑮𐑪𐑥 𐑞𐑦𐑕 𐑦𐑯𐑒𐑳𐑥, 𐑨𐑟 𐑛𐑰𐑑𐑱𐑤𐑛 𐑚𐑩𐑤𐑴."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:216
|
||
#, fuzzy
|
||
msgid ""
|
||
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
|
||
"watch your gold as well, especially in campaigns, where you can carry extra "
|
||
"gold over from one scenario to the next. There are two aspects to this; "
|
||
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
|
||
msgstr ""
|
||
"𐑦𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑦𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑯𐑳𐑓 𐑕𐑦𐑥𐑐𐑤𐑦 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑓𐑲𐑑. 𐑿 𐑥𐑳𐑕𐑑 𐑢𐑪𐑡 𐑿𐑼 𐑜𐑴𐑤𐑛 "
|
||
"𐑨𐑟 𐑢𐑧𐑤, 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑦𐑯 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑢𐑺 𐑿 𐑒𐑨𐑯 𐑒𐑨𐑮𐑦 𐑧𐑒𐑕𐑑𐑮𐑩 𐑜𐑴𐑤𐑛 𐑴𐑝𐑼 𐑓𐑮𐑪𐑥 𐑢𐑳𐑯 𐑕𐑦𐑯𐑺𐑰𐑴 𐑑 "
|
||
"𐑞 𐑯𐑧𐑒𐑕𐑑. 𐑞𐑺 𐑸 𐑑𐑵 𐑨𐑕𐑐𐑧𐑒𐑑𐑕 𐑑 𐑞𐑦𐑕; 𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:220
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
|
||
"to its level. You can support as many levels worth of units as you have "
|
||
"villages, without paying any upkeep. However, for each level of unit beyond "
|
||
"the number of villages you have, you must pay one gold per turn. For "
|
||
"example, if you have twelve level one units and ten villages, you would have "
|
||
"to pay two gold each turn in upkeep."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑳𐑐𐑒𐑰𐑐 𐑦𐑟 𐑷𐑤𐑕𐑴 𐑓𐑺𐑤𐑦 𐑕𐑦𐑥𐑐𐑩𐑤. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑮𐑦𐑒𐑢𐑲𐑼𐑟 𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑳𐑐𐑒𐑰𐑐 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑦𐑑𐑕 "
|
||
"𐑤𐑧𐑝𐑩𐑤. 𐑿 𐑒𐑨𐑯 𐑕𐑩𐑐𐑹𐑑 𐑨𐑟 𐑥𐑧𐑯𐑦 𐑤𐑧𐑝𐑩𐑤𐑟 <italic>text=𐑢𐑻𐑔</italic> 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑿 𐑣𐑨𐑝 "
|
||
"𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑢𐑦𐑞𐑬𐑑 𐑐𐑱𐑦𐑙 𐑧𐑯𐑦 𐑳𐑐𐑒𐑰𐑐. 𐑣𐑬𐑧𐑝𐑼, 𐑓𐑹 𐑰𐑗 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑿𐑯𐑦𐑑 𐑚𐑦𐑘𐑪𐑯𐑛 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 "
|
||
"𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑿 𐑣𐑨𐑝, 𐑿 𐑥𐑳𐑕𐑑 𐑐𐑱 𐑢𐑳𐑯 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑑𐑻𐑯. 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑑𐑢𐑧𐑤𐑝 𐑤𐑧𐑝𐑩𐑤 "
|
||
"𐑢𐑳𐑯 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑑𐑧𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑿 𐑢𐑫𐑛 𐑣𐑨𐑝 𐑑 𐑐𐑱 𐑑𐑵 𐑜𐑴𐑤𐑛 𐑰𐑗 𐑑𐑻𐑯 𐑦𐑯 𐑳𐑐𐑒𐑰𐑐."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:222
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Upkeep costs are subtracted from your income, so in the case of twelve "
|
||
"levels of units and ten villages, your resultant Income would be 10 gold per "
|
||
"turn."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕 𐑸 𐑕𐑩𐑚𐑑𐑮𐑨𐑒𐑑𐑩𐑛 𐑓𐑮𐑪𐑥 𐑿𐑼 𐑦𐑯𐑒𐑳𐑥, 𐑕𐑴 𐑦𐑯 𐑞 𐑒𐑱𐑕 𐑝 𐑑𐑢𐑧𐑤𐑝 𐑤𐑧𐑝𐑩𐑤𐑟 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯 "
|
||
"𐑑𐑧𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑿𐑼 𐑮𐑦𐑟𐑳𐑤𐑑𐑨𐑯𐑑 𐑦𐑯𐑒𐑳𐑥 𐑢𐑫𐑛 𐑚𐑰 10 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑑𐑻𐑯."
|
||
|
||
#. [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
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"There are two important exceptions to upkeep: units with the loyal trait and "
|
||
"leaders never incur upkeep. Units you begin the scenario with (such as "
|
||
"Delfador), or units who join you during a scenario (such as the horseman in "
|
||
"the second scenario of <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"
|
||
"𐑞𐑺 𐑸 𐑑𐑵 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟 𐑑 𐑳𐑐𐑒𐑰𐑐: 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑 𐑯 𐑤𐑰𐑛𐑼𐑟 𐑯𐑧𐑝𐑼 𐑦𐑯𐑒𐑻 "
|
||
"𐑳𐑐𐑒𐑰𐑐. 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑚𐑩𐑜𐑦𐑯 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 𐑢𐑦𐑞 (𐑕𐑳𐑗 𐑨𐑟 ·𐑛𐑧𐑤𐑓𐑩𐑛𐑹), 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑣𐑵 𐑡𐑶𐑯 𐑿 𐑛𐑘𐑫𐑼𐑦𐑙 "
|
||
"𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑕𐑳𐑗 𐑨𐑟 𐑞 𐑣𐑹𐑕𐑥𐑩𐑯 𐑦𐑯 𐑞 𐑕𐑧𐑒𐑩𐑯𐑛 𐑕𐑦𐑯𐑺𐑰𐑴 𐑝 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯) 𐑢𐑦𐑤 𐑿𐑖𐑿𐑩𐑤𐑦 𐑣𐑨𐑝 𐑞 "
|
||
"𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑. 𐑞 𐑿𐑯𐑦𐑑 𐑿 𐑸 𐑐𐑤𐑱𐑦𐑙 (𐑕𐑳𐑗 𐑨𐑟 𐑒𐑭𐑯𐑮𐑩𐑛) 𐑢𐑦𐑤 𐑷𐑤𐑥𐑴𐑕𐑑 𐑷𐑤𐑢𐑱𐑟 𐑚𐑰 𐑩 𐑤𐑰𐑛𐑻."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:237
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕"
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:238
|
||
#, fuzzy
|
||
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 ""
|
||
"𐑰𐑗 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 (HP). 𐑦𐑓 𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑝 𐑩 𐑿𐑯𐑦𐑑 𐑛𐑮𐑪𐑐 𐑚𐑩𐑤𐑴 "
|
||
"1, 𐑞 𐑿𐑯𐑦𐑑 𐑛𐑲𐑟. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑷𐑤𐑕𐑴 𐑣𐑨𐑟 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 (XP). 𐑩 "
|
||
"𐑓𐑮𐑧𐑖𐑤𐑰 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑕𐑑𐑸𐑑𐑕 𐑢𐑦𐑞 𐑯𐑴 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕, 𐑯 𐑜𐑱𐑯𐑟 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑚𐑲 𐑓𐑲𐑑𐑦𐑙 "
|
||
"𐑧𐑯𐑦𐑥𐑦𐑟."
|
||
|
||
#. [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 ""
|
||
"𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑸 𐑚𐑴𐑔 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑩𐑛 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯 𐑿𐑟𐑦𐑙 𐑑𐑵 𐑯𐑳𐑥𐑚𐑼𐑟 "
|
||
"(𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑝𐑨𐑤𐑿 𐑯 𐑞 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝𐑨𐑤𐑿 𐑞 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑨𐑝)."
|
||
|
||
#. [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 ""
|
||
"𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑸 𐑷𐑤𐑕𐑴 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑩𐑛 𐑚𐑲 𐑩𐑯 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑, 𐑢𐑦𐑗 𐑦𐑟 𐑜𐑮𐑰𐑯, "
|
||
"𐑘𐑧𐑤𐑴 𐑹 𐑮𐑧𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑨𐑑 𐑤𐑰𐑕𐑑 1 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑 𐑣𐑨𐑟 𐑩 𐑚𐑤𐑵 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑚𐑸, 𐑢𐑦𐑗 "
|
||
"𐑑𐑻𐑯𐑟 𐑢𐑲𐑑 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑩𐑚𐑬𐑑 𐑑 <ref>dst='experience_and_advancement' "
|
||
"text='𐑩𐑛𐑝𐑭𐑯𐑕'</ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑑: "
|
||
|
||
#. [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"
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 (𐑞𐑦𐑕 𐑦𐑟 20% 𐑤𐑧𐑕 𐑓𐑹 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑑𐑮𐑱𐑑). 𐑢𐑳𐑯𐑕 𐑞𐑱 𐑩𐑗𐑰𐑝 𐑞𐑦𐑕 𐑩𐑥𐑬𐑯𐑑, 𐑞𐑱 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑞 "
|
||
"𐑯𐑧𐑒𐑕𐑑 𐑤𐑧𐑝𐑩𐑤, 𐑣𐑰𐑤𐑦𐑙 𐑓𐑫𐑤𐑦 𐑦𐑯 𐑞 𐑐𐑮𐑴𐑕𐑧𐑕. 𐑦𐑯 𐑕𐑳𐑥 𐑒𐑱𐑕𐑩𐑟, 𐑿 𐑢𐑦𐑤 𐑚𐑰 𐑜𐑦𐑝𐑩𐑯 𐑩 𐑗𐑶𐑕 𐑝 "
|
||
"𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 𐑪𐑐𐑖𐑩𐑯𐑟."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:252
|
||
msgid ""
|
||
"If both units survive a combat, they gain a number of experience points "
|
||
"equal to the level of the unit they’re fighting. If a unit kills another in "
|
||
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
|
||
"level 1, 16 for level 2, 24 for level 3, and so forth."
|
||
msgstr ""
|
||
"𐑦𐑓 𐑚𐑴𐑔 𐑿𐑯𐑦𐑑𐑕 𐑕𐑻𐑝𐑲𐑝 𐑩 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑞𐑱 𐑜𐑱𐑯 𐑩 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞 "
|
||
"𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑞𐑱'𐑼 𐑓𐑲𐑑𐑦𐑙. 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩𐑯𐑳𐑞𐑼 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑣𐑬𐑧𐑝𐑼, 𐑦𐑑 𐑜𐑱𐑯𐑟 "
|
||
"𐑥𐑳𐑗 𐑥𐑹 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 - 4 𐑓𐑹 𐑩 𐑤𐑧𐑝𐑩𐑤 0 𐑿𐑯𐑦𐑑, 8 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 1, 16 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 2, 24 𐑓𐑹 "
|
||
"𐑤𐑧𐑝𐑩𐑤 3, 𐑯 𐑕𐑴 𐑓𐑹𐑔."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:254
|
||
#, fuzzy
|
||
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"
|
||
"𐑢𐑲𐑤 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑔𐑮𐑰 𐑤𐑧𐑝𐑩𐑤𐑟, 𐑯𐑪𐑑 𐑷𐑤 𐑛𐑵. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 (𐑕𐑳𐑗 𐑨𐑟 "
|
||
"<ref>dst='unit_Mage' text='𐑥𐑱𐑡𐑲'</ref>) 𐑥𐑱 𐑣𐑨𐑝 𐑓𐑹. 𐑢𐑳𐑯𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑮𐑰𐑗𐑑 𐑦𐑑𐑕 "
|
||
"𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤, 𐑦𐑑 𐑥𐑱 𐑣𐑨𐑝 𐑩𐑯 𐑭𐑓𐑑𐑼 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 (AMLA) 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 "
|
||
"𐑑 𐑦𐑑. 𐑞 AMLA 𐑢𐑦𐑤 𐑥𐑪𐑛𐑦𐑓𐑲 𐑞 𐑿𐑯𐑦𐑑 𐑰𐑗 𐑑𐑲𐑥 𐑞 𐑿𐑯𐑦𐑑 𐑮𐑰𐑗𐑩𐑟 𐑞 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑜𐑴𐑤, 𐑚𐑳𐑑 𐑞 "
|
||
"𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑮𐑦𐑥𐑱𐑯 𐑞 𐑕𐑱𐑥 𐑤𐑧𐑝𐑩𐑤. 𐑞 𐑑𐑦𐑐𐑩𐑒𐑩𐑤 AMLA 𐑦𐑓𐑧𐑒𐑑 𐑦𐑟 𐑓𐑹 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑮𐑱𐑟 𐑞 "
|
||
"𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑚𐑲 3 𐑯 𐑓𐑫𐑤-𐑣𐑰𐑤 𐑦𐑑. 𐑞 𐑓𐑻𐑕𐑑 AMLA 𐑢𐑦𐑤 𐑯𐑹𐑥𐑩𐑤𐑦 𐑚𐑰 𐑮𐑰𐑗𐑑 𐑢𐑦𐑞 150 XP "
|
||
"𐑜𐑱𐑯𐑛 (120 XP 𐑓𐑹 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕). 𐑣𐑬𐑧𐑝𐑼, 𐑜𐑱𐑯𐑦𐑙 𐑩𐑯 AMLA 𐑚𐑦𐑒𐑳𐑥𐑟 𐑐𐑮𐑭𐑜𐑮𐑧𐑕𐑦𐑝𐑤𐑰 "
|
||
"𐑣𐑸𐑛𐑼 𐑓𐑹 𐑰𐑗 AMLA 𐑞 𐑿𐑯𐑦𐑑 𐑮𐑦𐑕𐑰𐑝𐑟, 𐑯 𐑕𐑴 𐑦𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑥𐑹 𐑿𐑕𐑓𐑩𐑤 𐑑 𐑑𐑮𐑲 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 𐑿𐑼 "
|
||
"𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:263
|
||
msgid "Movement"
|
||
msgstr "𐑥𐑵𐑝𐑥𐑩𐑯𐑑"
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each unit has a certain number of movement points which are used up when "
|
||
"moving into a new hex, depending on the Terrain of that particular hex. For "
|
||
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
|
||
"how many movement points are spent entering a hex depends on the unit type — "
|
||
"in forest, elvish units only spend 1 movement point, most human and orc "
|
||
"units spend 2, while horsemen spend 3. You can learn how many movement "
|
||
"points a unit requires to enter a certain terrain type by right-clicking on "
|
||
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
|
||
"<bold>text='Terrain Modifiers'</bold>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑰𐑗 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑢𐑦𐑗 𐑸 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑳𐑐 𐑢𐑧𐑯 𐑥𐑵𐑝𐑦𐑙 𐑦𐑯𐑑𐑫 "
|
||
"𐑩 𐑯𐑿 𐑣𐑧𐑒𐑕, 𐑛𐑦𐑐𐑧𐑯𐑛𐑦𐑙 𐑪𐑯 𐑞 𐑑𐑻𐑱𐑯 𐑝 𐑞𐑨𐑑 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑣𐑧𐑒𐑕. 𐑓𐑹 𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑯𐑽𐑤𐑦 "
|
||
"𐑷𐑤𐑢𐑱𐑟 𐑒𐑭𐑕𐑑𐑕 1 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑 𐑑 𐑧𐑯𐑑𐑼. 𐑦𐑜𐑟𐑨𐑒𐑑𐑤𐑦 𐑣𐑬 𐑥𐑧𐑯𐑦 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑸 𐑕𐑐𐑧𐑯𐑑 "
|
||
"𐑧𐑯𐑑𐑼𐑦𐑙 𐑩 𐑣𐑧𐑒𐑕 𐑛𐑦𐑐𐑧𐑯𐑛𐑟 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑑𐑲𐑐 - 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑧𐑤𐑝𐑦𐑖 𐑿𐑯𐑦𐑑𐑕 𐑴𐑯𐑤𐑦 𐑕𐑐𐑧𐑯𐑛 1 "
|
||
"𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑, 𐑥𐑴𐑕𐑑 𐑣𐑿𐑥𐑩𐑯 𐑯 𐑹𐑒 𐑿𐑯𐑦𐑑𐑕 𐑕𐑐𐑧𐑯𐑛 2, 𐑢𐑲𐑤 𐑣𐑹𐑕𐑥𐑩𐑯 𐑕𐑐𐑧𐑯𐑛 3. 𐑿 𐑒𐑨𐑯 𐑤𐑻𐑯 "
|
||
"𐑣𐑬 𐑥𐑧𐑯𐑦 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑮𐑦𐑒𐑢𐑲𐑼𐑟 𐑑 𐑧𐑯𐑑𐑼 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑑𐑻𐑱𐑯 𐑑𐑲𐑐 𐑚𐑲 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 "
|
||
"𐑪𐑯 𐑦𐑑, 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑿𐑯𐑦𐑑 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯, 𐑯 𐑞𐑧𐑯 𐑤𐑫𐑒𐑦𐑙 𐑨𐑑 <italic>text='𐑑𐑻𐑱𐑯 "
|
||
"𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟'</italic>."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:264
|
||
#, fuzzy
|
||
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 don’t use up all of "
|
||
"a unit’s movement when you first move a unit, you may move it again. This is "
|
||
"useful when having two units switch places. Attacking with a unit will use "
|
||
"up its movement. Ending a move in a village you don’t already own will also "
|
||
"use up a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑕𐑦𐑥𐑐𐑩𐑤. 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑿 𐑢𐑦𐑖 𐑑 𐑥𐑵𐑝 𐑑 𐑕𐑩𐑤𐑧𐑒𐑑 "
|
||
"𐑦𐑑, 𐑞𐑧𐑯 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑣𐑧𐑒𐑕 𐑿 𐑢𐑦𐑖 𐑑 𐑥𐑵𐑝 𐑦𐑑 𐑑. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛, 𐑧𐑝𐑮𐑰𐑢𐑺 𐑦𐑑 "
|
||
"𐑒𐑨𐑯 𐑥𐑵𐑝 𐑞𐑦𐑕 𐑑𐑻𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑣𐑲𐑤𐑲𐑑𐑩𐑛, 𐑯 𐑷𐑤 𐑳𐑞𐑼 𐑣𐑧𐑒𐑕𐑧𐑟 𐑪𐑯 𐑞 𐑥𐑨𐑐 𐑸 𐑥𐑱𐑛 𐑛𐑳𐑤. 𐑥𐑬𐑕𐑦𐑙 "
|
||
"𐑴𐑝𐑼 𐑩 𐑣𐑲𐑤𐑲𐑑𐑩𐑛 𐑣𐑧𐑒𐑕 𐑖𐑴𐑟 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕 𐑮𐑱𐑑𐑦𐑙 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑫𐑛 𐑣𐑨𐑝 𐑦𐑓 𐑿 𐑥𐑵𐑝𐑛 𐑦𐑑 𐑑 𐑞𐑨𐑑 "
|
||
"𐑣𐑧𐑒𐑕. 𐑥𐑬𐑕𐑦𐑙 𐑴𐑝𐑼 𐑩 𐑛𐑳𐑤 𐑣𐑧𐑒𐑕 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑖𐑴 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑮𐑰𐑗 𐑦𐑑, 𐑯 "
|
||
"𐑒𐑤𐑦𐑒𐑦𐑙 𐑢𐑦𐑤 𐑒𐑷𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑥𐑵𐑝 𐑑𐑫𐑢𐑹𐑛𐑟 𐑦𐑑 𐑚𐑲 𐑞 𐑓𐑨𐑕𐑑𐑩𐑕𐑑 𐑮𐑵𐑑 𐑴𐑝𐑼 𐑞𐑦𐑕 𐑯 𐑕𐑳𐑚𐑕𐑩𐑒𐑢𐑩𐑯𐑑 "
|
||
"𐑑𐑻𐑯𐑟. 𐑦𐑓 𐑿 𐑛𐑴𐑯𐑑 𐑿𐑟 𐑳𐑐 𐑷𐑤 𐑝 𐑩 𐑿𐑯𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑢𐑧𐑯 𐑿 𐑓𐑻𐑕𐑑 𐑥𐑵𐑝 𐑩 𐑿𐑯𐑦𐑑, 𐑿 𐑥𐑱 𐑥𐑵𐑝 "
|
||
"𐑦𐑑 𐑩𐑜𐑱𐑯. 𐑞𐑦𐑕 𐑦𐑟 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑣𐑨𐑝𐑦𐑙 𐑑𐑵 𐑿𐑯𐑦𐑑𐑕 𐑕𐑢𐑦𐑗 𐑐𐑤𐑱𐑕𐑩𐑟. 𐑩𐑑𐑨𐑒𐑦𐑙 𐑢𐑦𐑞 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 "
|
||
"𐑿𐑕 𐑳𐑐 𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑. 𐑧𐑯𐑛𐑦𐑙 𐑩 𐑥𐑵𐑝 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑿 𐑛𐑴𐑯𐑑 𐑷𐑤𐑮𐑧𐑛𐑦 𐑴𐑯 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑿𐑟 𐑳𐑐 𐑩 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑, 𐑚𐑳𐑑 𐑢𐑦𐑤 𐑕𐑑𐑦𐑤 𐑩𐑤𐑬 𐑦𐑑 𐑑 𐑩𐑑𐑨𐑒."
|
||
|
||
#. [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 — 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"
|
||
"𐑩𐑯𐑳𐑞𐑼 𐑔𐑦𐑙 𐑑 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑢𐑲𐑤 𐑥𐑵𐑝𐑦𐑙 𐑦𐑟 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑡𐑧𐑯𐑼𐑱𐑑𐑕 𐑩 𐑟𐑴𐑯 𐑝 "
|
||
"𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑦𐑯 𐑞 𐑣𐑧𐑒𐑕𐑧𐑟 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑕𐑼𐑬𐑯𐑛𐑦𐑙 𐑦𐑑, 𐑯 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑧𐑯𐑑𐑼𐑦𐑙 𐑞𐑴𐑟 𐑣𐑧𐑒𐑕𐑧𐑟 "
|
||
"𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑧𐑯𐑛𐑟 𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑. 𐑤𐑻𐑯𐑦𐑙 𐑣𐑬 𐑑 𐑿𐑕 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑑 𐑿𐑼 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑦𐑟 𐑩𐑯 "
|
||
"𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑐𐑸𐑑 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑨𐑟 𐑴𐑯𐑤𐑦 <ref>dst='ability_skirmisher' "
|
||
"text='𐑕𐑒𐑻𐑥𐑦𐑖𐑻𐑟'</ref> 𐑒𐑨𐑯 𐑦𐑜𐑯𐑹 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤."
|
||
|
||
#. [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"
|
||
"𐑑 𐑕𐑰 𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑑 𐑛𐑘𐑫𐑼𐑦𐑙 𐑞𐑺 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯, 𐑐𐑮𐑧𐑕 CTRL-V 𐑹 Cmd-v. CTRL-b 𐑹 "
|
||
"Cmd-b 𐑖𐑴𐑟 𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑫𐑛 𐑥𐑵𐑝, 𐑦𐑓 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑻 𐑯𐑪𐑑 𐑪𐑯 𐑞 𐑥𐑨𐑐 𐑑 𐑚𐑤𐑪𐑒 𐑞𐑺 𐑐𐑮𐑩𐑜𐑮𐑧𐑕."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:277
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "𐑖𐑮𐑬𐑛 𐑯 𐑓𐑪𐑜 𐑝 𐑢𐑹"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:278
|
||
#, fuzzy
|
||
msgid ""
|
||
"In some scenarios, parts of the map will be hidden from you. There are two "
|
||
"mechanisms that can be used separately or together. The "
|
||
"<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 turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s movement, as long as an event with a "
|
||
"randomized result has not occurred, such as combat or recruitment (as most "
|
||
"units receive random traits when recruited). Exploring hidden terrain by "
|
||
"clearing shroud or fog will also prevent undos to a previous state. You may "
|
||
"wish to activate <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 ""
|
||
"𐑦𐑯 𐑕𐑳𐑥 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑐𐑸𐑑𐑕 𐑝 𐑞 𐑥𐑨𐑐 𐑢𐑦𐑤 𐑚𐑰 𐑣𐑦𐑛𐑩𐑯 𐑓𐑮𐑪𐑥 𐑿. 𐑞𐑺 𐑸 𐑑𐑵 𐑥𐑧𐑒𐑩𐑯𐑦𐑟𐑥𐑟 𐑞𐑨𐑑 𐑒𐑨𐑯 "
|
||
"𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑕𐑧𐑐𐑼𐑩𐑑𐑤𐑦 𐑹 𐑑𐑫𐑜𐑧𐑞𐑼. 𐑞 𐑖𐑮𐑬𐑛 𐑣𐑲𐑛𐑟 𐑚𐑴𐑔 𐑞 𐑑𐑻𐑱𐑯 𐑯 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑩 "
|
||
"𐑤𐑴𐑒𐑱𐑖𐑩𐑯. 𐑣𐑬𐑧𐑝𐑼, 𐑢𐑳𐑯𐑕 𐑦𐑑 𐑦𐑟 𐑒𐑤𐑽𐑛, 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑢𐑱𐑟 𐑕𐑰 𐑞𐑨𐑑 𐑤𐑴𐑒𐑱𐑖𐑩𐑯. 𐑞 𐑓𐑪𐑜 𐑝 𐑢𐑹 𐑴𐑯𐑤𐑦 "
|
||
"𐑣𐑲𐑛𐑟 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑴𐑯𐑼𐑖𐑦𐑐 𐑝 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑳𐑞𐑼 𐑞𐑨𐑯 𐑚𐑲 𐑿 𐑹 𐑿𐑼 𐑨𐑤𐑲𐑟). 𐑞 𐑓𐑪𐑜 𐑝 𐑢𐑹 𐑦𐑟 𐑒𐑤𐑽𐑛 "
|
||
"𐑑𐑧𐑥𐑐𐑼𐑼𐑦𐑤𐑦 𐑢𐑧𐑯 𐑿 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑽𐑚𐑲, 𐑚𐑳𐑑 𐑮𐑦𐑑𐑻𐑯𐑟 𐑢𐑧𐑯 𐑞𐑱 𐑤𐑰𐑝. 𐑚𐑴𐑔 𐑞 𐑖𐑮𐑬𐑛 𐑯 𐑞 𐑓𐑪𐑜 𐑝 "
|
||
"𐑢𐑹 𐑸 𐑒𐑤𐑽𐑛 𐑚𐑲 𐑿𐑯𐑦𐑑𐑕. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑒𐑤𐑽𐑟 𐑤𐑴𐑒𐑱𐑖𐑩𐑯𐑟 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑞𐑴𐑟 𐑢𐑦𐑞𐑦𐑯 𐑢𐑳𐑯 𐑑𐑻𐑯𐑟 𐑥𐑵𐑝 "
|
||
"(𐑦𐑜𐑯𐑹𐑦𐑙 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕).\n"
|
||
"\n"
|
||
"𐑯𐑹𐑥𐑩𐑤𐑦 𐑿 𐑒𐑨𐑯 𐑳𐑯𐑛𐑵 𐑩 𐑿𐑯𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑, 𐑨𐑟 𐑤𐑪𐑙 𐑨𐑟 𐑩𐑯 𐑦𐑝𐑧𐑯𐑑 𐑢𐑦𐑞 𐑩 𐑮𐑨𐑯𐑛𐑩𐑥𐑲𐑟𐑛 𐑮𐑦𐑟𐑳𐑤𐑑 "
|
||
"𐑣𐑨𐑟 𐑯𐑪𐑑 𐑪𐑒𐑻𐑛, 𐑕𐑳𐑗 𐑨𐑟 𐑒𐑪𐑥𐑚𐑨𐑑 𐑹 𐑮𐑩𐑒𐑮𐑵𐑑𐑥𐑩𐑯𐑑 (𐑨𐑟 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑮𐑨𐑯𐑛𐑩𐑥 𐑑𐑮𐑱𐑑𐑕 "
|
||
"𐑢𐑧𐑯 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛). 𐑦𐑒𐑕𐑐𐑤𐑹𐑦𐑙 𐑣𐑦𐑛𐑩𐑯 𐑑𐑻𐑱𐑯 𐑚𐑲 𐑒𐑤𐑽𐑦𐑙 𐑖𐑮𐑬𐑛 𐑹 𐑓𐑪𐑜 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑐𐑮𐑦𐑝𐑧𐑯𐑑 "
|
||
"𐑳𐑯𐑛𐑵𐑟 𐑑 𐑩 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑑𐑱𐑑. 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑨𐑒𐑑𐑦𐑝𐑱𐑑 '𐑛𐑦𐑤𐑱 𐑖𐑮𐑬𐑛 𐑳𐑐𐑛𐑱𐑑𐑕' 𐑦𐑯 𐑞 𐑨𐑒𐑖𐑩𐑯𐑟 "
|
||
"𐑥𐑧𐑯𐑿. 𐑞𐑦𐑕 𐑢𐑦𐑤 𐑐𐑮𐑦𐑝𐑧𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑒𐑤𐑽𐑦𐑙 𐑖𐑮𐑬𐑛 𐑹 𐑓𐑪𐑜 𐑳𐑯𐑑𐑦𐑤 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑮𐑨𐑯𐑛𐑩𐑥𐑲𐑟𐑛 "
|
||
"𐑦𐑝𐑧𐑯𐑑 𐑹 𐑩 𐑥𐑨𐑯𐑘𐑫𐑩𐑤 𐑳𐑐𐑛𐑱𐑑 𐑝𐑲𐑩 '𐑳𐑐𐑛𐑱𐑑 𐑖𐑮𐑬𐑛 𐑯𐑬' (𐑹 𐑞 𐑧𐑯𐑛 𐑝 𐑿𐑼 𐑑𐑻𐑯) 𐑯 𐑞𐑺𐑚𐑲 𐑐𐑮𐑦𐑟𐑻𐑝 "
|
||
"𐑿𐑼 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑳𐑯𐑛𐑵 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:282
|
||
#, fuzzy
|
||
msgid "<header>text='Multiplayer and undo'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'</header>"
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:284
|
||
msgid ""
|
||
"In multiplayer games, moves that have been sent to the network can’t be "
|
||
"undone; the game delays sending data to try to preserve your undo ability. "
|
||
"When discussing with teammates, remember that the other players are usually "
|
||
"looking at a snapshot from the time of the last combat or fog-revealing "
|
||
"move. Chat messages and map labels are sent immediately, however they don’t "
|
||
"cause the undoable moves to be sent."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:291
|
||
msgid "Save-loading"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:292
|
||
msgid ""
|
||
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
|
||
"to bad luck — this is an expected part of the game. Going back to a previous "
|
||
"turn to try a different strategy is a part of learning the game, but we "
|
||
"recommend against reloading merely to try the same strategy again while "
|
||
"hoping for better luck."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:294
|
||
msgid ""
|
||
"One of the challenges of the game is to work out how to protect your heroes. "
|
||
"Small risks quickly build up: if you have five important units, and they "
|
||
"each have just a 1% chance of death each turn, you can "
|
||
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
|
||
"you’ll rarely make it through a scenario without having it happen."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:297
|
||
msgid ""
|
||
"Small risks build up for your non-hero units too. While the story and "
|
||
"dialogue usually aim to give you some emotional bond with your troops, the "
|
||
"game mechanics reward remembering that it’s just a game — there is rarely "
|
||
"any penalty for letting these units die, other than being unable to recall "
|
||
"them in future scenarios. Your battle plan should distribute the risks based "
|
||
"on which troops you want to recall later."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:299
|
||
msgid ""
|
||
"The difficulty levels are balanced assuming that the player won’t save-load. "
|
||
"In the mainline campaigns, harder difficulties generally have more enemies "
|
||
"and thus more experience points available; this leads to them being balanced "
|
||
"assuming that the player will be able to train enough troops to cope with "
|
||
"losing some level two or level three units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=saveload
|
||
#: data/core/help.cfg:301
|
||
msgid ""
|
||
"That said, it’s a game; the best way to play it is whichever way gives you "
|
||
"the most enjoyment."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:308
|
||
msgid "Learning from Losses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:309
|
||
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:311
|
||
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:313
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Some common reasons for losing a scenario are:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:315
|
||
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:317
|
||
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:319
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Missing clues. Often there will be hints in the campaign’s story and "
|
||
"dialog about what to expect from a difficult scenario and how to prepare for "
|
||
"it. If you have a loyal mage on your side, take the time to listen to its "
|
||
"advice; it may save your life."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"• Barely scraping a victory in a previous scenario. Campaigns generally "
|
||
"assume that you will have some <italic>text='carryover gold'</italic> and "
|
||
"some experienced 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 experienced units and much of your gold, the following scenario may "
|
||
"be very difficult to beat, even for a more experienced player. If you find "
|
||
"yourself in this situation, you may try to go back a scenario or two and win "
|
||
"them more convincingly, or change to an easier difficulty. (However, "
|
||
"remember that <italic>text='some'</italic> losses are expected, particularly "
|
||
"at higher difficulties.)"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:323
|
||
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:325
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Unlikely reasons'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=whylost
|
||
#: data/core/help.cfg:327
|
||
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:329
|
||
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:331
|
||
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:333
|
||
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:335
|
||
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:337
|
||
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:346
|
||
msgid "Combat"
|
||
msgstr "𐑒𐑪𐑥𐑚𐑨𐑑"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:347
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Order and Number of Strikes'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:347
|
||
#, fuzzy
|
||
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 ""
|
||
"𐑒𐑪𐑥𐑚𐑨𐑑 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑷𐑤𐑢𐑱𐑟 𐑑𐑱𐑒𐑕 𐑐𐑤𐑱𐑕 𐑚𐑦𐑑𐑢𐑰𐑯 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑣𐑧𐑒𐑕𐑧𐑟. "
|
||
"𐑒𐑤𐑦𐑒 𐑪𐑯 𐑿𐑼 𐑿𐑯𐑦𐑑, 𐑯 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑿 𐑢𐑪𐑯𐑑 𐑑 𐑩𐑑𐑨𐑒: 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑥𐑵𐑝 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞 "
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑, 𐑯 𐑢𐑧𐑯 𐑞𐑱 𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑳𐑞𐑼, 𐑒𐑪𐑥𐑚𐑨𐑑 𐑢𐑦𐑤 𐑚𐑩𐑜𐑦𐑯. 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 "
|
||
"𐑪𐑤𐑑𐑼𐑯𐑱𐑑 𐑕𐑑𐑮𐑲𐑒𐑕 𐑳𐑯𐑑𐑦𐑤 𐑰𐑗 𐑣𐑨𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑞𐑺 𐑩𐑤𐑭𐑑𐑦𐑛 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕. 𐑞 𐑩𐑑𐑨𐑒𐑻 "
|
||
"𐑗𐑵𐑟𐑩𐑟 𐑢𐑳𐑯 𐑝 𐑦𐑑𐑕 𐑢𐑧𐑐𐑩𐑯𐑟 𐑑 𐑩𐑑𐑨𐑒 𐑢𐑦𐑞, 𐑯 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑑𐑕 𐑢𐑦𐑞 𐑢𐑳𐑯 𐑝 𐑦𐑑𐑕 𐑩𐑑𐑨𐑒𐑕 "
|
||
"𐑝 𐑞 𐑕𐑱𐑥 𐑑𐑲𐑐. 𐑞𐑺 𐑸 𐑑𐑵 𐑑𐑲𐑐𐑕 𐑝 𐑩𐑑𐑨𐑒𐑕: 𐑥𐑱𐑤𐑱, 𐑢𐑦𐑗 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯𐑝𐑪𐑤𐑝𐑟 𐑢𐑧𐑐𐑩𐑯𐑟 𐑕𐑳𐑗 𐑨𐑟 "
|
||
"𐑕𐑹𐑛𐑟, 𐑺𐑱𐑩𐑒𐑕𐑩𐑟 𐑹 𐑓𐑨𐑙𐑟; 𐑯 𐑮𐑱𐑯𐑡𐑛, 𐑢𐑦𐑗 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯𐑝𐑪𐑤𐑝𐑟 𐑢𐑧𐑐𐑩𐑯𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑚𐑴𐑟, 𐑕𐑐𐑽𐑟 𐑯 "
|
||
"𐑓𐑲𐑻𐑚𐑪𐑤𐑟."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:349
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The attacker gets the first strike, then the defender retaliates. Each "
|
||
"strike either hits, doing a given amount of damage, or misses, doing no "
|
||
"damage at all. Strikes alternate until each unit has used up all of its "
|
||
"strikes. The number of strikes a unit has varies; for instance, an elvish "
|
||
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
|
||
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
|
||
"at 9 damage for each hit)."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑞 𐑩𐑑𐑨𐑒𐑻 𐑜𐑧𐑑𐑕 𐑞 𐑓𐑻𐑕𐑑 𐑕𐑑𐑮𐑲𐑒, 𐑞𐑧𐑯 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑑𐑕. 𐑰𐑗 𐑕𐑑𐑮𐑲𐑒 𐑲𐑞𐑼 𐑣𐑦𐑑𐑕, 𐑛𐑵𐑦𐑙 "
|
||
"𐑩 𐑜𐑦𐑝𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡, 𐑹 𐑥𐑦𐑕𐑩𐑟, 𐑛𐑵𐑦𐑙 𐑯𐑴 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑷𐑤. 𐑕𐑑𐑮𐑲𐑒𐑕 𐑪𐑤𐑑𐑼𐑯𐑱𐑑 𐑳𐑯𐑑𐑦𐑤 𐑰𐑗 "
|
||
"𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑳𐑐 𐑷𐑤 𐑝 𐑦𐑑𐑕 𐑕𐑑𐑮𐑲𐑒𐑕. 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑝𐑺𐑦𐑟; 𐑓𐑹 "
|
||
"𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑩𐑯 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼 𐑢𐑦𐑞 𐑩 5-4 𐑩𐑑𐑨𐑒 𐑥𐑱 𐑕𐑑𐑮𐑲𐑒 4 𐑑𐑲𐑥𐑟, 𐑰𐑗 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 "
|
||
"𐑛𐑰𐑤𐑦𐑙 5 𐑛𐑨𐑥𐑦𐑡, 𐑢𐑲𐑤 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑜𐑮𐑳𐑯𐑑 𐑢𐑦𐑞 𐑩 9-2 𐑩𐑑𐑨𐑒 𐑒𐑨𐑯 𐑴𐑯𐑤𐑦 𐑕𐑑𐑮𐑲𐑒 𐑑𐑢𐑲𐑕 (𐑚𐑳𐑑 𐑨𐑑 "
|
||
"9 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑰𐑗 𐑣𐑦𐑑)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:351
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Chance to Hit'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:353
|
||
#, fuzzy
|
||
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 elf’s chance of hitting the "
|
||
"attacker in return depends on what terrain the attacker is in."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑧𐑝𐑮𐑦 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑗𐑭𐑯𐑕 𐑝 𐑚𐑰𐑦𐑙 𐑣𐑦𐑑, 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑞 𐑑𐑻𐑱𐑯 𐑦𐑑 𐑦𐑟 𐑦𐑯. 𐑞𐑦𐑕 𐑦𐑟 𐑖𐑴𐑯 𐑦𐑯 𐑞 "
|
||
"𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯, 𐑯 𐑥𐑱 𐑷𐑤𐑕𐑴 𐑚𐑰 𐑓𐑬𐑯𐑛 𐑚𐑲 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 𐑩 𐑿𐑯𐑦𐑑, 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑿𐑯𐑦𐑑 "
|
||
"𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯, 𐑯 𐑞𐑧𐑯 𐑤𐑫𐑒𐑦𐑙 𐑨𐑑 <italic>text='𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟'</italic>. 𐑓𐑹 "
|
||
"𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑥𐑧𐑯𐑦 𐑧𐑤𐑝𐑟 𐑣𐑨𐑝 𐑩 𐑛𐑦𐑓𐑧𐑯𐑕 𐑮𐑱𐑑𐑦𐑙 𐑝 70% 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑕𐑴 𐑩 𐑿𐑯𐑦𐑑 𐑩𐑑𐑨𐑒𐑦𐑙 𐑞𐑧𐑥 "
|
||
"𐑣𐑨𐑟 𐑴𐑯𐑤𐑦 𐑩 30% 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙. 𐑒𐑩𐑯𐑝𐑻𐑕𐑤𐑦, 𐑞 𐑧𐑤𐑓𐑕 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑦𐑯 𐑮𐑦𐑑𐑻𐑯 "
|
||
"𐑛𐑦𐑐𐑧𐑯𐑛𐑟 𐑪𐑯 𐑢𐑪𐑑 𐑑𐑻𐑱𐑯 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑦𐑟 𐑦𐑯."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:355
|
||
#, fuzzy
|
||
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"
|
||
"𐑞𐑺 𐑸 𐑑𐑵 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟 𐑑 𐑞𐑦𐑕 𐑮𐑵𐑤: <ref>dst='weaponspecial_magical' text='𐑥𐑨𐑡𐑦𐑒𐑩𐑤 "
|
||
"𐑩𐑑𐑨𐑒𐑕'</ref> 𐑯 <ref>dst='weaponspecial_marksman' text='𐑥𐑸𐑒𐑕𐑥𐑧𐑯'</ref>. "
|
||
"𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑝 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑, 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑑𐑻𐑱𐑯, 𐑯, 𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 "
|
||
"𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑥𐑸𐑒𐑕𐑥𐑧𐑯 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑝 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑, 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑑𐑻𐑱𐑯."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:357
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=𐑛𐑨𐑥𐑦𐑡</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:359
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<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"
|
||
"𐑰𐑗 𐑕𐑑𐑮𐑲𐑒 𐑢𐑦𐑗 𐑣𐑦𐑑𐑕 𐑒𐑷𐑟𐑩𐑟 𐑩 𐑚𐑱𐑕 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑛𐑦𐑐𐑧𐑯𐑛𐑦𐑙 𐑪𐑯 𐑞 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐. 𐑓𐑹 "
|
||
"𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑩𐑯 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼 𐑢𐑦𐑞 𐑩 5-4 𐑩𐑑𐑨𐑒 𐑛𐑳𐑟 5 𐑚𐑱𐑕 𐑛𐑨𐑥𐑦𐑡. 𐑞𐑦𐑕 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑥𐑪𐑛𐑦𐑓𐑲𐑛 "
|
||
"𐑚𐑲 𐑑𐑵 𐑔𐑦𐑙𐑟: <ref>dst='damage_types_and_resistance' text='𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕'</ref> 𐑯 "
|
||
"<ref>dst='time_of_day' text='𐑑𐑲𐑥 𐑝 𐑛𐑱'</ref>. 𐑑 𐑕𐑰 𐑣𐑬 𐑚𐑱𐑕 𐑛𐑨𐑥𐑦𐑡 𐑦𐑟 𐑥𐑪𐑛𐑦𐑓𐑲𐑛 "
|
||
"𐑚𐑲 𐑞 𐑕𐑻𐑒𐑩𐑥𐑕𐑑𐑩𐑯𐑕𐑩𐑟, 𐑕𐑩𐑤𐑧𐑒𐑑 <italic>text='𐑛𐑨𐑥𐑦𐑡 𐑒𐑨𐑤𐑒𐑿𐑤𐑱𐑖𐑩𐑯𐑟'</italic> 𐑦𐑯 𐑞 "
|
||
"𐑩𐑑𐑨𐑒 𐑕𐑦𐑤𐑧𐑒𐑖𐑩𐑯 𐑥𐑧𐑯𐑿."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:361
|
||
#, fuzzy
|
||
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"
|
||
"𐑩 𐑓𐑿 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑕𐑐𐑧𐑖𐑩𐑤 <ref>dst='..abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟'</ref> "
|
||
"𐑢𐑦𐑗 𐑩𐑓𐑧𐑒𐑑 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑. 𐑞 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯 𐑝 𐑞𐑰𐑟 𐑦𐑟 "
|
||
"<ref>dst='weaponspecial_charge' text='𐑗𐑸𐑡'</ref>, 𐑢𐑦𐑗 𐑛𐑩𐑚𐑩𐑤𐑟 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑚𐑲 "
|
||
"𐑚𐑴𐑔 𐑩𐑑𐑨𐑒𐑻 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑢𐑧𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑗𐑸𐑡 𐑩𐑑𐑨𐑒𐑕."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:369
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕 𐑯 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕"
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:370
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resistances work very simply: if a unit has 40% resistance against a damage "
|
||
"type, then it will suffer 40% less damage when hit with that damage type. It "
|
||
"is also possible for a unit to be vulnerable against some damage types. If a "
|
||
"unit has −100% resistance against a damage type, it will suffer 100% more "
|
||
"damage when hit by that type."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑢𐑻𐑒 𐑝𐑧𐑮𐑦 𐑕𐑦𐑥𐑐𐑤𐑦: 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 40% 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐, "
|
||
"𐑞𐑧𐑯 𐑦𐑑 𐑢𐑦𐑤 𐑕𐑳𐑓𐑼 40% 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡 𐑢𐑧𐑯 𐑣𐑦𐑑 𐑢𐑦𐑞 𐑞𐑨𐑑 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐. 𐑦𐑑 𐑦𐑟 𐑷𐑤𐑕𐑴 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 "
|
||
"𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑚𐑰 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑩𐑜𐑱𐑯𐑕𐑑 𐑕𐑳𐑥 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕. 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 −100% "
|
||
"𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐, 𐑦𐑑 𐑢𐑦𐑤 𐑕𐑳𐑓𐑼 100% 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑢𐑧𐑯 𐑣𐑦𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑑𐑲𐑐."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:370
|
||
#, fuzzy
|
||
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 ""
|
||
"𐑦𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑞𐑺 𐑸 𐑔𐑮𐑰 𐑑𐑲𐑐𐑕 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑿𐑖𐑿𐑩𐑤𐑦 𐑩𐑕𐑴𐑖𐑦𐑱𐑑𐑩𐑛 𐑢𐑦𐑞 𐑓𐑦𐑟𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕: 𐑚𐑤𐑱𐑛, "
|
||
"𐑐𐑽𐑕 𐑯 𐑦𐑥𐑐𐑨𐑒𐑑 𐑛𐑨𐑥𐑦𐑡. 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤𐑰, 𐑞𐑺 𐑸 𐑔𐑮𐑰 𐑓𐑻𐑞𐑼 𐑑𐑲𐑐𐑕 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑿𐑖𐑿𐑩𐑤𐑦 𐑩𐑕𐑴𐑖𐑦𐑱𐑑𐑩𐑛 "
|
||
"𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕: 𐑓𐑲𐑼, 𐑒𐑴𐑤𐑛 𐑯 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒𐑕. 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑣𐑨𐑝 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 "
|
||
"𐑢𐑦𐑗 𐑪𐑤𐑑𐑻 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑢𐑦𐑗 𐑞𐑱 𐑑𐑱𐑒 𐑓𐑮𐑪𐑥 𐑕𐑻𐑑𐑩𐑯 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:372
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"For example, skeletons are highly resistant to blade and pierce damage, but "
|
||
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
|
||
"damage."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑕𐑒𐑧𐑤𐑩𐑑𐑩𐑯𐑟 𐑸 𐑣𐑲𐑤𐑦 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑑 𐑑 𐑚𐑤𐑱𐑛 𐑯 𐑐𐑽𐑕 𐑛𐑨𐑥𐑦𐑡, 𐑚𐑳𐑑 𐑸 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 "
|
||
"𐑑 𐑦𐑥𐑐𐑨𐑒𐑑 𐑯 𐑓𐑲𐑼 𐑛𐑨𐑥𐑦𐑡, 𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑑 𐑸𐑒𐑱𐑯 𐑛𐑨𐑥𐑦𐑡."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:374
|
||
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"
|
||
"𐑦𐑓 𐑩 𐑕𐑑𐑮𐑲𐑒 𐑦𐑟 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑛 𐑑 𐑣𐑦𐑑, 𐑦𐑑 𐑢𐑦𐑤 𐑷𐑤𐑢𐑱𐑟 𐑛𐑵 𐑨𐑑 𐑤𐑰𐑕𐑑 1 𐑐𐑶𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡. 𐑞𐑦𐑕 "
|
||
"𐑩𐑐𐑤𐑲𐑟 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑣𐑨𐑟 100% 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑑 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:382
|
||
msgid "Orbs and ellipses"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:383
|
||
msgid ""
|
||
"There are colored indicators above the energy bars of some units, consisting "
|
||
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:395
|
||
msgid ""
|
||
"The orbs show whether the unit can move or attack. The statuses and their "
|
||
"standard colors are:\n"
|
||
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
|
||
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
|
||
"attack. It might still be able to move further too.\n"
|
||
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
|
||
"this turn.\n"
|
||
" • Red is also used after the ‘end unit turn’ command, and,\n"
|
||
" • when a unit is in the middle of a multi-turn move (has been told to "
|
||
"move further than it can in the current turn).\n"
|
||
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
|
||
"still move further, but it can no longer attack.\n"
|
||
" • This can happen due to campaign-specific events or abilities, for "
|
||
"example the <italic>text='disengage'</italic> ability in the campaign "
|
||
"<italic>text='Under the Burning Suns'</italic>.\n"
|
||
"• <bold>text='Blue'</bold> for allied units, except during that ally’s own "
|
||
"turn.\n"
|
||
" • During the ally’s own turn, their units will be shown with the colors "
|
||
"showing whether the units can still move and attack; however their moves, "
|
||
"and the corresponding orb changes, are delayed as explained in "
|
||
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
|
||
"• Enemy units normally don’t have orbs, however these can be enabled in the "
|
||
"advanced preference “Customize orb colors”."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:407
|
||
#, fuzzy
|
||
msgid "<header>text='Ellipses'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:410
|
||
msgid ""
|
||
"A team-colored shape is drawn on the ground under each unit. This is called "
|
||
"the “ellipse”, although some units’ ellipses are not elliptical."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#. The help page has a set of images above this paragraph, in the same order as the bullet points
|
||
#: data/core/help.cfg:421
|
||
msgid ""
|
||
"• Most units have a circular ellipse.\n"
|
||
"• Units that can recruit have a seven-pointed star.\n"
|
||
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
|
||
"seven-pointed star, these units can’t recruit.\n"
|
||
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
|
||
"broken outline version of the shape.\n"
|
||
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
|
||
"a ZoC, these units have a broken outline version of the seven-pointed star."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:432
|
||
msgid "Crowns and loyal markers"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#: data/core/help.cfg:433
|
||
msgid ""
|
||
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
|
||
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
|
||
"text='ellipses'</ref>:"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=crowns
|
||
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
|
||
#: data/core/help.cfg:448
|
||
msgid ""
|
||
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
|
||
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
|
||
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
|
||
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
|
||
"<bold>text='loyal icon'</bold>.\n"
|
||
"\n"
|
||
"Of these categories, only leaders are built into the basic game rules. The "
|
||
"others are found in campaigns, and are characters that form part of the "
|
||
"narration. The exact rules for them are set by their campaign, which might "
|
||
"deviate from these standard expectations about them:\n"
|
||
"\n"
|
||
"• The death of any hero leads to immediate defeat.\n"
|
||
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
|
||
"though they can recruit.\n"
|
||
"• All of these units have the main advantage of the loyal trait, that they "
|
||
"cost no upkeep.\n"
|
||
"• Losing any of these units causes a disadvantage for the remainder of the "
|
||
"campaign, assuming it doesn’t end immediately.\n"
|
||
"• These units will never occur as random recruits."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:466
|
||
msgid "Time of Day"
|
||
msgstr "𐑑𐑲𐑥 𐑝 𐑛𐑱"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:467
|
||
#, fuzzy
|
||
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 twilight."
|
||
msgstr ""
|
||
"𐑞 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑩𐑓𐑧𐑒𐑑𐑕 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑝 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑓𐑪𐑤𐑴𐑟:\n"
|
||
"𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑜𐑧𐑑 +25% 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 𐑛𐑱𐑑𐑲𐑥, 𐑯 −25% 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑯𐑲𐑑.\n"
|
||
"𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑜𐑧𐑑 +25% 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑯𐑲𐑑, 𐑯 −25% 𐑦𐑯 𐑛𐑱𐑑𐑲𐑥.\n"
|
||
"𐑯𐑵𐑑𐑮𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑩𐑯𐑩𐑓𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑞 𐑑𐑲𐑥 𐑝 𐑛𐑱."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:472
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The current time of day can be observed under the minimap in the status "
|
||
"pane. For the usual day/night cycle, morning and afternoon count as day, "
|
||
"first and second watch count as night:\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑒𐑨𐑯 𐑚𐑰 𐑩𐑚𐑟𐑻𐑝𐑛 𐑳𐑯𐑛𐑼 𐑞 𐑥𐑦𐑯𐑰𐑥𐑨𐑐 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯. 𐑓𐑹 𐑞 𐑿𐑖𐑿𐑩𐑤 "
|
||
"𐑛𐑱/𐑯𐑲𐑑 𐑕𐑲𐑒𐑩𐑤, 𐑥𐑹𐑯𐑦𐑙 𐑯 𐑭𐑓𐑑𐑼𐑯𐑵𐑯 𐑒𐑬𐑯𐑑 𐑨𐑟 𐑛𐑱, 𐑓𐑻𐑕𐑑 𐑯 𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡 𐑒𐑬𐑯𐑑 𐑨𐑟 𐑯𐑲𐑑:\n"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dawn
|
||
#. [time]: id=dawn_hour
|
||
#: data/core/help.cfg:476 data/core/macros/schedules.cfg:16
|
||
#: data/core/macros/schedules.cfg:290
|
||
msgid "Dawn"
|
||
msgstr "𐑛𐑷𐑯"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=morning
|
||
#: data/core/help.cfg:477 data/core/macros/schedules.cfg:28
|
||
msgid "Morning"
|
||
msgstr "𐑥𐑹𐑯𐑦𐑙"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=afternoon
|
||
#: data/core/help.cfg:478 data/core/macros/schedules.cfg:46
|
||
msgid "Afternoon"
|
||
msgstr "𐑭𐑓𐑑𐑼𐑯𐑵𐑯"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=dusk
|
||
#. [time]: id=dusk_hour
|
||
#: data/core/help.cfg:479 data/core/macros/schedules.cfg:55
|
||
#: data/core/macros/schedules.cfg:411
|
||
msgid "Dusk"
|
||
msgstr "𐑛𐑩𐑕𐑒"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=first_watch
|
||
#: data/core/help.cfg:480 data/core/macros/schedules.cfg:67
|
||
msgid "First Watch"
|
||
msgstr "𐑓𐑻𐑕𐑑 𐑢𐑪𐑡"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#. [time]: id=second_watch
|
||
#: data/core/help.cfg:481 data/core/macros/schedules.cfg:91
|
||
msgid "Second Watch"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:483
|
||
#, 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 ""
|
||
"𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑕𐑳𐑥 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛, 𐑢𐑺 𐑦𐑑 𐑦𐑟 𐑐𐑼𐑐𐑧𐑑𐑘𐑫𐑩𐑤𐑦 𐑯𐑲𐑑!"
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:485
|
||
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:487
|
||
msgid ""
|
||
"Some role-playing scenarios take place indoors — these regions are similarly "
|
||
"intermediate.\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:489
|
||
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:496
|
||
msgid "Healing"
|
||
msgstr "𐑣𐑰𐑤𐑦𐑙"
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:497
|
||
#, fuzzy
|
||
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"
|
||
"𐑮𐑧𐑕𐑑𐑦𐑙: 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑯𐑲𐑞𐑼 𐑥𐑵𐑝𐑟, 𐑩𐑑𐑨𐑒𐑕, 𐑯𐑹 𐑦𐑟 𐑩𐑑𐑨𐑒𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 2 HP 𐑦𐑯 𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 "
|
||
"𐑑𐑻𐑯."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:497
|
||
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:499
|
||
#, fuzzy
|
||
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"
|
||
"𐑝𐑦𐑤𐑦𐑡𐑦𐑟: 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑕𐑑𐑸𐑑𐑕 𐑩 𐑑𐑻𐑯 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑢𐑦𐑤 𐑣𐑰𐑤 8HP."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:500
|
||
#, 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='𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯'</ref>: 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 (𐑕𐑳𐑗 𐑨𐑟 "
|
||
"𐑑𐑮𐑴𐑤𐑟) 𐑢𐑦𐑤 𐑷𐑑𐑩𐑥𐑨𐑑𐑦𐑒𐑤𐑦 𐑣𐑰𐑤 8HP 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:501
|
||
#, fuzzy
|
||
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"
|
||
"𐑣𐑰𐑤𐑦𐑙 𐑿𐑯𐑦𐑑𐑕: 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 <ref>dst='ability_heals +4' text='𐑣𐑰𐑤𐑟'</ref> "
|
||
"𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑰𐑗 𐑨𐑤𐑲𐑛 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑, 𐑿𐑖𐑿𐑩𐑤𐑦 <ref>dst='ability_heals +4' "
|
||
"text='4HP'</ref> 𐑹 <ref>dst='ability_heals +8' text='8HP'</ref> 𐑐𐑻 𐑑𐑻𐑯, 𐑹 "
|
||
"𐑐𐑮𐑦𐑝𐑧𐑯𐑑 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑒𐑷𐑟𐑦𐑙 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑛𐑨𐑥𐑦𐑡."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:502
|
||
#, fuzzy
|
||
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"
|
||
"𐑒𐑘𐑫𐑼𐑦𐑙 𐑿𐑯𐑦𐑑𐑕: 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 <ref>dst='ability_cures' text='𐑒𐑘𐑫𐑮𐑟'</ref> "
|
||
"𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑤 𐑒𐑘𐑫𐑼 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑷𐑤 𐑨𐑤𐑲𐑛 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 (𐑦𐑯 𐑐𐑮𐑧𐑓𐑼𐑩𐑯𐑕 𐑑 𐑣𐑰𐑤𐑦𐑙, 𐑦𐑓 𐑦𐑑 "
|
||
"𐑣𐑨𐑟 𐑞𐑨𐑑 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑨𐑟 𐑢𐑧𐑤)."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:503
|
||
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:504
|
||
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"
|
||
"𐑮𐑧𐑕𐑑𐑦𐑙 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑩𐑥𐑚𐑲𐑯𐑛 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑓𐑹𐑥𐑟 𐑝 𐑣𐑰𐑤𐑦𐑙, 𐑚𐑳𐑑 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯, 𐑣𐑰𐑤𐑦𐑙 𐑯 "
|
||
"𐑒𐑘𐑫𐑼𐑦𐑙 𐑒𐑨𐑯𐑪𐑑 𐑒𐑪𐑥𐑚𐑲𐑯 𐑢𐑦𐑞 𐑰𐑗 𐑳𐑞𐑼: 𐑞 𐑚𐑧𐑕𐑑 𐑪𐑐𐑖𐑩𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛. 𐑓𐑲𐑯𐑩𐑤𐑦, 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑣𐑰𐑤 𐑓𐑫𐑤𐑦 𐑚𐑦𐑑𐑢𐑰𐑯 𐑕𐑦𐑯𐑺𐑰𐑴𐑟."
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:506
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<bold>text='Advanced'</bold>"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=healing
|
||
#: data/core/help.cfg:508
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Unlike other forms of healing, the heals ability will not take effect on the "
|
||
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
|
||
"surrounded by several healers on the same side will only receive healing "
|
||
"from one healer per turn, a unit surrounded by healers from several allied "
|
||
"sides will be healed once on each of said allied sides’ turns."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:516
|
||
msgid "Wrap Up"
|
||
msgstr "𐑮𐑨𐑐 𐑳𐑐"
|
||
|
||
#. [topic]: id=wrap_up
|
||
#: data/core/help.cfg:517
|
||
#, fuzzy
|
||
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 ""
|
||
"𐑞𐑦𐑕 𐑒𐑩𐑯𐑒𐑤𐑵𐑛𐑟 𐑞 𐑓𐑩𐑯𐑛𐑩𐑥𐑧𐑯𐑑𐑩𐑤𐑟 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑿 𐑥𐑲𐑑 𐑢𐑪𐑯𐑑 𐑑 𐑸𐑱𐑖𐑱𐑙𐑔𐑮𐑰𐑛 𐑳𐑐 𐑪𐑯 𐑚𐑱𐑕𐑦𐑒 "
|
||
"𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰, 𐑹 𐑓𐑩𐑥𐑦𐑤𐑘𐑻𐑲𐑟 𐑿𐑼𐑕𐑧𐑤𐑓 𐑢𐑦𐑞 <ref>dst='..traits_section' text='𐑑𐑮𐑱𐑑𐑕'</"
|
||
"ref> 𐑯 <ref>dst='..abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟'</ref>, 𐑚𐑳𐑑 𐑿 𐑯𐑬 𐑯𐑴 "
|
||
"𐑧𐑝𐑮𐑦𐑔𐑦𐑙 𐑿 𐑯𐑰𐑛 𐑑 𐑯𐑴 𐑑 𐑐𐑤𐑱 𐑞 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯 𐑒𐑨𐑥𐑐𐑱𐑯. 𐑣𐑨𐑝 𐑓𐑳𐑯, 𐑯 𐑜𐑫𐑛 𐑤𐑳𐑒!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:522
|
||
msgid "License"
|
||
msgstr "𐑤𐑲𐑕𐑩𐑯𐑕"
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:533
|
||
#, fuzzy
|
||
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 ""
|
||
"𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑑𐑵 𐑑𐑮𐑱𐑑𐑕. 𐑣𐑬𐑧𐑝𐑼, 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑨𐑟𐑕𐑲𐑯𐑛 𐑞 𐑕𐑦𐑙𐑜𐑩𐑤 𐑑𐑮𐑱𐑑 '𐑳𐑯𐑛𐑧𐑛', "
|
||
"𐑯 𐑢𐑴𐑟𐑧𐑟 𐑛𐑵 𐑯𐑪𐑑 𐑮𐑦𐑕𐑰𐑝 𐑧𐑯𐑦 𐑑𐑮𐑱𐑑𐑕. 𐑑𐑮𐑱𐑑𐑕 𐑸 𐑥𐑪𐑛𐑦𐑓𐑦𐑒𐑱𐑖𐑩𐑯𐑟 𐑞𐑨𐑑 𐑗𐑱𐑯𐑡 𐑩 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑩𐑑𐑮𐑦𐑚𐑿𐑑𐑕 𐑕𐑤𐑲𐑑𐑤𐑦. 𐑞𐑱 𐑸 𐑿𐑖𐑿𐑩𐑤𐑦 𐑮𐑨𐑯𐑛𐑩𐑥𐑤𐑦 𐑨𐑟𐑕𐑲𐑯𐑛 𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:533
|
||
msgid ""
|
||
"Traits are modifications that change a unit’s attributes slightly. They are "
|
||
"usually randomly assigned to a unit when it is recruited. The traits "
|
||
"available to a unit are largely determined by its <italic>text='race'</"
|
||
"italic>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:535
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"The traits that are available to most 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>."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑞 𐑑𐑮𐑱𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑑 𐑷𐑤 𐑯𐑪𐑯-𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 <ref>dst='traits_intelligent' "
|
||
"text='𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑'</ref>, <ref>dst='traits_quick' text='𐑒𐑢𐑦𐑒'</ref>, "
|
||
"<ref>dst='traits_resilient' text='𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑'</ref>, 𐑯 "
|
||
"<ref>dst='traits_strong' text='𐑕𐑑𐑮𐑪𐑙'</ref>."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:537
|
||
#, fuzzy
|
||
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"
|
||
"𐑳𐑞𐑼 𐑑𐑮𐑱𐑑𐑕 𐑞𐑨𐑑 𐑥𐑱 𐑚𐑰 𐑨𐑟𐑕𐑲𐑯𐑛 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 <ref>dst='traits_dextrous' "
|
||
"text='𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕'</ref>, <ref>dst='traits_loyal' text='𐑤𐑶𐑩𐑤'</ref>, 𐑯 "
|
||
"<ref>dst='traits_undead' text='𐑳𐑯𐑛𐑧𐑛'</ref>.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:547
|
||
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:547
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Game maps feature a variety of terrains that affect both unit movement "
|
||
#| "and a unit’s defensive capability in combat.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"Game maps feature a variety of terrains that affect both unit movement and a "
|
||
"unit’s defensive capability in combat."
|
||
msgstr ""
|
||
"𐑜𐑱𐑥 𐑥𐑨𐑐𐑕 𐑓𐑰𐑗𐑼 𐑩 𐑝𐑼𐑲𐑩𐑑𐑦 𐑝 𐑑𐑻𐑱𐑯𐑟 𐑞𐑨𐑑 𐑩𐑓𐑧𐑒𐑑 𐑚𐑴𐑔 𐑿𐑯𐑦𐑑 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑯 𐑩 𐑿𐑯𐑦𐑑𐑕 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 "
|
||
"𐑒𐑱𐑐𐑩𐑚𐑦𐑤𐑩𐑑𐑰 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:549
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:551
|
||
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:555
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Every unit has a defense rating and a movement cost for each of the basic "
|
||
"terrain types, and these values are listed in the unit’s help page. Basic "
|
||
"terrain types may have unique properties like illumination effects as well."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:557
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Mixed Terrain Types'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:559
|
||
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:563
|
||
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:567
|
||
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:571
|
||
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:575
|
||
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:577
|
||
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:579
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Defense Caps'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=..terrains_section
|
||
#: data/core/help.cfg:581
|
||
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:583
|
||
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:585
|
||
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:587
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Basic Terrain Types'</header>\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=..addons
|
||
#: data/core/help.cfg:600
|
||
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:610
|
||
msgid "Using Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:611
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "<header>text=Damage</header>"
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Campaigns and Scenarios'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=𐑛𐑨𐑥𐑦𐑡</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:611
|
||
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:613
|
||
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:615
|
||
#, 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='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑑𐑨𐑒'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:617
|
||
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:619
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Multiplayer Eras and Factions'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:621
|
||
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:625
|
||
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:627
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Modifications'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:629
|
||
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:631
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Cores'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:633
|
||
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:637
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Creator Resources'</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#. [topic]: id=using_addons
|
||
#: data/core/help.cfg:639
|
||
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:648
|
||
msgid "Installing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=installing_addons
|
||
#: data/core/help.cfg:649
|
||
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-on’s title. If the window is "
|
||
"too small to show them inline, the <bold>text='Add-on 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:662
|
||
msgid "Removing Add-ons"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=removing_addons
|
||
#: data/core/help.cfg:663
|
||
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:678
|
||
#, fuzzy
|
||
#| msgid "General commands"
|
||
msgid "General Commands"
|
||
msgstr "𐑡𐑧𐑯𐑼𐑩𐑤 𐑒𐑩𐑥𐑭𐑯𐑛𐑟"
|
||
|
||
#. [topic]: id=general_commands
|
||
#. [topic]: id=mp_commands
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:679 data/core/help.cfg:724 data/core/help.cfg:762
|
||
msgid ""
|
||
"These commands can either be issued via the command line by prefixing them "
|
||
"with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press "
|
||
"‘m’ first to open the chat line).\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:681
|
||
msgid ""
|
||
"\n"
|
||
"Similar to the ‘fps’ command, but also forces everything to redraw instead "
|
||
"of only things that have changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:684
|
||
msgid ""
|
||
"\n"
|
||
"Clear chat messages.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑒𐑤𐑽 𐑗𐑨𐑑 𐑥𐑧𐑕𐑦𐑡𐑩𐑟.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:687
|
||
#, fuzzy
|
||
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"
|
||
"𐑕𐑢𐑦𐑗 𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑪𐑯 (𐑛𐑴𐑟 𐑯𐑪𐑑 𐑢𐑻𐑒 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻). 𐑕𐑰 <ref>dst='debug_commands' "
|
||
"text='𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑒𐑩𐑥𐑭𐑯𐑛𐑟'</ref>.\n"
|
||
"𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑦𐑟 𐑑𐑻𐑯𐑛 𐑪𐑓 𐑚𐑲 𐑒𐑢𐑦𐑑𐑦𐑙 𐑞 𐑜𐑱𐑥 𐑹 :nodebug.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:691
|
||
msgid ""
|
||
"\n"
|
||
"Switch a side between human and AI control. The second parameter can be "
|
||
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
|
||
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
|
||
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
|
||
"Defaults to toggling the currently active side if no parameters are "
|
||
"supplied.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:694
|
||
msgid ""
|
||
"\n"
|
||
"Display the controller status of a side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:697
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "Toggle the display of the current frames per second.\n"
|
||
#| "\n"
|
||
msgid ""
|
||
"\n"
|
||
"Toggle the display of the current frames per second. Also writes these "
|
||
"values to a file in the userdata directory.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑑𐑪𐑜𐑩𐑤 𐑞 𐑛𐑦𐑕𐑐𐑤𐑱 𐑝 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑓𐑮𐑱𐑥𐑟 𐑐𐑻 𐑕𐑧𐑒𐑩𐑯𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:700
|
||
msgid ""
|
||
"\n"
|
||
"Switch a log domain to a different log level.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑕𐑢𐑦𐑗 𐑩 𐑤𐑪𐑜 𐑛𐑴𐑥𐑱𐑯 𐑑 𐑩 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑤𐑪𐑜 𐑤𐑧𐑝𐑩𐑤.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:703
|
||
msgid ""
|
||
"\n"
|
||
"Redraws the screen and reloads any image files that have been changed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑮𐑰𐑛𐑮𐑷𐑕 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑯 𐑮𐑰𐑤𐑴𐑛𐑟 𐑧𐑯𐑦 𐑦𐑥𐑦𐑡 𐑓𐑲𐑤𐑟 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑗𐑱𐑯𐑡𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:706
|
||
msgid ""
|
||
"\n"
|
||
"Bring up theme selection menu.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑚𐑮𐑦𐑙 𐑳𐑐 𐑔𐑰𐑥 𐑕𐑦𐑤𐑧𐑒𐑖𐑩𐑯 𐑥𐑧𐑯𐑿.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:709
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑒𐑢𐑦𐑑 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:712
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑕𐑱𐑝 𐑞 𐑜𐑱𐑥 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:715
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"𐑕𐑱𐑝 𐑞 𐑜𐑱𐑥 𐑯 𐑒𐑢𐑦𐑑 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:723
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑒𐑩𐑥𐑭𐑯𐑛𐑟"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:726
|
||
msgid ""
|
||
"\n"
|
||
"Ban a user in a multiplayer game by the IP address used by that username and "
|
||
"kick him. Can be used on users not in the game but on the server. (Of course "
|
||
"they won’t be kicked then.)\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑚𐑨𐑯 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑚𐑲 𐑞 ·𐑦·𐑐 𐑩𐑛𐑮𐑧𐑕 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑿𐑟𐑻𐑯𐑱𐑥 𐑯 𐑒𐑦𐑒 "
|
||
"𐑣𐑦𐑥. 𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑪𐑯 𐑿𐑟𐑼𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑚𐑳𐑑 𐑪𐑯 𐑞 𐑕𐑻𐑝𐑻. (𐑝 𐑒𐑹𐑕 𐑞𐑱 𐑢𐑴𐑯𐑑 𐑚𐑰 "
|
||
"𐑒𐑦𐑒𐑑 𐑞𐑧𐑯.)\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:729
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Change the controller for side (write here the number of the side) to "
|
||
"username (write here the nickname of the player or observer). You can check "
|
||
"what side belongs to which player in the <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"
|
||
"𐑗𐑱𐑯𐑡 𐑞 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼 𐑓𐑹 𐑕𐑲𐑛 (𐑮𐑲𐑑 𐑣𐑽 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑞 𐑕𐑲𐑛) 𐑑 𐑿𐑟𐑻𐑯𐑱𐑥 (𐑮𐑲𐑑 𐑣𐑽 𐑞 𐑯𐑦𐑒 𐑝 𐑞 "
|
||
"𐑐𐑤𐑱𐑻 𐑹 𐑩𐑚𐑟𐑻𐑝𐑻). 𐑿 𐑒𐑨𐑯 𐑗𐑧𐑒 𐑢𐑪𐑑 𐑕𐑲𐑛 𐑚𐑦𐑤𐑪𐑙𐑟 𐑑 𐑢𐑦𐑗 𐑐𐑤𐑱𐑻 𐑦𐑯 𐑞 '𐑕𐑦𐑯𐑺𐑰𐑴 𐑕𐑧𐑑𐑦𐑙𐑟' "
|
||
"𐑛𐑲𐑩𐑤𐑪𐑜 (𐑐𐑮𐑧𐑕 𐑞 '𐑥𐑹' 𐑚𐑳𐑑𐑩𐑯 𐑦𐑯 𐑞 '𐑕𐑑𐑱𐑑𐑫𐑕 𐑑𐑱𐑚𐑩𐑤' (·𐑷𐑤𐑑+𐑕 𐑚𐑲 𐑛𐑰𐑓𐑷𐑤𐑑) 𐑑 𐑜𐑧𐑑 𐑞𐑺.). "
|
||
"𐑞 𐑣𐑴𐑕𐑑 𐑒𐑨𐑯 𐑗𐑱𐑯𐑡 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑧𐑯𐑦 𐑕𐑲𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:732
|
||
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:735
|
||
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:738
|
||
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"
|
||
"𐑒𐑦𐑒 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻. 𐑞𐑱 𐑢𐑦𐑤 𐑚𐑰 𐑱𐑚𐑩𐑤 𐑑 𐑮𐑰𐑡𐑶𐑯 𐑞 𐑜𐑱𐑥. 𐑦𐑓 𐑿 𐑡𐑳𐑕𐑑 𐑢𐑪𐑯𐑑 𐑑 𐑗𐑱𐑯𐑡 "
|
||
"𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑞𐑺 𐑕𐑲𐑛(𐑕) 𐑿𐑟 𐑞 :𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑒𐑩𐑥𐑭𐑯𐑛 𐑦𐑯𐑕𐑑𐑧𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:741
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Send a private message to a user. When in a game, it is not possible to send "
|
||
"private messages to players who are currently controlling a side in the same "
|
||
"game.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"𐑕𐑧𐑯𐑛𐑟 𐑩 𐑐𐑮𐑲𐑝𐑩𐑑 𐑥𐑧𐑕𐑦𐑡. 𐑿 𐑒𐑭𐑯𐑑 𐑕𐑧𐑯𐑛 𐑥𐑧𐑕𐑦𐑡𐑩𐑟 𐑑 𐑐𐑤𐑱𐑼𐑟 𐑞𐑨𐑑 𐑛𐑴𐑯𐑑 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑩 𐑕𐑲𐑛 𐑦𐑯 "
|
||
"𐑩 𐑮𐑳𐑯𐑦𐑙 𐑜𐑱𐑥 𐑿 𐑸 𐑦𐑯."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:744
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑥𐑿𐑑 𐑩 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑩𐑚𐑟𐑻𐑝𐑻. 𐑦𐑓 𐑯𐑴 𐑿𐑟𐑻𐑯𐑱𐑥 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛 𐑞 𐑥𐑿𐑑𐑩𐑛 𐑿𐑟𐑼𐑯𐑱𐑥𐑟 𐑸 𐑛𐑦𐑕𐑐𐑤𐑱𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:747
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑑𐑪𐑜𐑩𐑤 𐑥𐑿𐑑𐑦𐑙/𐑕𐑲𐑤𐑩𐑯𐑕𐑦𐑙 𐑝 𐑷𐑤 𐑩𐑚𐑟𐑻𐑝𐑼𐑟 𐑪𐑯/𐑪𐑓.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:750
|
||
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"
|
||
"𐑳𐑯𐑚𐑨𐑯 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑚𐑲 𐑞 ·𐑦·𐑐 𐑩𐑛𐑮𐑧𐑕 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑿𐑟𐑻𐑯𐑱𐑥. 𐑒𐑨𐑯 "
|
||
"𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑪𐑯 𐑿𐑟𐑼𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑚𐑳𐑑 𐑪𐑯 𐑞 𐑕𐑻𐑝𐑻.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:753
|
||
msgid ""
|
||
"\n"
|
||
"Unmute a specific observer. If no username is supplied the list of muted "
|
||
"observers is cleared."
|
||
msgstr ""
|
||
"\n"
|
||
"𐑳𐑯𐑥𐑿𐑑 𐑩 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑩𐑚𐑟𐑻𐑝𐑻. 𐑦𐑓 𐑯𐑴 𐑿𐑟𐑻𐑯𐑱𐑥 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛 𐑞 𐑤𐑦𐑕𐑑 𐑝 𐑥𐑿𐑑𐑩𐑛 𐑩𐑚𐑟𐑻𐑝𐑼𐑟 𐑦𐑟 "
|
||
"𐑒𐑤𐑽𐑛."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:761
|
||
#, fuzzy
|
||
#| msgid "Debug mode commands"
|
||
msgid "Debug Mode Commands"
|
||
msgstr "𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑒𐑩𐑥𐑭𐑯𐑛𐑟"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:764
|
||
msgid ""
|
||
"\n"
|
||
"Brings up a menu for choosing a scenario to immediately advance to in a "
|
||
"campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑚𐑮𐑦𐑙𐑟 𐑳𐑐 𐑩 𐑥𐑧𐑯𐑿 𐑓𐑹 𐑗𐑵𐑟𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:767
|
||
msgid ""
|
||
"\n"
|
||
"Create a unit of the specified type on the selected hex.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑒𐑮𐑰𐑱𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑝 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑑𐑲𐑐 𐑪𐑯 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑣𐑧𐑒𐑕.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:770
|
||
msgid ""
|
||
"\n"
|
||
"Toggle fog/shroud for the current side.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑑𐑪𐑜𐑩𐑤 𐑓𐑪𐑜/𐑖𐑮𐑬𐑛 𐑓𐑹 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑕𐑲𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:773
|
||
msgid ""
|
||
"\n"
|
||
"Adds the specified amount to the current side’s gold.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑨𐑛𐑟 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑩𐑥𐑬𐑯𐑑 𐑑 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑕𐑲𐑛𐑟 𐑜𐑴𐑤𐑛.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:776
|
||
msgid ""
|
||
"\n"
|
||
"Immediately advances to the next scenario in a campaign.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑑 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:779
|
||
msgid ""
|
||
"\n"
|
||
"Manually set a gamestate variable to value.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑥𐑨𐑯𐑘𐑫𐑩𐑤𐑦 𐑕𐑧𐑑 𐑩 𐑜𐑱𐑥𐑕𐑑𐑱𐑑 𐑝𐑺𐑦𐑩𐑚𐑩𐑤 𐑑 𐑝𐑨𐑤𐑿.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:782
|
||
msgid ""
|
||
"\n"
|
||
"Show a gamestate variable.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑖𐑴 𐑩 𐑜𐑱𐑥𐑕𐑑𐑱𐑑 𐑝𐑺𐑦𐑩𐑚𐑩𐑤.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:785
|
||
msgid ""
|
||
"\n"
|
||
"Manually fire the specified event.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑥𐑨𐑯𐑘𐑫𐑩𐑤𐑦 𐑓𐑲𐑼 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑦𐑝𐑧𐑯𐑑.\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:788
|
||
msgid ""
|
||
"\n"
|
||
"Modifies the specified property of the selected unit. Example: :unit "
|
||
"hitpoints=100\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑥𐑪𐑛𐑦𐑓𐑲𐑟 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑐𐑮𐑪𐑐𐑼𐑑𐑦 𐑝 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: :𐑿𐑯𐑦𐑑 hitpoints=100\n"
|
||
"\n"
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:791
|
||
msgid ""
|
||
"\n"
|
||
"Makes the selected unit level up N times. Example: :unit advances=2"
|
||
msgstr ""
|
||
"\n"
|
||
"𐑥𐑱𐑒𐑕 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑤𐑧𐑝𐑩𐑤 𐑳𐑐 n 𐑑𐑲𐑥𐑟. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: :𐑿𐑯𐑦𐑑 advances=2"
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:11
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +4:\n"
|
||
#| "Allows the unit to heal adjacent allied units at the beginning of our "
|
||
#| "turn.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"𐑣𐑰𐑤𐑟 +4:\n"
|
||
"𐑩𐑤𐑬𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑨𐑤𐑲𐑛 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑬𐑼 𐑑𐑻𐑯.\n"
|
||
"\n"
|
||
"𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 4 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 "
|
||
"𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n"
|
||
"𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 "
|
||
"𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼."
|
||
|
||
#. [heals]: id=healing
|
||
#: data/core/macros/abilities.cfg:37
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Heals +8:\n"
|
||
#| "This unit combines herbal remedies with magic to heal units more quickly "
|
||
#| "than is normally possible on the battlefield.\n"
|
||
#| "\n"
|
||
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
|
||
#| "poison from taking effect for that turn.\n"
|
||
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
|
||
#| "the care of a village or a unit that can cure."
|
||
msgid ""
|
||
"This unit combines herbal remedies with magic to heal units more quickly "
|
||
"than is normally possible on the battlefield.\n"
|
||
"\n"
|
||
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
|
||
"from taking effect for that turn.\n"
|
||
"This ability will not cure an affected unit of poison, however, only delay "
|
||
"its effect."
|
||
msgstr ""
|
||
"𐑣𐑰𐑤𐑟 +8:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 "
|
||
"𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛.\n"
|
||
"\n"
|
||
"𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 "
|
||
"𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯.\n"
|
||
"𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 "
|
||
"𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:62
|
||
msgid "female^cures"
|
||
msgstr "𐑒𐑘𐑫𐑮𐑟"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:63
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Cures:\n"
|
||
#| "A curer can cure a unit of poison, although that unit will receive no "
|
||
#| "additional healing on the turn it is cured of the poison."
|
||
msgid ""
|
||
"A curer can cure a unit of poison, although that unit will receive no "
|
||
"additional healing on the turn it is cured of the poison."
|
||
msgstr ""
|
||
"𐑒𐑘𐑫𐑮𐑟:\n"
|
||
"𐑩 𐑒𐑘𐑫𐑮𐑻 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼 𐑩 𐑿𐑯𐑦𐑑 𐑝 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑞𐑴 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑮𐑦𐑕𐑰𐑝 𐑯𐑴 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑣𐑰𐑤𐑦𐑙 "
|
||
"𐑪𐑯 𐑞 𐑑𐑻𐑯 𐑦𐑑 𐑦𐑟 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:95
|
||
msgid "female^regenerates"
|
||
msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:96
|
||
#, 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 ""
|
||
"𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕:\n"
|
||
"𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑦𐑑𐑕𐑧𐑤𐑓 8 HP 𐑐𐑻 𐑑𐑻𐑯. 𐑦𐑓 𐑦𐑑 𐑦𐑟 𐑐𐑶𐑟𐑩𐑯𐑛, 𐑦𐑑 𐑢𐑦𐑤 𐑮𐑰𐑥𐑵𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯 "
|
||
"𐑦𐑯𐑕𐑑𐑧𐑛 𐑝 𐑣𐑰𐑤𐑦𐑙."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:108
|
||
#, fuzzy
|
||
#| msgid "regenerates"
|
||
msgid "regenerates +4"
|
||
msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:109
|
||
#, fuzzy
|
||
#| msgid "female^regenerates"
|
||
msgid "female^regenerates +4"
|
||
msgstr "𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:110
|
||
#, 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 4 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕:\n"
|
||
"𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑦𐑑𐑕𐑧𐑤𐑓 8 HP 𐑐𐑻 𐑑𐑻𐑯. 𐑦𐑓 𐑦𐑑 𐑦𐑟 𐑐𐑶𐑟𐑩𐑯𐑛, 𐑦𐑑 𐑢𐑦𐑤 𐑮𐑰𐑥𐑵𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯 "
|
||
"𐑦𐑯𐑕𐑑𐑧𐑛 𐑝 𐑣𐑰𐑤𐑦𐑙."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:111
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit heals itself each turn, though not as much as if stationed in a "
|
||
"village."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑨𐑟 𐑞𐑴 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:132
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Steadfast:\n"
|
||
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
|
||
#| "defending. Vulnerabilities are not affected."
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑸 𐑛𐑳𐑚𐑩𐑤𐑛, 𐑳𐑐 𐑑 𐑩 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝 50%, 𐑢𐑧𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙. "
|
||
"𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑦𐑤𐑦𐑑𐑰𐑟 𐑸 𐑯𐑪𐑑 𐑩𐑓𐑧𐑒𐑑𐑩𐑛."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:145
|
||
msgid "diversion"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:146
|
||
#, fuzzy
|
||
#| msgid "female^leadership"
|
||
msgid "female^diversion"
|
||
msgstr "𐑤𐑰𐑛𐑼𐑖𐑦𐑐"
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:147
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target, this "
|
||
"unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||
msgstr ""
|
||
"𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 "
|
||
"𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦."
|
||
|
||
#. [chance_to_hit]: id=diversion
|
||
#: data/core/macros/abilities.cfg:148
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
msgid ""
|
||
"If there is an enemy of the target on the opposite side of the target while "
|
||
"attacking it, this unit diverts the target’s attention and reduces its "
|
||
"chance to hit."
|
||
msgstr ""
|
||
"𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 "
|
||
"𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:200
|
||
msgid "female^leadership"
|
||
msgstr "𐑤𐑰𐑛𐑼𐑖𐑦𐑐"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:201
|
||
msgid ""
|
||
"This unit can lead other troops in battle.\n"
|
||
"\n"
|
||
"All adjacent lower-level units from the same side deal 25% more damage for "
|
||
"each difference in level."
|
||
msgstr ""
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:220
|
||
msgid "female^skirmisher"
|
||
msgstr "𐑕𐑒𐑻𐑥𐑦𐑖𐑻"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:221
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Skirmisher:\n"
|
||
#| "This unit is skilled in moving past enemies quickly, and ignores all "
|
||
#| "enemy Zones of Control."
|
||
msgid ""
|
||
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
|
||
"Zones of Control."
|
||
msgstr ""
|
||
"𐑕𐑒𐑻𐑥𐑦𐑖𐑻:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑕𐑒𐑦𐑤𐑛 𐑦𐑯 𐑥𐑵𐑝𐑦𐑙 𐑐𐑭𐑕𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑒𐑢𐑦𐑒𐑤𐑦, 𐑯 𐑦𐑜𐑯𐑹𐑟 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑟𐑴𐑯𐑟 𐑝 "
|
||
"𐑒𐑩𐑯𐑑𐑮𐑴𐑤."
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:237
|
||
msgid "illuminates"
|
||
msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:239
|
||
#, 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 ""
|
||
"𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕 𐑞 𐑕𐑼𐑬𐑯𐑛𐑦𐑙 𐑺𐑦𐑩, 𐑥𐑱𐑒𐑦𐑙 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼, 𐑯 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑓𐑲𐑑 𐑢𐑻𐑕.\n"
|
||
"\n"
|
||
"𐑧𐑯𐑦 𐑿𐑯𐑦𐑑𐑕 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑓𐑲𐑑 𐑨𐑟 𐑦𐑓 𐑦𐑑 𐑢𐑻 𐑛𐑩𐑕𐑒 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑯𐑲𐑑, 𐑯 𐑨𐑟 𐑦𐑓 "
|
||
"𐑦𐑑 𐑢𐑻 𐑛𐑱 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑛𐑩𐑕𐑒."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:254
|
||
msgid "female^teleport"
|
||
msgstr "𐑑𐑧𐑤𐑩𐑐𐑹𐑑"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:255
|
||
#, 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 ""
|
||
"𐑑𐑧𐑤𐑩𐑐𐑹𐑑:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑑𐑧𐑤𐑩𐑐𐑹𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑧𐑯𐑦 𐑑𐑵 𐑧𐑥𐑐𐑑𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑴𐑯𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑕𐑲𐑛 𐑿𐑟𐑦𐑙 𐑢𐑳𐑯 𐑝 "
|
||
"𐑦𐑑𐑕 𐑥𐑵𐑝𐑟."
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:286
|
||
msgid "female^ambush"
|
||
msgstr "𐑨𐑥𐑚𐑫𐑖"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:287
|
||
#, 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 ""
|
||
"𐑨𐑥𐑚𐑫𐑖:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟.\n"
|
||
"\n"
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 "
|
||
"𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:306
|
||
msgid "burrow"
|
||
msgstr ""
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:307
|
||
#, fuzzy
|
||
#| msgid "female^slow"
|
||
msgid "female^burrow"
|
||
msgstr "𐑕𐑤𐑴"
|
||
|
||
#. [hides]: id=burrow
|
||
#: data/core/macros/abilities.cfg:308
|
||
#, 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 or sand if it is resting (has not moved for a "
|
||
"turn), and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is resting in forest or sand, "
|
||
"except if they have units next to it. Any enemy unit that first discovers "
|
||
"this unit immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"𐑨𐑥𐑚𐑫𐑖:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟.\n"
|
||
"\n"
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 "
|
||
"𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:330
|
||
#, 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 ""
|
||
"𐑯𐑲𐑑𐑕𐑑𐑷𐑒:\n"
|
||
"𐑞 𐑿𐑯𐑦𐑑 𐑚𐑦𐑒𐑳𐑥𐑟 𐑦𐑯𐑝𐑦𐑕𐑦𐑚𐑩𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑯𐑲𐑑.\n"
|
||
"\n"
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑨𐑑 𐑯𐑲𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 "
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:349
|
||
msgid "female^concealment"
|
||
msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:350
|
||
#, 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, 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 ""
|
||
"𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑢𐑦𐑞 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟), 𐑯 𐑮𐑦𐑥𐑱𐑯 "
|
||
"𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑚𐑲 𐑞𐑴𐑟 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑.\n"
|
||
"\n"
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 "
|
||
"𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:368
|
||
msgid "submerge"
|
||
msgstr "𐑕𐑩𐑚𐑥𐑻𐑡"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:369
|
||
msgid "female^submerge"
|
||
msgstr "𐑕𐑩𐑚𐑥𐑻𐑡"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:370
|
||
#, 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 ""
|
||
"𐑕𐑩𐑚𐑥𐑻𐑡:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟.\n"
|
||
"\n"
|
||
"𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 "
|
||
"𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:390
|
||
msgid "female^feeding"
|
||
msgstr "𐑓𐑰𐑛𐑦𐑙"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:391
|
||
#, 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 ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑."
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "𐑥𐑨𐑒𐑕 HP 𐑚𐑴𐑯𐑩𐑕 +3, 𐑥𐑨𐑒𐑕 XP +20%"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
|
||
msgid "Midday"
|
||
msgstr ""
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
|
||
msgid "Midnight"
|
||
msgstr ""
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:218
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:230
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:242
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:254
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:266
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:278
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=morning_hour1
|
||
#: data/core/macros/schedules.cfg:302
|
||
msgid "Morning — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour2
|
||
#: data/core/macros/schedules.cfg:314
|
||
msgid "Morning — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour3
|
||
#: data/core/macros/schedules.cfg:326
|
||
msgid "Morning — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=morning_hour4
|
||
#: data/core/macros/schedules.cfg:335
|
||
msgid "Morning — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour1
|
||
#: data/core/macros/schedules.cfg:353
|
||
msgid "Afternoon — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour2
|
||
#: data/core/macros/schedules.cfg:362
|
||
msgid "Afternoon — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour3
|
||
#: data/core/macros/schedules.cfg:371
|
||
msgid "Afternoon — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour4
|
||
#: data/core/macros/schedules.cfg:380
|
||
msgid "Afternoon — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour5
|
||
#: data/core/macros/schedules.cfg:389
|
||
msgid "Afternoon — Fifth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=afternoon_hour6
|
||
#: data/core/macros/schedules.cfg:400
|
||
msgid "Afternoon — Sixth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour1
|
||
#: data/core/macros/schedules.cfg:423
|
||
msgid "First Watch — First Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour2
|
||
#: data/core/macros/schedules.cfg:435
|
||
msgid "First Watch — Second Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour3
|
||
#: data/core/macros/schedules.cfg:447
|
||
msgid "First Watch — Third Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=first_watch_hour4
|
||
#: data/core/macros/schedules.cfg:459
|
||
msgid "First Watch — Fourth Hour"
|
||
msgstr ""
|
||
|
||
#. [time]: id=dawn1
|
||
#: data/core/macros/schedules.cfg:514
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Dawn"
|
||
msgstr "𐑓𐑻𐑕𐑑 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:525
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:536
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "𐑥𐑹𐑯𐑦𐑙"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:548
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "𐑥𐑹𐑯𐑦𐑙"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:560
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Midday"
|
||
msgstr "𐑓𐑻𐑕𐑑 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:572
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:584
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "𐑭𐑓𐑑𐑼𐑯𐑵𐑯"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:596
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "𐑭𐑓𐑑𐑼𐑯𐑵𐑯"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:608
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:619
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#. [time]: id=short_dark
|
||
#: data/core/macros/schedules.cfg:630
|
||
msgid "The Short Dark"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark1
|
||
#: data/core/macros/schedules.cfg:642
|
||
msgid "The Long Dark (1)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark2
|
||
#: data/core/macros/schedules.cfg:654
|
||
msgid "The Long Dark (2)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark3
|
||
#: data/core/macros/schedules.cfg:666
|
||
msgid "The Long Dark (3)"
|
||
msgstr ""
|
||
|
||
#. [time]: id=long_dark4
|
||
#: data/core/macros/schedules.cfg:680
|
||
msgid "The Long Dark (4)"
|
||
msgstr ""
|
||
|
||
#: data/core/macros/special-notes.cfg:9
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Spirits have very unusual resistances to damage, and move quite slowly "
|
||
#| "over open water."
|
||
msgid ""
|
||
"Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
"𐑕𐑐𐑦𐑮𐑦𐑑𐑕 𐑣𐑨𐑝 𐑝𐑧𐑮𐑦 𐑳𐑯𐑿𐑠𐑫𐑩𐑤 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑑 𐑛𐑨𐑥𐑦𐑡, 𐑯 𐑥𐑵𐑝 𐑒𐑢𐑲𐑑 𐑕𐑤𐑴𐑤𐑦 𐑴𐑝𐑼 𐑴𐑐𐑩𐑯 𐑢𐑷𐑑𐑼."
|
||
|
||
#: data/core/macros/special-notes.cfg:12
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s arcane attack deals tremendous damage to magical creatures, "
|
||
#| "and even some to mundane creatures."
|
||
msgid ""
|
||
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑑𐑮𐑦𐑥𐑧𐑯𐑛𐑩𐑕 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑯 𐑰𐑝𐑩𐑯 𐑕𐑳𐑥 𐑑 "
|
||
"𐑥𐑩𐑯𐑛𐑱𐑯 𐑒𐑮𐑰𐑗𐑼𐑟."
|
||
|
||
#: data/core/macros/special-notes.cfg:19
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid "This unit is capable of basic healing."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙."
|
||
|
||
#: data/core/macros/special-notes.cfg:22
|
||
#, fuzzy
|
||
#| msgid " This unit is capable of basic healing."
|
||
msgid "This unit is capable of rapid healing."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙."
|
||
|
||
#: data/core/macros/special-notes.cfg:25
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of healing those around it, and curing them of "
|
||
#| "poison."
|
||
msgid ""
|
||
"This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑰𐑤𐑦𐑙 𐑞𐑴𐑟 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑, 𐑯 𐑒𐑘𐑫𐑼𐑦𐑙 𐑞𐑧𐑥 𐑝 𐑐𐑶𐑟𐑩𐑯."
|
||
|
||
#: data/core/macros/special-notes.cfg:28
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is capable of neutralizing the effects of poison in units "
|
||
#| "around it."
|
||
msgid ""
|
||
"This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑯𐑵𐑑𐑮𐑩𐑤𐑲𐑟𐑦𐑙 𐑞 𐑦𐑓𐑧𐑒𐑑𐑕 𐑝 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑿𐑯𐑦𐑑𐑕 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑."
|
||
|
||
#: data/core/macros/special-notes.cfg:31
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit regenerates, which allows it to heal as though always "
|
||
#| "stationed in a village."
|
||
msgid ""
|
||
"This unit regenerates, which allows it to heal as though always stationed in "
|
||
"a village."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑨𐑟 𐑞𐑴 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡."
|
||
|
||
#: data/core/macros/special-notes.cfg:34
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The steadiness of this unit reduces damage from some attacks, but only "
|
||
#| "while defending."
|
||
msgid ""
|
||
"The steadiness of this unit reduces damage from some attacks, but only while "
|
||
"defending."
|
||
msgstr ""
|
||
"𐑞 𐑕𐑑𐑧𐑛𐑰𐑯𐑦𐑕 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑦𐑛𐑿𐑕𐑩𐑟 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑕𐑳𐑥 𐑩𐑑𐑨𐑒𐑕, 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑢𐑲𐑤 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙."
|
||
|
||
#: data/core/macros/special-notes.cfg:37
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The leadership of this unit enables adjacent units of the same side to "
|
||
#| "deal more damage in combat, though this only applies to units of lower "
|
||
#| "level."
|
||
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 ""
|
||
"𐑞 𐑤𐑰𐑛𐑼𐑖𐑦𐑐 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑯𐑱𐑚𐑩𐑤𐑟 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑑 𐑛𐑰𐑤 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 "
|
||
"𐑒𐑪𐑥𐑚𐑨𐑑, 𐑞𐑴 𐑞𐑦𐑕 𐑴𐑯𐑤𐑦 𐑩𐑐𐑤𐑲𐑟 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤."
|
||
|
||
#: data/core/macros/special-notes.cfg:40
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
#| "control and thus move unhindered around them."
|
||
msgid ""
|
||
"This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑕𐑒𐑦𐑤 𐑨𐑑 𐑕𐑒𐑻𐑥𐑦𐑖𐑦𐑙 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑦𐑜𐑯𐑹 𐑧𐑯𐑦𐑥𐑦𐑟' 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑞𐑳𐑕 𐑥𐑵𐑝 "
|
||
"𐑩𐑯𐑣𐑦𐑯𐑛𐑻𐑛 𐑩𐑮𐑬𐑯𐑛 𐑞𐑧𐑥."
|
||
|
||
#: data/core/macros/special-notes.cfg:43
|
||
#, fuzzy
|
||
#| msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgid "Illumination increases the lighting level in adjacent areas."
|
||
msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑖𐑩𐑯 𐑦𐑯𐑒𐑮𐑰𐑕𐑩𐑟 𐑞 𐑤𐑲𐑑𐑦𐑙 𐑤𐑧𐑝𐑩𐑤 𐑦𐑯 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑺𐑰𐑩𐑟."
|
||
|
||
#: data/core/macros/special-notes.cfg:46
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can use one move to teleport between any two empty villages "
|
||
#| "controlled by its side."
|
||
msgid ""
|
||
"This unit can use one move to teleport between any two empty villages "
|
||
"controlled by its side."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑿𐑕 𐑢𐑳𐑯 𐑥𐑵𐑝 𐑑 𐑑𐑧𐑤𐑩𐑐𐑹𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑧𐑯𐑦 𐑑𐑵 𐑧𐑥𐑐𐑑𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑛 𐑚𐑲 "
|
||
"𐑦𐑑𐑕 𐑕𐑲𐑛."
|
||
|
||
#: data/core/macros/special-notes.cfg:49
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
#| "unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgid ""
|
||
"In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
"𐑦𐑯 𐑢𐑫𐑛𐑤𐑨𐑯𐑛𐑟, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑨𐑥𐑚𐑫𐑖 𐑕𐑒𐑦𐑤 𐑮𐑧𐑯𐑛𐑻𐑟 𐑦𐑑 𐑦𐑯𐑝𐑦𐑕𐑦𐑚𐑩𐑤 𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑳𐑯𐑤𐑧𐑕 𐑦𐑑 𐑦𐑟 "
|
||
"𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑹 𐑣𐑨𐑟 𐑮𐑦𐑝𐑰𐑤𐑛 𐑦𐑑𐑕𐑧𐑤𐑓 𐑚𐑲 𐑩𐑑𐑨𐑒𐑦𐑙."
|
||
|
||
#: data/core/macros/special-notes.cfg:52
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgid "This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑣𐑲𐑛 𐑨𐑑 𐑯𐑲𐑑, 𐑤𐑰𐑝𐑦𐑙 𐑯𐑴 𐑑𐑮𐑱𐑕 𐑝 𐑦𐑑𐑕 𐑐𐑮𐑧𐑟𐑩𐑯𐑕."
|
||
|
||
#: data/core/macros/special-notes.cfg:55
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can hide in villages (with the exception of water villages), "
|
||
#| "and remain undetected by its enemies, except by those standing next to it."
|
||
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 ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑢𐑦𐑞 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟), 𐑯 𐑮𐑦𐑥𐑱𐑯 "
|
||
"𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑚𐑲 𐑞𐑴𐑟 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑."
|
||
|
||
#: data/core/macros/special-notes.cfg:58
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit can move unseen in deep water, requiring no air from the "
|
||
#| "surface."
|
||
msgid ""
|
||
"This unit can move unseen in deep water, requiring no air from the surface."
|
||
msgstr "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑩𐑯𐑕𐑰𐑯 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑮𐑦𐑒𐑢𐑲𐑼𐑦𐑙 𐑯𐑴 𐑺 𐑓𐑮𐑪𐑥 𐑞 𐑕𐑻𐑓𐑦𐑕."
|
||
|
||
#: data/core/macros/special-notes.cfg:61
|
||
#, 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 living "
|
||
"unit."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑."
|
||
|
||
#: data/core/macros/special-notes.cfg:64
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Whenever its berserk attack is used, this unit continues to push the "
|
||
#| "attack until either it or its enemy lies dead."
|
||
msgid ""
|
||
"Whenever its berserk attack is used, this unit continues to push the attack "
|
||
"until either it or its enemy lies dead."
|
||
msgstr ""
|
||
"𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑𐑕 𐑚𐑻𐑕𐑻𐑒 𐑩𐑑𐑨𐑒 𐑦𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑯𐑑𐑦𐑯𐑿𐑟 𐑑 𐑐𐑫𐑖 𐑞 𐑩𐑑𐑨𐑒 𐑳𐑯𐑑𐑦𐑤 𐑲𐑞𐑼 "
|
||
"𐑦𐑑 𐑹 𐑦𐑑𐑕 𐑧𐑯𐑩𐑥𐑦 𐑤𐑲𐑟 𐑛𐑧𐑛."
|
||
|
||
#: data/core/macros/special-notes.cfg:67
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " If there is an enemy of the target on the opposite side of the target "
|
||
#| "while attacking it, this unit may backstab, inflicting double damage by "
|
||
#| "creeping around behind that enemy."
|
||
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 ""
|
||
"𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 "
|
||
"𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦."
|
||
|
||
#: data/core/macros/special-notes.cfg:70
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to the plague will rise again in unlife, unless "
|
||
"they are standing on a village."
|
||
msgstr ""
|
||
"𐑓𐑴𐑟 𐑣𐑵 𐑤𐑵𐑟 𐑞𐑺 𐑤𐑲𐑓 𐑑 𐑞 𐑐𐑤𐑱𐑜 𐑢𐑦𐑤 𐑮𐑲𐑟 𐑩𐑜𐑱𐑯 𐑦𐑯 𐑩𐑯𐑤𐑲𐑓, 𐑳𐑯𐑤𐑧𐑕 𐑞𐑱 𐑸 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑪𐑯 𐑩 "
|
||
"𐑝𐑦𐑤𐑦𐑡."
|
||
|
||
#: data/core/macros/special-notes.cfg:73
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Foes who lose their life to the plague will rise again in unlife, unless "
|
||
#| "they are standing on a village."
|
||
msgid ""
|
||
"Foes who lose their life to certain horrors of nature become nourishment for "
|
||
"a rapidly growing larva, unless they are standing in a village."
|
||
msgstr ""
|
||
"𐑓𐑴𐑟 𐑣𐑵 𐑤𐑵𐑟 𐑞𐑺 𐑤𐑲𐑓 𐑑 𐑞 𐑐𐑤𐑱𐑜 𐑢𐑦𐑤 𐑮𐑲𐑟 𐑩𐑜𐑱𐑯 𐑦𐑯 𐑩𐑯𐑤𐑲𐑓, 𐑳𐑯𐑤𐑧𐑕 𐑞𐑱 𐑸 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑪𐑯 𐑩 "
|
||
"𐑝𐑦𐑤𐑦𐑡."
|
||
|
||
#: data/core/macros/special-notes.cfg:76
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to slow its enemies, halving their movement speed and "
|
||
"attack damage until they end a turn."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑕𐑤𐑴 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑣𐑨𐑝𐑦𐑙 𐑞𐑺 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑕𐑐𐑰𐑛 𐑯 𐑩𐑑𐑨𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 "
|
||
"𐑞𐑱 𐑧𐑯𐑛 𐑩 𐑑𐑻𐑯."
|
||
|
||
#: data/core/macros/special-notes.cfg:79
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The ability to turn the living to stone makes this unit extremely "
|
||
#| "dangerous."
|
||
msgid ""
|
||
"The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr "𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑑𐑻𐑯 𐑞 𐑤𐑦𐑝𐑦𐑙 𐑑 𐑕𐑑𐑴𐑯 𐑥𐑱𐑒𐑕 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑛𐑱𐑯𐑡𐑼𐑩𐑕."
|
||
|
||
#: data/core/macros/special-notes.cfg:82
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
#| "enemies, but only on the attack."
|
||
msgid ""
|
||
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
|
||
"but only on the attack."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑥𐑸𐑒𐑕𐑥𐑩𐑯𐑖𐑦𐑐 𐑜𐑦𐑝𐑟 𐑦𐑑 𐑩 𐑣𐑲 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑑𐑸𐑜𐑩𐑑𐑦𐑛 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑪𐑯 𐑞 "
|
||
"𐑩𐑑𐑨𐑒."
|
||
|
||
#: data/core/macros/special-notes.cfg:85
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The unit has magical attacks, which always have a high chance of hitting "
|
||
#| "an opponent."
|
||
msgid ""
|
||
"This unit has magical attacks, which always have a high chance of hitting an "
|
||
"opponent."
|
||
msgstr "𐑞 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑩𐑑𐑨𐑒𐑕, 𐑢𐑦𐑗 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑝 𐑩 𐑣𐑲 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑩𐑯 𐑩𐑐𐑴𐑯𐑩𐑯𐑑."
|
||
|
||
#: data/core/macros/special-notes.cfg:88
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The swarming attacks of this unit become less deadly whenever its "
|
||
#| "members are wounded."
|
||
msgid ""
|
||
"The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr "𐑞 𐑕𐑢𐑹𐑥𐑦𐑙 𐑩𐑑𐑨𐑒𐑕 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑚𐑦𐑒𐑳𐑥 𐑤𐑧𐑕 𐑛𐑧𐑛𐑤𐑰 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑𐑕 𐑥𐑧𐑥𐑚𐑼𐑟 𐑸 𐑢𐑵𐑯𐑛𐑩𐑛."
|
||
|
||
#: data/core/macros/special-notes.cfg:91
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " Using a charging attack doubles both damage dealt and received; this "
|
||
#| "does not affect defensive retaliation."
|
||
msgid ""
|
||
"Using a charging attack doubles both damage dealt and received; this does "
|
||
"not affect defensive retaliation."
|
||
msgstr ""
|
||
"𐑿𐑟𐑦𐑙 𐑩 𐑗𐑸𐑡𐑦𐑙 𐑩𐑑𐑨𐑒 𐑛𐑩𐑚𐑩𐑤𐑟 𐑚𐑴𐑔 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑯 𐑮𐑦𐑕𐑰𐑝𐑛; 𐑞𐑦𐑕 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑩𐑓𐑧𐑒𐑑 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 "
|
||
"𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑖𐑩𐑯."
|
||
|
||
#: data/core/macros/special-notes.cfg:94
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " During battle, this unit can drain life from victims to renew its own "
|
||
#| "health."
|
||
msgid ""
|
||
"During battle, this unit can drain life from victims to renew its own health."
|
||
msgstr "𐑛𐑘𐑫𐑼𐑦𐑙 𐑚𐑨𐑑𐑩𐑤, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑛𐑮𐑱𐑯 𐑤𐑲𐑓 𐑓𐑮𐑪𐑥 𐑝𐑦𐑒𐑑𐑩𐑥𐑟 𐑑 𐑮𐑰𐑯𐑿 𐑦𐑑𐑕 𐑴𐑯 𐑣𐑧𐑤𐑔."
|
||
|
||
#: data/core/macros/special-notes.cfg:97
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The length of this unit’s weapon allows it to strike first in melee, "
|
||
#| "even in defense."
|
||
msgid ""
|
||
"The length of this unit’s weapon allows it to strike first in melee, even in "
|
||
"defense."
|
||
msgstr "𐑞 𐑤𐑧𐑙𐑔 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑢𐑧𐑐𐑩𐑯 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑕𐑑𐑮𐑲𐑒 𐑓𐑻𐑕𐑑 𐑦𐑯 𐑥𐑱𐑤𐑱, 𐑰𐑝𐑩𐑯 𐑦𐑯 𐑛𐑦𐑓𐑧𐑯𐑕."
|
||
|
||
#: data/core/macros/special-notes.cfg:100
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " The victims of this unit’s poison will continually take damage until "
|
||
#| "they can be cured in town or by a unit which cures."
|
||
msgid ""
|
||
"The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
"𐑞 𐑝𐑦𐑒𐑑𐑩𐑥𐑟 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑢𐑦𐑤 𐑒𐑩𐑯𐑑𐑦𐑯𐑿𐑩𐑤𐑦 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 "
|
||
"𐑦𐑯 𐑑𐑬𐑯 𐑹 𐑚𐑲 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑒𐑘𐑫𐑮𐑟."
|
||
|
||
#: data/core/macros/special-notes.cfg:103
|
||
msgid ""
|
||
"This unit has a defense cap on certain terrain types — it cannot achieve a "
|
||
"higher defense rating on mixed terrains with such terrain types."
|
||
msgstr ""
|
||
|
||
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
|
||
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
|
||
#: data/core/macros/special-notes.cfg:122
|
||
msgid ""
|
||
"Special Notes (1.14-style, please update to the new list format to avoid "
|
||
"duplicates):"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:12
|
||
msgid "loyal"
|
||
msgstr "𐑤𐑶𐑩𐑤"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:13
|
||
msgid "female^loyal"
|
||
msgstr "𐑤𐑶𐑩𐑤"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:14
|
||
msgid "Zero upkeep"
|
||
msgstr "𐑟𐑽𐑴 𐑳𐑐𐑒𐑰𐑐"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"During campaigns, certain units may opt to join the player’s forces of their "
|
||
"own volition. These units are marked with the loyal trait. Although they may "
|
||
"require payment to be recalled, they never incur any upkeep costs. This can "
|
||
"make them invaluable during a long campaign, when gold is in short supply. "
|
||
"This trait is never given to recruited units, so it may be unwise to dismiss "
|
||
"such units or to send them to a foolish death."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑛𐑘𐑫𐑼𐑦𐑙 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑭𐑐𐑑 𐑑 𐑡𐑶𐑯 𐑞 𐑐𐑤𐑱𐑻𐑟 𐑓𐑹𐑕𐑩𐑟 𐑝 𐑞𐑺 𐑴𐑯 𐑝𐑴𐑤𐑦𐑖𐑩𐑯. 𐑞𐑰𐑟 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑸 𐑥𐑸𐑒𐑑 𐑢𐑦𐑞 𐑞 𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑥𐑱 𐑮𐑦𐑒𐑢𐑲𐑼 𐑐𐑱𐑥𐑩𐑯𐑑 𐑑 𐑚𐑰 𐑮𐑰𐑒𐑷𐑤𐑛, 𐑞𐑱 𐑯𐑧𐑝𐑼 "
|
||
"𐑦𐑯𐑒𐑻 𐑧𐑯𐑦 𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑥𐑱𐑒 𐑞𐑧𐑥 𐑦𐑯𐑝𐑨𐑤𐑘𐑩𐑚𐑩𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑤𐑪𐑙 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑢𐑧𐑯 "
|
||
"𐑜𐑴𐑤𐑛 𐑦𐑟 𐑦𐑯 𐑖𐑹𐑑 𐑕𐑩𐑐𐑤𐑲. 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑 𐑦𐑟 𐑯𐑧𐑝𐑼 𐑜𐑦𐑝𐑩𐑯 𐑑 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕, 𐑕𐑴 𐑦𐑑 𐑥𐑱 𐑚𐑰 "
|
||
"𐑩𐑯𐑢𐑲𐑟 𐑑 𐑛𐑦𐑕𐑥𐑦𐑕 𐑕𐑳𐑗 𐑿𐑯𐑦𐑑𐑕 𐑹 𐑑 𐑕𐑧𐑯𐑛 𐑞𐑧𐑥 𐑑 𐑩 𐑓𐑵𐑤𐑦𐑖 𐑛𐑧𐑔."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:15
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
|
||
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
|
||
"units do not incur this cost."
|
||
msgstr ""
|
||
"𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑴𐑯𐑑 𐑦𐑯𐑒𐑻 𐑳𐑐𐑒𐑰𐑐. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯𐑒𐑻 𐑩𐑯 𐑳𐑐𐑒𐑰𐑐 𐑒𐑪𐑕𐑑 𐑨𐑑 𐑞 𐑧𐑯𐑛 𐑝 𐑧𐑝𐑮𐑦 "
|
||
"𐑑𐑻𐑯, 𐑢𐑦𐑗 𐑦𐑟 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞𐑺 𐑤𐑧𐑝𐑩𐑤. 𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 𐑯𐑪𐑑 𐑦𐑯𐑒𐑻 𐑞𐑦𐑕 𐑒𐑪𐑕𐑑."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:56
|
||
msgid "female^undead"
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83
|
||
#: data/core/macros/traits.cfg:109
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "𐑦𐑥𐑿𐑯 𐑑 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Undead units generally have undead as their only trait. Since undead units "
|
||
"are the bodies of the dead, risen to fight again, poison has no effect upon "
|
||
"them. This can make them invaluable in dealing with foes who use poison in "
|
||
"conjunction with their attacks."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 '𐑳𐑯𐑛𐑧𐑛' 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑞 𐑚𐑪𐑛𐑦𐑟 "
|
||
"𐑝 𐑞 𐑛𐑧𐑛, 𐑮𐑦𐑟𐑩𐑯 𐑑 𐑓𐑲𐑑 𐑩𐑜𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑥𐑱𐑒 𐑞𐑧𐑥 "
|
||
"𐑦𐑯𐑝𐑨𐑤𐑘𐑩𐑚𐑩𐑤 𐑦𐑯 𐑛𐑰𐑤𐑦𐑙 𐑢𐑦𐑞 𐑓𐑴𐑟 𐑣𐑵 𐑿𐑕 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑒𐑩𐑯𐑡𐑩𐑙𐑒𐑖𐑩𐑯 𐑢𐑦𐑞 𐑞𐑺 𐑩𐑑𐑨𐑒𐑕."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:58
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:81
|
||
msgid "mechanical"
|
||
msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:82
|
||
msgid "female^mechanical"
|
||
msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mechanical units generally have mechanical as their only trait. Since "
|
||
"mechanical units don’t really have life, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 '𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤' 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑛𐑴𐑯𐑑 𐑮𐑾𐑤𐑦 𐑣𐑨𐑝 𐑤𐑲𐑓, 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:84
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:107
|
||
#, fuzzy
|
||
msgid "elemental"
|
||
msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:108
|
||
#, fuzzy
|
||
msgid "female^elemental"
|
||
msgstr "𐑤𐑶𐑩𐑤"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elemental units generally have elemental as their only trait. Since "
|
||
"elemental units are energy-based beings, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 '𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤' 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑛𐑴𐑯𐑑 𐑮𐑾𐑤𐑦 𐑣𐑨𐑝 𐑤𐑲𐑓, 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:110
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:132
|
||
msgid "strong"
|
||
msgstr "𐑕𐑑𐑮𐑪𐑙"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:133
|
||
msgid "female^strong"
|
||
msgstr "𐑕𐑑𐑮𐑪𐑙"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"While useful for any close-combat unit, strong is most effective for units "
|
||
"who have a high number of swings such as the elvish fighter. Strong units "
|
||
"can be very useful when a tiny bit of extra damage is all that is needed to "
|
||
"turn a damaging stroke into a killing blow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑢𐑲𐑤 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑧𐑯𐑦 𐑒𐑤𐑴𐑕-𐑒𐑪𐑥𐑚𐑨𐑑 𐑿𐑯𐑦𐑑, 𐑕𐑑𐑮𐑪𐑙 𐑦𐑟 𐑥𐑴𐑕𐑑 𐑦𐑓𐑧𐑒𐑑𐑦𐑝 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑣𐑵 𐑣𐑨𐑝 𐑩 "
|
||
"𐑣𐑲 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑢𐑦𐑙𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑞 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼. 𐑕𐑑𐑮𐑪𐑙 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑩 "
|
||
"𐑑𐑲𐑯𐑦 𐑚𐑦𐑑 𐑝 𐑧𐑒𐑕𐑑𐑮𐑩 𐑛𐑨𐑥𐑦𐑡 𐑦𐑟 𐑷𐑤 𐑞𐑨𐑑 𐑦𐑟 𐑯𐑰𐑛𐑩𐑛 𐑑 𐑑𐑻𐑯 𐑩 𐑛𐑨𐑥𐑦𐑡𐑦𐑙 𐑕𐑑𐑮𐑴𐑒 𐑦𐑯𐑑𐑫 𐑩 "
|
||
"𐑒𐑦𐑤𐑦𐑙 𐑚𐑤𐑴."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:134
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
|
||
"strike in melee combat, and have 1 additional hitpoint."
|
||
msgstr ""
|
||
"𐑕𐑑𐑮𐑪𐑙 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 1 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 𐑦𐑯 𐑥𐑱𐑤𐑱 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑯 𐑣𐑨𐑝 1 𐑥𐑹 "
|
||
"HP."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:153
|
||
msgid "dextrous"
|
||
msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:154
|
||
msgid "female^dextrous"
|
||
msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dextrous is a trait possessed only by elves. The elven people are known for "
|
||
"their uncanny grace, and their great facility with the bow. Some, however, "
|
||
"are gifted with natural talent that exceeds their brethren. These elves "
|
||
"inflict an additional point of damage with each arrow."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕 𐑦𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑐𐑩𐑟𐑧𐑕𐑑 𐑴𐑯𐑤𐑦 𐑚𐑲 𐑧𐑤𐑝𐑟. 𐑞 𐑧𐑤𐑝𐑧𐑯 𐑐𐑰𐑐𐑩𐑤 𐑸 𐑯𐑴𐑯 𐑓𐑹 𐑞𐑺 𐑩𐑯𐑒𐑨𐑯𐑰 "
|
||
"𐑜𐑮𐑱𐑕, 𐑯 𐑞𐑺 𐑜𐑮𐑱𐑑 𐑓𐑩𐑕𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑞 𐑞 𐑚𐑴. 𐑕𐑳𐑥, 𐑣𐑬𐑧𐑝𐑼, 𐑸 𐑜𐑦𐑓𐑑𐑩𐑛 𐑢𐑦𐑞 𐑯𐑨𐑗𐑼𐑩𐑤 𐑑𐑨𐑤𐑩𐑯𐑑 "
|
||
"𐑞𐑨𐑑 𐑩𐑒𐑕𐑰𐑛𐑟 𐑞𐑺 𐑚𐑮𐑧𐑞𐑮𐑩𐑯. 𐑞𐑰𐑟 𐑧𐑤𐑝𐑟 𐑦𐑯𐑓𐑤𐑦𐑒𐑑 𐑩𐑯 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑐𐑶𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑢𐑦𐑞 𐑰𐑗 𐑨𐑮𐑴."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:155
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
|
||
"strike in ranged combat."
|
||
msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 1 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 𐑦𐑯 𐑮𐑱𐑯𐑡𐑛 𐑒𐑪𐑥𐑚𐑨𐑑."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:170
|
||
msgid "quick"
|
||
msgstr "𐑒𐑢𐑦𐑒"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:171
|
||
msgid "female^quick"
|
||
msgstr "𐑒𐑢𐑦𐑒"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Quick is the most noticeable trait, particularly in slower moving units such "
|
||
"as trolls or heavy infantry. Units with the quick trait often have greatly "
|
||
"increased mobility in rough terrain, which can be important to consider when "
|
||
"deploying your forces. Also, quick units aren’t quite as tough as units "
|
||
"without this trait and are subsequently less good at holding contested "
|
||
"positions."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑒𐑢𐑦𐑒 𐑦𐑟 𐑞 𐑥𐑴𐑕𐑑 𐑯𐑴𐑑𐑦𐑕𐑩𐑚𐑩𐑤 𐑑𐑮𐑱𐑑, 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼𐑤𐑦 𐑦𐑯 𐑕𐑤𐑴𐑻 𐑥𐑵𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑕𐑳𐑗 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟 𐑹 "
|
||
"𐑣𐑧𐑝𐑦 𐑦𐑯𐑓𐑩𐑯𐑑𐑮𐑦. 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑒𐑢𐑦𐑒 𐑑𐑮𐑱𐑑 𐑪𐑓𐑩𐑯 𐑣𐑨𐑝 𐑜𐑮𐑱𐑑𐑤𐑦 𐑦𐑯𐑒𐑮𐑰𐑕𐑑 𐑥𐑴𐑚𐑦𐑤𐑩𐑑𐑰 𐑦𐑯 𐑮𐑳𐑓 "
|
||
"𐑑𐑻𐑱𐑯, 𐑢𐑦𐑗 𐑒𐑨𐑯 𐑚𐑰 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑑 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑢𐑧𐑯 𐑛𐑦𐑐𐑤𐑶𐑦𐑙 𐑿𐑼 𐑓𐑹𐑕𐑩𐑟. 𐑷𐑤𐑕𐑴, 𐑒𐑢𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 "
|
||
"𐑸𐑯𐑑 𐑒𐑢𐑲𐑑 𐑨𐑟 𐑑𐑳𐑓 𐑨𐑟 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞𐑬𐑑 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑 𐑯 𐑸 𐑕𐑳𐑚𐑕𐑩𐑒𐑢𐑩𐑯𐑑𐑤𐑦 𐑤𐑧𐑕 𐑜𐑫𐑛 𐑨𐑑 𐑣𐑴𐑤𐑛𐑦𐑙 "
|
||
"𐑒𐑩𐑯𐑑𐑧𐑕𐑑𐑩𐑛 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:172
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
|
||
"hitpoints than usual."
|
||
msgstr "𐑒𐑢𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 1 𐑧𐑒𐑕𐑑𐑮𐑩 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑, 𐑚𐑳𐑑 5% 𐑤𐑧𐑕 HP 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:190
|
||
msgid "intelligent"
|
||
msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:191
|
||
msgid "female^intelligent"
|
||
msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
#, fuzzy
|
||
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"
|
||
"𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯 𐑨𐑟 𐑞𐑱 𐑒𐑨𐑯 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑣𐑲𐑼 "
|
||
"𐑤𐑧𐑝𐑩𐑤𐑟 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦. 𐑤𐑱𐑑𐑼 𐑦𐑯 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑒𐑢𐑲𐑑 𐑨𐑟 𐑿𐑕𐑓𐑩𐑤 𐑚𐑦𐑒𐑪𐑟 𐑞 "
|
||
"𐑭𐑓𐑑𐑼 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 (AMLA) 𐑦𐑟 𐑯𐑪𐑑 𐑨𐑟 𐑕𐑩𐑜𐑯𐑦𐑓𐑦𐑒𐑩𐑯𐑑 𐑩 𐑗𐑱𐑯𐑡 𐑨𐑟 "
|
||
"𐑩𐑛𐑝𐑭𐑯𐑕𐑦𐑙 𐑩 𐑤𐑧𐑝𐑩𐑤. 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑥𐑧𐑯𐑦 '𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤' 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑮𐑰𐑒𐑷𐑤 "
|
||
"𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑥𐑹 𐑛𐑦𐑟𐑲𐑮𐑩𐑚𐑩𐑤 𐑑𐑮𐑱𐑑𐑕."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:192
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑒𐑢𐑲𐑼 20% 𐑤𐑧𐑕 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:206
|
||
msgid "resilient"
|
||
msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:207
|
||
msgid "female^resilient"
|
||
msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Resilient units can be useful at all stages of a campaign, and this is a "
|
||
"useful trait for all units. Resilient is often most helpful as a trait when "
|
||
"it occurs in a unit that has some combination of low hitpoints, good "
|
||
"defense, or high resistances. Resilient units are especially useful for "
|
||
"holding strategic positions against opponents."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑷𐑤 𐑕𐑑𐑱𐑡𐑩𐑟 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑩 𐑿𐑕𐑓𐑩𐑤 𐑑𐑮𐑱𐑑 "
|
||
"𐑓𐑹 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑦𐑟 𐑪𐑓𐑩𐑯 𐑥𐑴𐑕𐑑 𐑣𐑧𐑤𐑐𐑓𐑩𐑤 𐑨𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑢𐑧𐑯 𐑦𐑑 𐑪𐑒𐑻𐑟 𐑦𐑯 𐑩 𐑿𐑯𐑦𐑑 "
|
||
"𐑞𐑨𐑑 𐑣𐑨𐑟 𐑕𐑳𐑥 𐑒𐑪𐑥𐑚𐑦𐑯𐑱𐑖𐑩𐑯 𐑝 𐑤𐑴 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕, 𐑜𐑫𐑛 𐑛𐑦𐑓𐑧𐑯𐑕, 𐑹 𐑣𐑲 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟. "
|
||
"𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑕𐑑𐑮𐑩𐑑𐑰𐑡𐑦𐑒 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 "
|
||
"𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:208
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
|
||
"gain 1 more per level."
|
||
msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 4 HP 𐑐𐑤𐑳𐑕 1 HP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤."
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:227
|
||
msgid "healthy"
|
||
msgstr "𐑣𐑧𐑤𐑔𐑦"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:228
|
||
msgid "female^healthy"
|
||
msgstr "𐑣𐑧𐑤𐑔𐑦"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:230
|
||
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:230
|
||
#, 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 ""
|
||
"𐑮𐑦𐑯𐑬𐑯𐑛 𐑓𐑹 𐑞𐑺 𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰, 𐑕𐑳𐑥 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑕𐑑𐑻𐑛𐑰𐑻 𐑞𐑨𐑯 𐑳𐑞𐑼𐑟 𐑯 𐑒𐑨𐑯 𐑮𐑧𐑕𐑑 𐑰𐑝𐑩𐑯 𐑢𐑧𐑯 "
|
||
"𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙."
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
|
||
msgid "female^fearless"
|
||
msgstr "𐑓𐑽𐑤𐑩𐑕"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr "𐑓𐑲𐑑𐑕 𐑯𐑹𐑥𐑩𐑤𐑦 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩𐑯𐑓𐑱𐑝𐑻𐑩𐑚𐑩𐑤 𐑑𐑲𐑥𐑟 𐑝 𐑛𐑱/𐑯𐑲𐑑"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr "𐑩𐑝𐑻𐑠𐑩𐑯 𐑑 𐑤𐑲𐑑 𐑯 𐑛𐑸𐑒 𐑣𐑴𐑤𐑛𐑟 𐑯𐑴 𐑕𐑢𐑱 𐑴𐑝𐑼 𐑞𐑰𐑟 𐑚𐑮𐑱𐑝 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟."
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:285
|
||
#, fuzzy
|
||
msgid "feral"
|
||
msgstr "𐑴𐑝𐑼𐑷𐑤"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:286
|
||
#, fuzzy
|
||
msgid "female^feral"
|
||
msgstr "𐑯𐑵𐑑𐑮𐑩𐑤"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:287
|
||
msgid "Receives only 50% defense in land-based villages"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:288
|
||
msgid ""
|
||
"Dwellings of sentient beings are not easily used for cover by feral "
|
||
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
|
||
"units receive a maximum of 50% defense in any land-based village regardless "
|
||
"of base terrain."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:304
|
||
msgid "weak"
|
||
msgstr "𐑢𐑰𐑒"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:305
|
||
msgid "female^weak"
|
||
msgstr "𐑢𐑰𐑒"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:306
|
||
#, fuzzy
|
||
msgid ""
|
||
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
|
||
"in hitpoints and melee damage."
|
||
msgstr "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑑𐑮𐑱𐑑 𐑢𐑰𐑒 𐑜𐑧𐑑 𐑩 -1 𐑦𐑯𐑒𐑮𐑩𐑥𐑩𐑯𐑑 𐑦𐑯 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑥𐑱𐑤𐑱 𐑛𐑨𐑥𐑦𐑡."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:323
|
||
msgid "slow"
|
||
msgstr "𐑕𐑤𐑴"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:324
|
||
msgid "female^slow"
|
||
msgstr "𐑕𐑤𐑴"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
|
||
"a movement penalty but are compensated for it with a slight increase in "
|
||
"endurance."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑔𐑦𐑒-𐑚𐑭𐑛𐑰𐑛 𐑯 𐑒𐑤𐑩𐑥𐑟𐑰, 𐑕𐑤𐑴 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑝 𐑜𐑭𐑚𐑤𐑦𐑯𐑟 𐑯 𐑳𐑞𐑼 𐑕𐑐𐑰𐑖𐑰𐑟 𐑑𐑱𐑒 𐑩 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 "
|
||
"𐑐𐑧𐑯𐑩𐑤𐑑𐑰 𐑚𐑳𐑑 𐑸 𐑒𐑭𐑥𐑐𐑩𐑯𐑕𐑱𐑑𐑩𐑛 𐑓𐑹 𐑦𐑑 𐑢𐑦𐑞 𐑩 𐑕𐑤𐑲𐑑 𐑦𐑯𐑒𐑮𐑰𐑕 𐑦𐑯 𐑧𐑯𐑛𐑻𐑩𐑯𐑕."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:325
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
|
||
"hitpoints."
|
||
msgstr "𐑕𐑤𐑴 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 -1 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑚𐑳𐑑 5% 𐑥𐑹 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:343
|
||
msgid "dim"
|
||
msgstr "𐑛𐑦𐑥"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:344
|
||
msgid "female^dim"
|
||
msgstr "𐑛𐑦𐑥"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Dim is a trait all too common in goblins and other lesser species. There are "
|
||
"reasons these species are lesser, and this is one of them."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑛𐑦𐑥 𐑦𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑷𐑤 𐑑𐑵 𐑒𐑪𐑥𐑩𐑯 𐑦𐑯 𐑜𐑭𐑚𐑤𐑦𐑯𐑟 𐑯 𐑳𐑞𐑼 𐑤𐑧𐑕𐑼 𐑕𐑐𐑰𐑖𐑰𐑟. 𐑞𐑺 𐑸 𐑮𐑰𐑟𐑩𐑯𐑟 𐑞𐑰𐑟 "
|
||
"𐑕𐑐𐑰𐑖𐑰𐑟 𐑸 𐑤𐑧𐑕𐑼, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑢𐑳𐑯 𐑝 𐑞𐑧𐑥."
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:345
|
||
#, fuzzy
|
||
msgid ""
|
||
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
|
||
"experience required to advance."
|
||
msgstr "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑑𐑮𐑱𐑑 𐑛𐑦𐑥 𐑕𐑳𐑓𐑼 𐑩 20% 𐑦𐑯𐑒𐑮𐑰𐑕 𐑦𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕."
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:359
|
||
msgid "aged"
|
||
msgstr "𐑱𐑡𐑦𐑛"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:360
|
||
#, fuzzy
|
||
msgid "female^aged"
|
||
msgstr "𐑛𐑦𐑥"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:361
|
||
#, fuzzy
|
||
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 "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑑𐑮𐑱𐑑 𐑢𐑰𐑒 𐑜𐑧𐑑 𐑩 -1 𐑦𐑯𐑒𐑮𐑩𐑥𐑩𐑯𐑑 𐑦𐑯 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑥𐑱𐑤𐑱 𐑛𐑨𐑥𐑦𐑡."
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:9
|
||
msgid "berserk"
|
||
msgstr "𐑚𐑻𐑕𐑻𐑒"
|
||
|
||
#. [berserk]: id=berserk
|
||
#: data/core/macros/weapon_specials.cfg:10
|
||
#, 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 ""
|
||
"𐑚𐑻𐑕𐑻𐑒:\n"
|
||
"𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 𐑢𐑳𐑯 "
|
||
"𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛."
|
||
|
||
#. [damage]: id=backstab
|
||
#: data/core/macros/weapon_specials.cfg:22
|
||
#, 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 ""
|
||
"𐑚𐑨𐑒𐑕𐑑𐑨𐑚:\n"
|
||
"𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 "
|
||
"𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑, 𐑯 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑯𐑒𐑩𐑐𐑨𐑕𐑦𐑑𐑱𐑑𐑦𐑛 (𐑑𐑻𐑯𐑛 𐑑 "
|
||
"𐑕𐑑𐑴𐑯 𐑹 𐑳𐑞𐑼𐑢𐑲𐑟 𐑐𐑺𐑩𐑤𐑲𐑟𐑛)."
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/weapon_specials.cfg:42
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Plague:\n"
|
||
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
#| "doesn’t work on Undead or units in villages."
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
|
||
"on the same side as the unit with the Plague attack. This doesn’t work on "
|
||
"Undead or units in villages."
|
||
msgstr ""
|
||
"𐑐𐑤𐑱𐑜:\n"
|
||
"𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑢𐑷𐑒𐑦𐑙 𐑒𐑹𐑐𐑕 𐑪𐑯 𐑞 "
|
||
"𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟."
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/weapon_specials.cfg:65
|
||
#, 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 ""
|
||
"𐑕𐑤𐑴:\n"
|
||
"𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑕𐑤𐑴𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑳𐑯𐑑𐑦𐑤 𐑦𐑑 𐑧𐑯𐑛𐑟 𐑩 𐑑𐑻𐑯. 𐑕𐑤𐑴 𐑣𐑭𐑝𐑟 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑒𐑷𐑟𐑛 𐑚𐑲 𐑩𐑑𐑨𐑒𐑕 𐑯 "
|
||
"𐑞 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑 𐑓𐑹 𐑩 𐑕𐑤𐑴𐑛 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑛𐑳𐑚𐑩𐑤𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑦𐑟 𐑕𐑤𐑴𐑛 𐑢𐑦𐑤 𐑓𐑰𐑗𐑼 𐑩 𐑕𐑯𐑱𐑤 "
|
||
"𐑲𐑒𐑪𐑯 𐑦𐑯 𐑦𐑑𐑕 𐑕𐑲𐑛𐑚𐑸 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:75
|
||
msgid "petrifies"
|
||
msgstr "𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑟"
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/weapon_specials.cfg:76
|
||
#, 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 ""
|
||
"𐑐𐑧𐑑𐑮𐑩𐑓𐑲:\n"
|
||
"𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑, 𐑑𐑻𐑯𐑦𐑙 𐑦𐑑 𐑑 𐑕𐑑𐑴𐑯. 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑛 𐑥𐑱 "
|
||
"𐑯𐑪𐑑 𐑥𐑵𐑝 𐑹 𐑩𐑑𐑨𐑒."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/weapon_specials.cfg:87
|
||
#, 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 ""
|
||
"𐑥𐑸𐑒𐑕𐑥𐑩𐑯:\n"
|
||
"𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:100
|
||
msgid "deflect"
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:101
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Marksman:\n"
|
||
#| "When used offensively, this attack always has at least a 60% chance to "
|
||
#| "hit."
|
||
msgid ""
|
||
"When used defensively, this attack reduces the opponent’s chance to hit by "
|
||
"10%."
|
||
msgstr ""
|
||
"𐑥𐑸𐑒𐑕𐑥𐑩𐑯:\n"
|
||
"𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑."
|
||
|
||
#. [chance_to_hit]: id=deflect
|
||
#: data/core/macros/weapon_specials.cfg:102
|
||
msgid ""
|
||
"This unit’s defensive techniques reduce the chance of a successful enemy "
|
||
"attack."
|
||
msgstr ""
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:115
|
||
msgid "magical"
|
||
msgstr "𐑥𐑨𐑡𐑦𐑒𐑩𐑤"
|
||
|
||
#. [chance_to_hit]: id=magical
|
||
#: data/core/macros/weapon_specials.cfg:116
|
||
#, 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 ""
|
||
"𐑥𐑨𐑡𐑦𐑒𐑩𐑤:\n"
|
||
"𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 𐑿𐑯𐑦𐑑 "
|
||
"𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:128
|
||
msgid "swarm"
|
||
msgstr "𐑕𐑢𐑹𐑥"
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/weapon_specials.cfg:129
|
||
#, 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 ""
|
||
"𐑕𐑢𐑹𐑥:\n"
|
||
"𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 𐑝 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑦𐑒𐑮𐑰𐑕𐑩𐑟 𐑢𐑧𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑢𐑵𐑯𐑛𐑩𐑛. 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 "
|
||
"𐑦𐑟 𐑐𐑮𐑩𐑐𐑹𐑖𐑩𐑯𐑩𐑤 𐑑 𐑞 𐑐𐑼𐑕𐑧𐑯𐑑𐑦𐑡 𐑝 𐑦𐑑𐑕 𐑝 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑞 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟. 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤 𐑩 "
|
||
"𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 3/4 𐑝 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑢𐑦𐑤 𐑜𐑧𐑑 3/4 𐑝 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:139
|
||
msgid "charge"
|
||
msgstr "𐑗𐑸𐑡"
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/weapon_specials.cfg:140
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Charge:\n"
|
||
#| "When used offensively, this attack deals double damage to the target. It "
|
||
#| "also causes this unit to take double damage from the target’s "
|
||
#| "counterattack."
|
||
msgid ""
|
||
"When used offensively, this attack deals double damage to the target. It "
|
||
"also causes this unit to take double damage from the target’s counterattack."
|
||
msgstr ""
|
||
"𐑗𐑸𐑡:\n"
|
||
"𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑞 𐑑𐑸𐑜𐑧𐑑. 𐑦𐑑 𐑷𐑤𐑕𐑴 𐑒𐑷𐑟𐑩𐑟 "
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑑 𐑑𐑱𐑒 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑞 𐑑𐑸𐑜𐑩𐑑𐑕 𐑒𐑬𐑯𐑑𐑻𐑩𐑑𐑨𐑒."
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:153
|
||
msgid "absorb"
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:154
|
||
msgid ""
|
||
"This attack puts the unit in good defensive position, and it absorbs some of "
|
||
"the damage dealt by an enemy strike."
|
||
msgstr ""
|
||
|
||
#. [damage]: id=absorb
|
||
#: data/core/macros/weapon_specials.cfg:155
|
||
msgid ""
|
||
"This unit can block enemy strikes, so that it takes reduced damage when hit."
|
||
msgstr ""
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/weapon_specials.cfg:167
|
||
#, 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 ""
|
||
"𐑛𐑮𐑱𐑯:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑛𐑮𐑱𐑯𐑟 𐑣𐑧𐑤𐑔 𐑓𐑮𐑪𐑥 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕, 𐑣𐑰𐑤𐑦𐑙 𐑦𐑑𐑕𐑧𐑤𐑓 𐑓𐑹 𐑣𐑭𐑓 𐑞 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑦𐑑 "
|
||
"𐑛𐑰𐑤𐑟 (𐑮𐑬𐑯𐑛𐑩𐑛 𐑛𐑬𐑯)."
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:177
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "first strike"
|
||
msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒"
|
||
|
||
#. [firststrike]: id=firststrike
|
||
#: data/core/macros/weapon_specials.cfg:178
|
||
#, 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 ""
|
||
"𐑓𐑻𐑕𐑑 𐑕𐑑𐑮𐑲𐑒:\n"
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑮𐑲𐑒𐑕 𐑓𐑻𐑕𐑑 𐑢𐑦𐑞 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒, 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞𐑱 𐑸 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/weapon_specials.cfg:189
|
||
#, 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 ""
|
||
"𐑐𐑶𐑟𐑩𐑯:\n"
|
||
"𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑶𐑟𐑩𐑯𐑟 𐑤𐑦𐑝𐑦𐑙 𐑑𐑸𐑜𐑩𐑑𐑕. 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑𐑕 𐑤𐑵𐑟 8 HP 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑸 "
|
||
"𐑒𐑘𐑫𐑼𐑛 𐑹 𐑸 𐑮𐑦𐑛𐑿𐑕𐑑 𐑑 1 HP. 𐑐𐑶𐑟𐑩𐑯 𐑒𐑨𐑯 𐑯𐑪𐑑, 𐑝 𐑦𐑑𐑕𐑧𐑤𐑓, 𐑒𐑦𐑤 𐑩 𐑿𐑯𐑦𐑑."
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:199
|
||
msgid "stun"
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:200
|
||
msgid ""
|
||
"This attack hits so hard that the opponent is dazed and can no longer "
|
||
"enforce a zone of control. The effect wears off on the opponent’s next turn."
|
||
msgstr ""
|
||
|
||
#. [stun]: id=stun
|
||
#: data/core/macros/weapon_specials.cfg:201
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| " This unit is able to slow its enemies, halving their movement speed and "
|
||
#| "attack damage until they end a turn."
|
||
msgid ""
|
||
"This unit is able to stun its enemies, disrupting their zones of control."
|
||
msgstr ""
|
||
"𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑕𐑤𐑴 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑣𐑨𐑝𐑦𐑙 𐑞𐑺 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑕𐑐𐑰𐑛 𐑯 𐑩𐑑𐑨𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 "
|
||
"𐑞𐑱 𐑧𐑯𐑛 𐑩 𐑑𐑻𐑯."
|
||
|
||
#: data/core/units.cfg:4
|
||
msgid ""
|
||
"Despite orcs’ reliance on raw strength, few of their children are destined "
|
||
"to grow to possess any. Goblins are, despite their appearance, born as "
|
||
"siblings to the orcs and members of the same race. While other races usually "
|
||
"bear children singly or in pairs, orcs will have large litters of children "
|
||
"all at once, causing their populations to explode. Within any litter, there "
|
||
"will be only one or two who grow to the strength of a “true orc”, a few who "
|
||
"are born slightly smaller and weaker, and the rest, often a full half of any "
|
||
"litter, are much weaker and destined to be goblins. Almost as newborns the "
|
||
"class system of orcish society is visible, with the weak put in their place "
|
||
"by their stronger siblings. The stronger ones will routinely grab most of "
|
||
"the food and thus grow stronger still, while their weaker siblings do not."
|
||
msgstr ""
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:39
|
||
msgid "race^Bat"
|
||
msgstr "𐑚𐑨𐑑"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:40
|
||
msgid "race+female^Bat"
|
||
msgstr "𐑚𐑨𐑑"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:41
|
||
msgid "race^Bats"
|
||
msgstr "𐑚𐑨𐑑𐑕"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:42
|
||
msgid ""
|
||
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
|
||
"insects and other small animals. The larger and more vicious breeds are "
|
||
"known to pose a threat to humans and other races as well as their livestock, "
|
||
"especially when encountered in groups. Typically nocturnal, they are often "
|
||
"kept (and occasionally tamed) by those who share their love of the night."
|
||
msgstr ""
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:51
|
||
msgid "race^Drake"
|
||
msgstr "𐑛𐑮𐑱𐑒"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:52
|
||
msgid "race+female^Drake"
|
||
msgstr "𐑛𐑮𐑱𐑒"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:53
|
||
msgid "race^Drakes"
|
||
msgstr "𐑛𐑮𐑱𐑒𐑕"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:54
|
||
msgid ""
|
||
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
|
||
"dragons. On average, an adult drake stands around three meters tall and "
|
||
"easily weighs more than a man and a horse combined. Their skin is made up of "
|
||
"hard scales, resistant to most physical strikes except piercing and cold "
|
||
"damage. Most drakes are capable of true flight and can travel long distances "
|
||
"quickly. However, their sheer weight and bulk limits their flight ability "
|
||
"somewhat, making them ungainly in the air. Where possible, they make use of "
|
||
"terrain features such as hills, mountains and trees as launch points in "
|
||
"order to gain greater height and speed. Fortunately for their enemies, their "
|
||
"large size renders them easy targets for those who dare attack them.\n"
|
||
"\n"
|
||
"Drakes are inherently magical creatures, with a mysterious internal fire "
|
||
"fueling their very lives. This can easily be witnessed when one of their "
|
||
"kind perishes in combat; its internal fire is released, burning their "
|
||
"remains into ashes. Their internal fire is also their greatest weakness; it "
|
||
"makes them extremely vulnerable to cold attacks. Despite their magical "
|
||
"nature, drakes are incapable of channeling magic in a controlled manner. "
|
||
"While the magic imbued within a drake’s body enables it to spit fire and "
|
||
"gives it life, they have no willful control over the functions of this "
|
||
"magic.\n"
|
||
"\n"
|
||
"<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 may live naturally for several decades, although "
|
||
"some have been known to survive for longer. However, death in battle is the "
|
||
"most preferred way for a drake to leave this world. As such, most drakes do "
|
||
"not live to see the end of their natural lifespan.\n"
|
||
"\n"
|
||
"<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 ""
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:87
|
||
msgid "race^Dwarf"
|
||
msgstr "𐑛𐑢𐑹𐑓"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:88
|
||
msgid "race+female^Dwarf"
|
||
msgstr "𐑛𐑢𐑹𐑓"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:89
|
||
msgid "race^Dwarves"
|
||
msgstr "𐑛𐑢𐑹𐑝𐑟"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:90
|
||
msgid ""
|
||
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
|
||
"warriors. Considered as the third oldest race on the great continent after "
|
||
"the elves and trolls, their early history is shrouded in mystery. Legends "
|
||
"tell of a time long forgotten when their people began emerging from their "
|
||
"underground world through caves. Nothing is known about their life prior to "
|
||
"their arrival, or their reasons for entering the surface world, but they "
|
||
"have been an integral part of the history of the continent since. Soon after "
|
||
"their emergence from the underground, the dwarves entered into conflict with "
|
||
"the original inhabitants of the land, the elves. The original reason for "
|
||
"their dispute has been lost to history, but the two races have since fought "
|
||
"three long wars, interrupted by a few decades of peace. During these wars "
|
||
"the dwarves could not dislodge the elves from the deep forests in the south, "
|
||
"but managed to consolidate their position in hills and the mountains in the "
|
||
"north of the continent, known now as the Northlands. Since then they have "
|
||
"constructed fantastic fortifications and settlements deep within the "
|
||
"mountains and crags of their territory.\n"
|
||
"\n"
|
||
"Possibly due to their isolation, the dwarves are generally distrustful or "
|
||
"hostile towards most other races, particularly the elves. The single "
|
||
"exception to this temperament is towards humans. This could be traced back "
|
||
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
|
||
"At this point the dwarves began allowing some humans, mostly dissidents and "
|
||
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
|
||
"Northlands. Their motivation was unsurprising. The plight of these "
|
||
"individuals reminded the dwarves of their early history of persecution, "
|
||
"eliciting a sense of solidarity. The dwarves also had much to gain in "
|
||
"forming a bond with these outcasts. They would settle in areas where dwarves "
|
||
"disliked living themselves; plains, forests, and swamps, freeing them from "
|
||
"defending these areas.\n"
|
||
"\n"
|
||
"Dwarves are of small stature by human measure, but they are by no means "
|
||
"fragile. Their warriors, tough and powerful are both feared and respected "
|
||
"throughout the continent for their prowess in battle. In addition, dwarves "
|
||
"are known for their calculating intellects and superb craftsmanship. Dwarven "
|
||
"smiths are renowned for their deadly weapons and heavy armor. These "
|
||
"accouterments are unrivaled in quality, possibly only matched by those "
|
||
"produced by drake armorers. Their intelligence and natural inquisitiveness "
|
||
"has also made them the most technically advanced race on the continent. One "
|
||
"of their most famous, and feared, discoveries was a mysterious powder that "
|
||
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
|
||
"warriors use this powder to hurl small objects at tremendous speeds. Given "
|
||
"their technological inclinations, many dwarves tend to distrust magic users. "
|
||
"However, some practice a form of magic based on the engraving of runes. "
|
||
"Called runesmiths, they use these carvings to enchant items in order to "
|
||
"augment certain aspects of their natures."
|
||
msgstr ""
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:107
|
||
msgid "race^Elf"
|
||
msgstr "𐑧𐑤𐑓"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:108
|
||
msgid "race+female^Elf"
|
||
msgstr "𐑧𐑤𐑓"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:109
|
||
msgid "race^Elves"
|
||
msgstr "𐑧𐑤𐑝𐑟"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:111
|
||
msgid ""
|
||
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
|
||
"They have slightly pointy ears, pale skin and usually blond hair. Few "
|
||
"differences between humans and elves are more pronounced than the Elves’ "
|
||
"unusually long life — most, unless claimed by illness, accident or war, live "
|
||
"at least a full two centuries. While some elves possessing a high magical "
|
||
"aptitude have been known to live longer, most elves begin to grow physically "
|
||
"frail at some point between 250 and 300 years of age and pass away rapidly "
|
||
"thereafter.\n"
|
||
"\n"
|
||
"Most elves share an intense affection for unspoiled nature and find "
|
||
"themselves uncomfortable in open, unvegetated places. They live primarily in "
|
||
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
|
||
"in the northwest, and the great northern woods of which the Lintanir Forest "
|
||
"is the southernmost edge.\n"
|
||
"\n"
|
||
"Elves are the eldest race of the continent, with the possible exception of "
|
||
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
|
||
"having existed for several millennia.\n"
|
||
"\n"
|
||
"<header>text='Magic'</header>\n"
|
||
"While elves are fundamentally different creatures than the fabled fair folk, "
|
||
"their magic has some connection to the faerie and is the source of their "
|
||
"unusually keen senses as well as their long lives. Elven magic is split "
|
||
"between two different paths, one focused on manipulation of the mundane or "
|
||
"natural world, and one focused on divination into the arcane plane. More "
|
||
"common is the the way of corporeal alteration, which has more tangible "
|
||
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
|
||
"suited toward combat, its potent ability to harness earthly energies to "
|
||
"nurture and protect is the primary reason for the effectiveness of elven "
|
||
"healing as well as the beauty and vitality of their forests.\n"
|
||
"\n"
|
||
"Those who follow the mystic path are also well-regarded by other elves, but "
|
||
"their motives and abilities are often unclear to those outside of their "
|
||
"order. Some who venture far down the path of mysticism take on more faerie-"
|
||
"like traits, gaining extraordinary insight and longevity, but also becoming "
|
||
"sensitive to and even burned by the presence of cold iron.\n"
|
||
"\n"
|
||
"<header>text='Culture'</header>\n"
|
||
"Elves spend much of their time honing their talents and skills. Those not "
|
||
"adept at the magical arts typically devote their time honing their physical "
|
||
"skills, often for sporting purposes. As a result, elves excel at archery, a "
|
||
"craft that is readily and effectively applied to warfare. Elves are also "
|
||
"renowned musicians, particularly skilled at wind and plucked string "
|
||
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
|
||
"example, are crafted from the fine wood of Elven yew trees and are legendary "
|
||
"for their soft, gentle tone.\n"
|
||
"\n"
|
||
"<header>text='Society'</header>\n"
|
||
"Elvish society is roughly divided into three factions: a pseudo-military "
|
||
"faction responsible for defending their forests, peaceful civilians who are "
|
||
"usually craftsmen and artists, and healers and mystics who maintain the "
|
||
"elves’ connection to the faerie. Responsible for governing these different "
|
||
"aspects is the nobility, who are treated as servants to the broader social "
|
||
"order, rather than as strict rulers of their people. The process for "
|
||
"selecting these nobles differs between the various elven conclaves, with the "
|
||
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
|
||
"in Lintanir usually being inherited.\n"
|
||
"\n"
|
||
"In times of strife, the hierarchy of command becomes more adaptable, with "
|
||
"the ordinary aristocracy deferring to more war-minded marshals. By "
|
||
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
|
||
"elven mystics is also called upon to facilitate the transition of power."
|
||
msgstr ""
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:137
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Falcon"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:138
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Falcon"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:139
|
||
#, fuzzy
|
||
#| msgid "race^Humans"
|
||
msgid "race^Falcons"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯𐑟"
|
||
|
||
#. [race]: id=falcon
|
||
#: data/core/units.cfg:140
|
||
msgid ""
|
||
"Falcons are birds of prey, noted for their exceptional speed and agility. "
|
||
"Lighter and with less powerful talons than other raptors, falcons instead "
|
||
"favor the use of their beak to kill their targets. Their keen eye and "
|
||
"capacity for domestication makes them a populous and well-known creature, "
|
||
"used both by nobles in sport, and by nomads or tribes who find them useful "
|
||
"in hunting for food. Falcons occasionally find a role on the field of war as "
|
||
"well, with certain falconers training their birds to distinguish between "
|
||
"friend and foe, making them a useful asset to aid in an army’s charge."
|
||
msgstr ""
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
msgid "race^Goblin"
|
||
msgstr "𐑜𐑭𐑚𐑤𐑦𐑯"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:149
|
||
msgid "race+female^Goblin"
|
||
msgstr "𐑜𐑭𐑚𐑤𐑦𐑯"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:150
|
||
msgid "race^Goblins"
|
||
msgstr "𐑜𐑭𐑚𐑤𐑦𐑯𐑟"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:151
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Goblins are puny and quite frail, rarely growing past the size and stature "
|
||
"of a human child.\n"
|
||
"\n"
|
||
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
|
||
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
|
||
"in part because they are so very numerous, and also because their brother "
|
||
"orcs are well aware how dependent they are on the goblins. They perform the "
|
||
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
|
||
"that require the brute strength of true orcs. Those the orcs revel in as "
|
||
"proof of their prowess."
|
||
msgstr ""
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:168
|
||
msgid "race^Gryphon"
|
||
msgstr "𐑜𐑮𐑦𐑓𐑩𐑯"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:169
|
||
msgid "race+female^Gryphon"
|
||
msgstr "𐑜𐑮𐑦𐑓𐑩𐑯"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:170
|
||
msgid "race^Gryphons"
|
||
msgstr "𐑜𐑮𐑦𐑓𐑩𐑯𐑟"
|
||
|
||
#. [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=horse
|
||
#: data/core/units.cfg:181
|
||
#, fuzzy
|
||
#| msgid "race^Wose"
|
||
msgid "race^Horse"
|
||
msgstr "𐑢𐑴𐑟"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:182
|
||
#, fuzzy
|
||
#| msgid "race+female^Ogre"
|
||
msgid "race+female^Horse"
|
||
msgstr "𐑴𐑜𐑻"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:183
|
||
#, fuzzy
|
||
#| msgid "race^Woses"
|
||
msgid "race^Horses"
|
||
msgstr "𐑢𐑴𐑟𐑧𐑟"
|
||
|
||
#. [race]: id=horse
|
||
#: data/core/units.cfg:184
|
||
msgid ""
|
||
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
|
||
"to sturdy draught horses or agile stock horses. While they are more fragile "
|
||
"than many beasts, their speed and cunning allow feral horses to thrive in "
|
||
"the wild, alongside their wild brethren.\n"
|
||
"\n"
|
||
"Horses have been an important part of many civilizations, so it is not "
|
||
"surprising that there are many myths and stories centered around them. "
|
||
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
|
||
"written history, though few can honestly claim to have seen such things."
|
||
msgstr ""
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:201
|
||
msgid "race^Human"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:202
|
||
msgid "race+female^Human"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:203
|
||
msgid "race^Humans"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯𐑟"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:204
|
||
#, 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 ""
|
||
"𐑞 𐑮𐑱𐑕 𐑝 𐑥𐑧𐑯 𐑦𐑟 𐑩𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑛𐑲𐑝𐑻𐑕 𐑢𐑳𐑯. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑩𐑮𐑦𐑡𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑥 𐑓𐑮𐑪𐑥 𐑞 𐑴𐑤𐑛 "
|
||
"𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑, 𐑥𐑧𐑯 𐑣𐑨𐑝 𐑕𐑐𐑮𐑧𐑛 𐑷𐑤 𐑴𐑝𐑼 𐑞 𐑢𐑻𐑤𐑛 𐑯 𐑕𐑐𐑤𐑦𐑑 𐑦𐑯𐑑𐑫 𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑩𐑤𐑗𐑻𐑟 𐑯 "
|
||
"𐑮𐑱𐑕𐑩𐑟. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑸 𐑯𐑪𐑑 𐑦𐑥𐑚𐑿𐑛 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑤𐑲𐑒 𐑳𐑞𐑼 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑣𐑿𐑥𐑩𐑯𐑟 𐑒𐑨𐑯 𐑤𐑻𐑯 𐑑 𐑢𐑰𐑤𐑛 "
|
||
"𐑦𐑑 𐑯 𐑱𐑚𐑩𐑤 𐑑 𐑤𐑻𐑯 𐑥𐑹 𐑑𐑲𐑐𐑕 𐑞𐑨𐑯 𐑥𐑴𐑕𐑑 𐑳𐑞𐑼𐑟. 𐑞𐑱 𐑣𐑨𐑝 𐑯𐑴 𐑧𐑒𐑕𐑑𐑮𐑩 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑹 "
|
||
"𐑨𐑐𐑑𐑩𐑑𐑵𐑛𐑟 𐑦𐑒𐑕𐑧𐑐𐑑 𐑞𐑺 𐑝𐑻𐑕𐑩𐑑𐑦𐑤𐑩𐑑𐑰 𐑯 𐑛𐑮𐑲𐑝. 𐑢𐑲𐑤 𐑪𐑓𐑩𐑯 𐑨𐑑 𐑪𐑛𐑟 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟, 𐑞𐑱 𐑒𐑨𐑯 "
|
||
"𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑓𐑹𐑥 𐑩𐑤𐑲𐑩𐑯𐑕𐑩𐑟 𐑢𐑦𐑞 𐑞 𐑤𐑧𐑕 𐑩𐑜𐑮𐑧𐑕𐑦𐑝 𐑮𐑱𐑕𐑩𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑧𐑤𐑝𐑟 𐑯 𐑛𐑢𐑹𐑝𐑟. 𐑞 𐑤𐑧𐑕 "
|
||
"𐑕𐑒𐑮𐑵𐑐𐑘𐑩𐑤𐑩𐑕 𐑩𐑥𐑳𐑙 𐑞𐑧𐑥 𐑛𐑵 𐑯𐑪𐑑 𐑖𐑮𐑰𐑙𐑒 𐑚𐑨𐑒 𐑓𐑮𐑪𐑥 𐑣𐑲𐑮𐑦𐑙 𐑹𐑒𐑦𐑖 𐑥𐑻𐑕𐑩𐑯𐑺𐑰𐑟, 𐑲𐑞𐑼. 𐑞𐑱 𐑣𐑨𐑝 "
|
||
"𐑯𐑴 𐑯𐑨𐑗𐑼𐑩𐑤 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑷𐑤𐑞𐑴 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑥𐑧𐑯, 𐑤𐑲𐑒 𐑥𐑴𐑕𐑑 𐑐𐑰𐑐𐑩𐑤 𐑝 𐑷𐑤 𐑮𐑱𐑕𐑩𐑟, 𐑣𐑨𐑝 𐑩𐑯 "
|
||
"𐑦𐑯𐑕𐑑𐑦𐑙𐑒𐑑𐑦𐑝 𐑛𐑦𐑕𐑤𐑲𐑒 𐑝 𐑞 𐑳𐑯𐑛𐑧𐑛. 𐑥𐑧𐑯 𐑸 𐑖𐑹𐑑𐑼 𐑞𐑨𐑯 𐑞 𐑧𐑤𐑝𐑟, 𐑚𐑳𐑑 𐑑𐑷𐑤𐑼 𐑕𐑑𐑦𐑤 𐑞𐑨𐑯 𐑛𐑢𐑹𐑝𐑟. "
|
||
"𐑞𐑺 𐑕𐑒𐑦𐑯 𐑒𐑳𐑤𐑼 𐑒𐑨𐑯 𐑝𐑺𐑦, 𐑓𐑮𐑪𐑥 𐑷𐑤𐑥𐑴𐑕𐑑 𐑢𐑲𐑑 𐑑 𐑛𐑸𐑒 𐑚𐑮𐑬𐑯.\n"
|
||
"\n"
|
||
"<header>text='𐑕𐑩𐑚𐑡𐑧𐑒𐑑𐑕 𐑝 𐑞 𐑒𐑮𐑬𐑯'</header>\n"
|
||
"𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑜𐑮𐑵𐑐𐑕 𐑝 𐑥𐑧𐑯 𐑧𐑒𐑟𐑦𐑕𐑑, 𐑚𐑳𐑑 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑞𐑧𐑥 𐑪𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 "
|
||
"𐑤𐑦𐑝 𐑳𐑯𐑛𐑼 𐑞 𐑮𐑵𐑤 𐑝 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑞 𐑣𐑿𐑥𐑩𐑯𐑟 𐑓𐑻𐑕𐑑 𐑩𐑐𐑽𐑛 𐑪𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 "
|
||
"𐑓𐑮𐑪𐑥 𐑩 𐑤𐑨𐑯𐑛 𐑓𐑸 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑴𐑖𐑩𐑯 𐑑 𐑞 𐑢𐑧𐑕𐑑, 𐑞 𐑜𐑮𐑰𐑯 𐑲𐑤, 𐑯 𐑕𐑵𐑯 𐑩𐑕𐑑𐑨𐑚𐑤𐑦𐑖𐑑 𐑞𐑺 𐑒𐑨𐑐𐑦𐑑𐑩𐑤 "
|
||
"𐑨𐑑 𐑞 𐑦𐑯𐑤𐑩𐑯𐑛 𐑕𐑦𐑑𐑦 𐑝 ·𐑢𐑧𐑤𐑑𐑦𐑯. 𐑴𐑝𐑼 𐑞 𐑓𐑪𐑤𐑴𐑦𐑙 𐑕𐑧𐑯𐑑𐑘𐑼𐑦𐑟 𐑞𐑱 𐑣𐑨𐑝 𐑚𐑦𐑤𐑑 𐑳𐑐 𐑩 𐑯𐑳𐑥𐑚𐑻 "
|
||
"𐑕𐑦𐑑𐑦𐑟 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑. 𐑞 𐑕𐑴𐑤𐑡𐑼𐑟 𐑓𐑮𐑪𐑥 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑐𐑮𐑩𐑑𐑧𐑒𐑑 𐑞 𐑒𐑳𐑯𐑑𐑮𐑰, "
|
||
"𐑓𐑹𐑥𐑦𐑙 𐑞 𐑥𐑴𐑕𐑑 𐑹𐑜𐑩𐑯𐑲𐑟𐑛 𐑥𐑦𐑤𐑦𐑑𐑼𐑦 𐑓𐑹𐑕 𐑦𐑯 𐑞 𐑯𐑴𐑯 𐑢𐑻𐑤𐑛. 𐑦𐑑𐑕 𐑢𐑪𐑮𐑦𐑼𐑟 𐑒𐑳𐑥 𐑓𐑮𐑪𐑥 𐑞 𐑥𐑱𐑯 "
|
||
"𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟, 𐑢𐑺 𐑷𐑤 𐑥𐑧𐑯 𐑸 𐑒𐑩𐑯𐑕𐑒𐑮𐑦𐑐𐑑𐑦𐑛 𐑨𐑑 𐑩𐑯 𐑻𐑤𐑰 𐑱𐑡.\n"
|
||
"\n"
|
||
"<header>text='𐑞 ·𐑒𐑤𐑨𐑯𐑕𐑥𐑧𐑯'</header>\n"
|
||
"𐑞 𐑰𐑕𐑑𐑼𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑯𐑴𐑯 𐑨𐑟 𐑞 𐑒𐑤𐑨𐑯 𐑣𐑴𐑥𐑤𐑨𐑯𐑛𐑟, 𐑣𐑨𐑝 𐑩 𐑡𐑦𐑪𐑜𐑮𐑩𐑓𐑦 "
|
||
"𐑒𐑩𐑯𐑕𐑦𐑕𐑑𐑦𐑙 𐑝 𐑥𐑹 𐑴𐑐𐑩𐑯 𐑐𐑤𐑱𐑯𐑟 𐑯 𐑮𐑴𐑤𐑦𐑙 𐑣𐑦𐑤𐑟 𐑞𐑨𐑯 𐑞 𐑢𐑧𐑕𐑑𐑼𐑯, 𐑥𐑹 𐑕𐑦𐑝𐑦𐑤𐑲𐑟𐑛 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟. "
|
||
"𐑞𐑱 𐑸 𐑣𐑴𐑥 𐑑 𐑞 𐑣𐑹𐑕 𐑒𐑤𐑨𐑯𐑟, 𐑣𐑵 𐑸 𐑨𐑤𐑲𐑛 𐑢𐑦𐑞 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑚𐑳𐑑 𐑪𐑐𐑼𐑱𐑑 "
|
||
"𐑦𐑯𐑛𐑦𐑐𐑧𐑯𐑛𐑩𐑯𐑑𐑤𐑰 𐑯 𐑥𐑱𐑯𐑑𐑱𐑯 𐑞𐑺 𐑴𐑯 𐑲𐑛𐑧𐑯𐑑𐑦𐑑𐑦. 𐑕𐑳𐑥 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑞𐑧𐑥 𐑑 𐑚𐑰 𐑩 𐑑𐑮𐑦𐑚𐑘𐑩𐑑𐑺𐑰 "
|
||
"𐑕𐑑𐑱𐑑, 𐑢𐑦𐑗 𐑕𐑧𐑯𐑛𐑟 𐑓𐑵𐑛 𐑯 𐑕𐑴𐑤𐑡𐑼𐑟 𐑑 𐑒𐑮𐑬𐑯 𐑦𐑯 𐑧𐑒𐑕𐑗𐑱𐑯𐑡 𐑓𐑹 𐑐𐑮𐑩𐑑𐑧𐑒𐑖𐑩𐑯. 𐑳𐑞𐑼𐑟 𐑕𐑱 𐑞𐑱 𐑸 𐑪𐑯 "
|
||
"𐑰𐑒𐑢𐑩𐑤 𐑓𐑫𐑑𐑦𐑙 𐑢𐑦𐑞 𐑞 𐑢𐑧𐑕𐑑𐑼𐑯 𐑣𐑭𐑓 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑦𐑯 𐑧𐑯𐑦 𐑒𐑱𐑕, 𐑞 𐑰𐑕𐑑𐑼𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟 𐑛𐑵 𐑯𐑪𐑑 "
|
||
"𐑣𐑨𐑝 𐑩 𐑒𐑭𐑯𐑕𐑒𐑮𐑦𐑐𐑑 𐑸𐑥𐑦 𐑞 𐑢𐑱 𐑢𐑧𐑕𐑑𐑼𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑛𐑳𐑟. 𐑑𐑮𐑱𐑯𐑦𐑙 𐑓𐑹 𐑓𐑲𐑑𐑦𐑙 𐑦𐑟 𐑐𐑸𐑑 𐑝 𐑞 𐑢𐑱 𐑝 "
|
||
"𐑤𐑲𐑓 𐑝 𐑞 𐑒𐑤𐑨𐑯𐑟; 𐑞 𐑐𐑺𐑩𐑯𐑑𐑕 𐑑𐑰𐑡 𐑞 𐑗𐑦𐑤𐑛𐑮𐑩𐑯 𐑑 𐑮𐑲𐑛 𐑣𐑹𐑕𐑩𐑟, 𐑓𐑲𐑑 𐑯 𐑖𐑵𐑑 𐑩 𐑚𐑴 𐑓𐑮𐑪𐑥 𐑩𐑯 "
|
||
"𐑻𐑤𐑰 𐑱𐑡. 𐑦𐑯 𐑡𐑧𐑯𐑼𐑩𐑤, 𐑞 𐑒𐑤𐑨𐑯 𐑢𐑪𐑮𐑦𐑼𐑟 𐑸 𐑤𐑧𐑕 𐑹𐑜𐑩𐑯𐑲𐑟𐑛 𐑞𐑨𐑯 𐑞 𐑕𐑦𐑝𐑦𐑤𐑲𐑟𐑛 𐑓𐑲𐑑𐑻𐑟, 𐑯 𐑞 "
|
||
"𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑝 𐑞𐑰𐑟 𐑜𐑮𐑵𐑐𐑕 𐑒𐑭𐑥𐑐𐑤𐑩𐑥𐑩𐑯𐑑 𐑰𐑗 𐑳𐑞𐑼."
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:219
|
||
#, fuzzy
|
||
#| msgid "race^Human"
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:220
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:221
|
||
#, fuzzy
|
||
#| msgid "race+plural^Undead"
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:223
|
||
msgid ""
|
||
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
|
||
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
|
||
"this far corner of the Great Continent is unknown. Their legends tell of "
|
||
"many long and perilous travels through far-flung lands, but the true origin "
|
||
"of their people is a topic of endless and heated debate among even the most "
|
||
"erudite of their scholars.\n"
|
||
"\n"
|
||
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
|
||
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
|
||
"wealthy merchants form the backbone of the urban economy. Each of these "
|
||
"cities also enjoys a degree of independence less common in the more "
|
||
"centralized nations to the north, many even maintaining their own standing "
|
||
"armies. In times of need, however, each and all rally to a higher authority "
|
||
"designated to protect the superior interest of the nation.\n"
|
||
"\n"
|
||
"Those who have not settled in these urban centers still adhere to the "
|
||
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
|
||
"one watering hole to another. They are most active during the early hours of "
|
||
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
|
||
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
|
||
"standards. Although sometimes regarded with contempt by their city "
|
||
"counterparts, they provide an invaluable service as mobile, light troops in "
|
||
"war, or as escorts for trading caravans during times of peace.\n"
|
||
"\n"
|
||
"The Dunefolk’s inclination towards trade and exploration has allowed their "
|
||
"cities to amass immense fortunes, a fact regarded both with admiration and "
|
||
"envy by other races. Mutual interests have fostered cordial relations with "
|
||
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
|
||
"have always considered Dunefolk expeditions to be too intrusive, especially "
|
||
"when they venture close to territorial boundaries. It is not uncommon for "
|
||
"caravans to fall prey to troll ambushes in the mountains, something that has "
|
||
"given rise to countless tales of unimaginable treasure amassed in hidden "
|
||
"caves.\n"
|
||
"\n"
|
||
"As a result of living in hostile environments for centuries, the Dunefolk "
|
||
"have developed rational methods of enquiry through which they continue to "
|
||
"improve their understanding of the world. Their study of herbal medicine "
|
||
"keeps their warriors and workers fresh and healthy. Their knowledge of "
|
||
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
|
||
"At the same time, this analytical mindset has distanced them from magical "
|
||
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
|
||
"hence unreliable. For this reason, the Dunefolk especially loathe the "
|
||
"perversions of necromancy and the dark arts, even more so than other races.\n"
|
||
"\n"
|
||
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
|
||
"strength. Not only do they field nimble light troops, cataphracts, and "
|
||
"heavily armored infantry, but their keen knowledge of technology grants them "
|
||
"a decisive advantage over their opponents. When facing the Dunefolk in "
|
||
"battle, however, the most fearsome sight is certainly their deployment of "
|
||
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
|
||
"their synergy with these creatures allows for great versatility in combat. "
|
||
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:244
|
||
msgid "race^Saurian"
|
||
msgstr "𐑕𐑸𐑾𐑯"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:245
|
||
msgid "race+female^Saurian"
|
||
msgstr "𐑕𐑸𐑾𐑯"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:246
|
||
msgid "race^Saurians"
|
||
msgstr "𐑕𐑸𐑾𐑯𐑟"
|
||
|
||
#. [race]: id=lizard
|
||
#: data/core/units.cfg:247
|
||
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:273
|
||
msgid "race^Mechanical"
|
||
msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:274
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:275
|
||
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 ""
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:284
|
||
msgid "race^Merman"
|
||
msgstr "𐑥𐑻𐑥𐑨𐑯"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:285
|
||
msgid "race^Mermaid"
|
||
msgstr "𐑥𐑻𐑥𐑱𐑛"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:286
|
||
#, fuzzy
|
||
#| msgid "race^Troll"
|
||
msgid "race^Merfolk"
|
||
msgstr "𐑑𐑮𐑴𐑤"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:288
|
||
msgid ""
|
||
"Something like a fusion between humans and fish, the merfolk are an "
|
||
"enigmatic race with both piscine and humanoid attributes. They have strong "
|
||
"tails that lend themselves to quick movement in any watery environment while "
|
||
"their dextrous hands and intelligent minds allow fine craftsmanship and "
|
||
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
|
||
"without difficulty. Despite being able to survive on land, they are much "
|
||
"quicker and more agile in the water and will rarely be found far from the "
|
||
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
|
||
"there and they struggle greatly to move over rough or forested terrain."
|
||
msgstr ""
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:296
|
||
msgid "race^Monster"
|
||
msgstr "𐑥𐑪𐑯𐑕𐑑𐑼"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:297
|
||
#, fuzzy
|
||
#| msgid "race^Monster"
|
||
msgid "race+female^Monster"
|
||
msgstr "𐑥𐑪𐑯𐑕𐑑𐑼"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:298
|
||
msgid "race^Monsters"
|
||
msgstr "𐑥𐑪𐑯𐑕𐑑𐑼𐑟"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:299
|
||
msgid ""
|
||
"The term “monster” incorporates many hideous beasts that haunt the caves, "
|
||
"wilderness, ocean depths, and other climes of the world. They figure largely "
|
||
"in the tales and nightmares of its denizens, as well."
|
||
msgstr ""
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:306
|
||
msgid "race^Naga"
|
||
msgstr "𐑯𐑭𐑜𐑩"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:307
|
||
#, fuzzy
|
||
#| msgid "race^Nagani"
|
||
msgid "race^Nagini"
|
||
msgstr "𐑯𐑨𐑜𐑭𐑯𐑰"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:308
|
||
msgid "race^Nagas"
|
||
msgstr "𐑯𐑭𐑜𐑩𐑟"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:309
|
||
msgid ""
|
||
"The serpentine nagas are one of the least understood races of the Great "
|
||
"Continent. Part of this is due to their xenophobic nature and part is due to "
|
||
"their alien environment. Nagas are one of the few races capable of any "
|
||
"meaningful mobility in water, giving them access to a whole world "
|
||
"effectively forbidden to land dwellers and further separating them from the "
|
||
"terrestrial beings that they shun. Still, they are not true creatures of the "
|
||
"sea, and their inability to breathe water leaves them in trepidation of the "
|
||
"abyss. Living in coastal areas gives them an escape route on land against "
|
||
"denizens of the deep while keeping them out of reach of those who travel by "
|
||
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
|
||
"often faster and more nimble than their opponents. They sometimes find "
|
||
"themselves at odds with merfolk when their territories overlap, but overall "
|
||
"nagas tend to favor swamps and rivers as much as open water."
|
||
msgstr ""
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:317
|
||
msgid "race^Ogre"
|
||
msgstr "𐑴𐑜𐑻"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:318
|
||
msgid "race+female^Ogre"
|
||
msgstr "𐑴𐑜𐑻"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:319
|
||
msgid "race^Ogres"
|
||
msgstr "𐑴𐑜𐑻𐑟"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:320
|
||
msgid ""
|
||
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
|
||
"the Great Continent. Physically, they resemble humans and orcs but are "
|
||
"larger and stronger. Even their adolescents are more than a match for most "
|
||
"men. Ogres are distrusted in many populated areas and usually either avoid "
|
||
"them or are driven out by force. Instead, they lurk the mountainous areas on "
|
||
"the edges of civilization, where hungry ogre bandits provide a constant "
|
||
"threat to travelers and caravans. While ogres are not particularly "
|
||
"intelligent or quick, their toughness and physical strength make them a "
|
||
"valuable asset in the armies of other races. They are especially valued by "
|
||
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
|
||
"known about their biology or society, if they can truly be said to have one, "
|
||
"but they are said to attack alongside wolves and other beasts. Whether this "
|
||
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
|
||
"known."
|
||
msgstr ""
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:328
|
||
msgid "race^Orc"
|
||
msgstr "𐑹𐑒"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:329
|
||
msgid "race+female^Orc"
|
||
msgstr "𐑹𐑒"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:330
|
||
msgid "race^Orcs"
|
||
msgstr "𐑹𐑒𐑕"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:331
|
||
#, 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 "
|
||
#| "it’s most commonly used to trade insults or threats among tribal "
|
||
#| "leaders.\n"
|
||
#| "\n"
|
||
#| "Orc societies are based on little else but strength; might makes right, "
|
||
#| "and a leader leads and survives only as long as no one manages to wrest "
|
||
#| "the title from him. A constant struggle for power simmers among potential "
|
||
#| "tribal chiefs. An orcish leader rarely lives more than a handful of years "
|
||
#| "to enjoy his absolute authority before being killed for his position — "
|
||
#| "although history knows some notable exceptions. Orcs hold no particular "
|
||
#| "honor code and while indisputable raw strength is usually the preferred "
|
||
#| "method of displaying power, assassination, poisoning and backstabbing are "
|
||
#| "completely viable means to further one’s own goals.\n"
|
||
#| "\n"
|
||
#| "Orcs mostly live in rural areas, often in foothills or mountainous "
|
||
#| "regions, sometimes in caves. They grow no crops nor keep livestock, but "
|
||
#| "are competent hunters as a result of their physical stature and "
|
||
#| "brutality. Due to their large numbers they are capable of hunting an area "
|
||
#| "virtually clean of anything larger than rodents in relatively short "
|
||
#| "period of time. Due to this and their unstable leadership, orcish tribes "
|
||
#| "tend to lead a semi-nomadic lifestyle, never settling in one region for "
|
||
#| "too long. The larger tribes may establish themselves firmly in an area "
|
||
#| "for years or even decades and build large encampments almost resembling "
|
||
#| "cities, but even these are easily dismantled and abandoned if there is a "
|
||
#| "need to relocate the horde.\n"
|
||
#| "\n"
|
||
#| "The oldest known orcs have been around 50 to 60 years of age, but very "
|
||
#| "few individuals ever live to see over two or three decades before meeting "
|
||
#| "their end either in war or by the hand of one of their kin. The oldest "
|
||
#| "orcs are often shamans, which are perhaps the only ones most of their "
|
||
#| "kind sees as being trustworthy and neutral. The origins of this custom "
|
||
#| "are unknown, as the shamans do not directly contribute much to orcish "
|
||
#| "societies but only act as advisors — not something orcs tend to otherwise "
|
||
#| "tolerate. Shamans are in many ways the opposite of most other orcs: they "
|
||
#| "are often physically withered and frail in comparison and lack skill in "
|
||
#| "battle. Despite their reliance on raw strength, not nearly all orcs are "
|
||
#| "destined to grow to possess any. Many orcs are born smaller and weaker "
|
||
#| "than the rest, and already almost as newborns are put in their place by "
|
||
#| "their stronger siblings. The stronger ones will routinely grab most of "
|
||
#| "the food and thus grow stronger still, while their weaker siblings do "
|
||
#| "not. Many of these individuals tend to specialize in other skills, like "
|
||
#| "archery or assassination."
|
||
msgid ""
|
||
"In appearance, orcs resemble humans but with some bestial features. They are "
|
||
"taller, sturdier and stronger than humans. They are warlike, savage, and "
|
||
"cruel by nature. Their blood is darker and thicker than that of humans, and "
|
||
"they have little care for personal hygiene or their personal appearance. "
|
||
"Although Orcs are violent even among themselves, they are pack-oriented; an "
|
||
"orc never travels alone or lives in groups smaller than half a dozen.\n"
|
||
"\n"
|
||
"<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 "
|
||
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
|
||
"\n"
|
||
"Orc societies are based on little else but strength; might makes right, and "
|
||
"a leader leads and survives only as long as no one manages to wrest the "
|
||
"title from him. A constant struggle for power simmers among potential tribal "
|
||
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
|
||
"his absolute authority before being killed for his position — although "
|
||
"history knows some notable exceptions. Orcs hold no particular honor code "
|
||
"and while indisputable raw strength is usually the preferred method of "
|
||
"displaying power, assassination, poisoning and backstabbing are completely "
|
||
"viable means to further one’s own goals.\n"
|
||
"\n"
|
||
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
|
||
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
|
||
"hunters as a result of their physical stature and brutality. Due to their "
|
||
"large numbers they are capable of hunting an area virtually clean of "
|
||
"anything larger than rodents in relatively short period of time. Due to this "
|
||
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
|
||
"lifestyle, never settling in one region for too long. The larger tribes may "
|
||
"establish themselves firmly in an area for years or even decades and build "
|
||
"large encampments almost resembling cities, but even these are easily "
|
||
"dismantled and abandoned if there is a need to relocate the horde.\n"
|
||
"\n"
|
||
"The oldest known orcs have been around 50 to 60 years of age, but very few "
|
||
"individuals ever live to see over two or three decades before meeting their "
|
||
"end either in war or by the hand of one of their kin. The oldest orcs are "
|
||
"often shamans, which are perhaps the only ones most of their kind sees as "
|
||
"being trustworthy and neutral. The origins of this custom are unknown, as "
|
||
"the shamans do not directly contribute much to orcish societies but only act "
|
||
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
|
||
"many ways the opposite of most other orcs: they are often physically "
|
||
"withered and frail in comparison and lack skill in battle.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"𐑦𐑯 𐑩𐑐𐑽𐑩𐑯𐑕, 𐑹𐑒𐑕 𐑸 𐑣𐑭𐑓 𐑥𐑧𐑯 𐑯 𐑣𐑭𐑓 𐑚𐑰𐑕𐑑𐑕. 𐑞𐑱 𐑸 𐑑𐑷𐑤𐑼, 𐑕𐑑𐑻𐑛𐑰𐑻 𐑯 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑞𐑨𐑯 "
|
||
"𐑣𐑿𐑥𐑩𐑯𐑟. 𐑞𐑱 𐑸 𐑢𐑹𐑤𐑲𐑒, 𐑕𐑨𐑝𐑦𐑡, 𐑯 𐑒𐑮𐑫𐑩𐑤 𐑚𐑲 𐑯𐑱𐑗𐑼. 𐑞𐑺 𐑚𐑤𐑳𐑛 𐑦𐑟 𐑛𐑸𐑒𐑻 𐑯 𐑔𐑦𐑒𐑼 𐑞𐑨𐑯 𐑞𐑨𐑑 𐑝 "
|
||
"𐑯𐑹𐑥𐑩𐑤 𐑣𐑿𐑥𐑩𐑯𐑟 𐑯 𐑞𐑱 𐑣𐑨𐑝 𐑤𐑦𐑑𐑩𐑤 𐑒𐑺 𐑓𐑹 𐑐𐑻𐑕𐑩𐑯𐑩𐑤 𐑣𐑲𐑡𐑰𐑯 𐑹 𐑞𐑺 𐑐𐑻𐑕𐑩𐑯𐑩𐑤 𐑩𐑐𐑽𐑩𐑯𐑕. 𐑷𐑤𐑞𐑴 "
|
||
"𐑹𐑒𐑕 𐑸 𐑝𐑲𐑩𐑤𐑩𐑯𐑑 𐑰𐑝𐑩𐑯 𐑩𐑥𐑳𐑙 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑞𐑱 𐑸 𐑐𐑨𐑒-𐑹𐑰𐑧𐑯𐑑𐑩𐑛; 𐑩𐑯 𐑹𐑒 𐑯𐑧𐑝𐑼 "
|
||
"𐑑𐑮𐑨𐑝𐑩𐑤𐑟 𐑤𐑪𐑙 𐑹 𐑤𐑲𐑝𐑟 𐑩𐑤𐑴𐑯 𐑦𐑯 𐑜𐑮𐑵𐑐𐑕 𐑕𐑥𐑷𐑤𐑼 𐑞𐑨𐑯 𐑣𐑭𐑓 𐑩 𐑛𐑳𐑟𐑩𐑯.\n"
|
||
"\n"
|
||
"<header>text='𐑕𐑩𐑕𐑲𐑩𐑑𐑦'</header>\n"
|
||
"𐑷𐑤𐑥𐑴𐑕𐑑 𐑧𐑝𐑮𐑦 𐑹𐑒 𐑸 𐑩 𐑥𐑧𐑥𐑚𐑼 𐑝 𐑩 𐑑𐑮𐑲𐑚 𐑹 𐑩 𐑒𐑤𐑨𐑯. 𐑮𐑦𐑤𐑱𐑖𐑩𐑯𐑟 𐑚𐑦𐑑𐑢𐑰𐑯 𐑯𐑱𐑚𐑼𐑦𐑙 𐑑𐑮𐑲𐑚𐑟 𐑸 "
|
||
"𐑿𐑖𐑿𐑩𐑤𐑦 𐑝𐑲𐑩𐑤𐑩𐑯𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑯 𐑒𐑱𐑕𐑩𐑟 𐑝 𐑩 𐑥𐑿𐑗𐑫𐑩𐑤 𐑧𐑯𐑩𐑥𐑦 𐑔𐑮𐑧𐑑𐑩𐑯𐑟 𐑞𐑺 𐑧𐑒𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑹 "
|
||
"𐑐𐑮𐑪𐑕𐑐𐑧𐑒𐑑𐑕 𐑝 𐑜𐑮𐑱𐑑 𐑐𐑤𐑳𐑯𐑛𐑼 𐑴𐑝𐑼𐑮𐑲𐑛 𐑥𐑿𐑗𐑫𐑩𐑤 𐑨𐑯𐑩𐑥𐑭𐑕𐑩𐑑𐑰. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦, 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑕𐑑𐑮𐑪𐑙 "
|
||
"𐑗𐑰𐑓𐑑𐑩𐑯 𐑥𐑱 𐑦𐑥𐑻𐑡 𐑑 𐑤𐑧𐑛 𐑥𐑳𐑤𐑑𐑦𐑐𐑩𐑤 𐑑𐑮𐑲𐑚𐑟 𐑓𐑮𐑪𐑥 𐑑𐑲𐑥 𐑑 𐑑𐑲𐑥, 𐑿𐑖𐑿𐑩𐑤𐑦 𐑔𐑮𐑵 𐑦𐑯𐑑𐑦𐑥𐑦𐑛𐑱𐑖𐑩𐑯 𐑝 "
|
||
"𐑓𐑪𐑤𐑴𐑼𐑟. 𐑩𐑯 𐑹𐑒 𐑑𐑮𐑲𐑚 𐑦𐑯 𐑑𐑲𐑥𐑟 𐑝 𐑐𐑰𐑕 𐑑𐑧𐑯𐑛𐑟 𐑑 𐑓𐑴𐑒𐑩𐑕 𐑷𐑤𐑥𐑴𐑕𐑑 𐑕𐑴𐑤𐑤𐑰 𐑪𐑯 𐑕𐑑𐑮𐑧𐑙𐑔𐑩𐑯𐑦𐑙 "
|
||
"𐑦𐑑𐑕𐑧𐑤𐑓 𐑦𐑯 𐑐𐑮𐑧𐑐𐑼𐑱𐑕𐑩𐑯 𐑓𐑹 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑸𐑥𐑛 𐑒𐑩𐑯𐑓𐑤𐑦𐑒𐑑. 𐑹𐑒𐑕 𐑸 𐑯𐑴𐑯 𐑑 𐑐𐑩𐑟𐑧𐑕 𐑩 𐑒𐑮𐑵𐑛 𐑕𐑦𐑕𐑑𐑩𐑥 "
|
||
"𐑝 𐑮𐑲𐑑𐑦𐑙 - 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯 𐑚𐑤𐑳𐑛 - 𐑷𐑤𐑞𐑴 𐑦𐑑'𐑕 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯𐑤𐑦 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑑 𐑑𐑮𐑱𐑛 𐑦𐑯𐑕𐑩𐑤𐑑𐑕 𐑹 "
|
||
"𐑔𐑮𐑧𐑑𐑕 𐑩𐑥𐑳𐑙 𐑑𐑮𐑲𐑚𐑩𐑤 𐑤𐑰𐑛𐑼𐑟.\n"
|
||
"\n"
|
||
"𐑹𐑒 𐑕𐑩𐑕𐑲𐑩𐑑𐑦𐑟 𐑸 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑤𐑦𐑑𐑩𐑤 𐑧𐑤𐑕 𐑚𐑳𐑑 𐑕𐑑𐑮𐑧𐑙𐑔; 𐑥𐑲𐑑 𐑥𐑱𐑒𐑕 𐑮𐑲𐑑, 𐑯 𐑩 𐑤𐑰𐑛𐑻 𐑤𐑰𐑛𐑟 𐑯 "
|
||
"𐑕𐑻𐑝𐑲𐑝𐑟 𐑴𐑯𐑤𐑦 𐑨𐑟 𐑤𐑪𐑙 𐑨𐑟 𐑯𐑴 𐑢𐑳𐑯 𐑥𐑨𐑯𐑦𐑡𐑩𐑟 𐑑 𐑮𐑧𐑕𐑑 𐑞 𐑑𐑲𐑑𐑩𐑤 𐑓𐑮𐑪𐑥 𐑣𐑦𐑥. 𐑩 𐑒𐑪𐑯𐑕𐑑𐑩𐑯𐑑 "
|
||
"𐑕𐑑𐑮𐑳𐑜𐑩𐑤 𐑓𐑹 𐑐𐑬𐑼 𐑕𐑦𐑥𐑻𐑟 𐑩𐑥𐑳𐑙 𐑐𐑩𐑑𐑧𐑯𐑖𐑩𐑤 𐑑𐑮𐑲𐑚𐑩𐑤 𐑡𐑰𐑓𐑕. 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑤𐑰𐑛𐑻 𐑮𐑺𐑤𐑦 𐑤𐑦𐑝𐑟 𐑥𐑹 "
|
||
"𐑞𐑨𐑯 𐑩 𐑣𐑨𐑯𐑛𐑓𐑫𐑤 𐑝 𐑘𐑽𐑟 𐑑 𐑦𐑯𐑡𐑶 𐑣𐑦𐑟 𐑨𐑚𐑕𐑴𐑤𐑵𐑑 𐑷𐑔𐑪𐑮𐑦𐑑𐑰 𐑚𐑦𐑓𐑹 𐑚𐑰𐑦𐑙 𐑒𐑦𐑤𐑛 𐑓𐑹 𐑣𐑦𐑟 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 "
|
||
"- 𐑷𐑤𐑞𐑴 𐑣𐑦𐑕𐑑𐑼𐑦 𐑯𐑴𐑟 𐑕𐑳𐑥 𐑯𐑪𐑑𐑩𐑚𐑩𐑤 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟. 𐑹𐑒𐑕 𐑣𐑴𐑤𐑛 𐑯𐑴 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑪𐑯𐑼 𐑒𐑴𐑛 𐑯 𐑢𐑲𐑤 "
|
||
"𐑦𐑯𐑛𐑦𐑕𐑐𐑿𐑑𐑩𐑚𐑩𐑤 𐑮𐑷 𐑕𐑑𐑮𐑧𐑙𐑔 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑞 𐑐𐑮𐑦𐑓𐑻𐑛 𐑥𐑧𐑔𐑩𐑛 𐑝 𐑛𐑦𐑕𐑐𐑤𐑱𐑦𐑙 𐑐𐑬𐑼, 𐑩𐑕𐑨𐑕𐑩𐑯𐑱𐑖𐑩𐑯, "
|
||
"𐑐𐑶𐑟𐑩𐑯𐑦𐑙 𐑯 𐑚𐑨𐑒𐑕𐑑𐑨𐑚𐑦𐑙 𐑸 𐑒𐑩𐑥𐑐𐑤𐑰𐑑𐑤𐑦 𐑝𐑲𐑩𐑚𐑩𐑤 𐑥𐑰𐑯𐑟 𐑑 𐑓𐑻𐑞𐑼 𐑢𐑳𐑯'𐑟 𐑴𐑯 𐑜𐑴𐑤𐑟.\n"
|
||
"\n"
|
||
"𐑹𐑒𐑕 𐑥𐑴𐑕𐑑𐑤𐑦 𐑤𐑦𐑝 𐑦𐑯 𐑮𐑫𐑮𐑩𐑤 𐑺𐑰𐑩𐑟, 𐑪𐑓𐑩𐑯 𐑦𐑯 𐑓𐑫𐑑𐑣𐑦𐑤𐑟 𐑹 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 𐑮𐑰𐑗𐑩𐑯𐑟, 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 𐑦𐑯 "
|
||
"𐑒𐑱𐑝𐑟. 𐑞𐑱 𐑜𐑮𐑴 𐑯𐑴 𐑒𐑮𐑪𐑐𐑕 𐑯𐑹 𐑒𐑰𐑐 𐑤𐑲𐑝𐑕𐑑𐑪𐑒, 𐑚𐑳𐑑 𐑸 𐑒𐑭𐑥𐑐𐑩𐑑𐑦𐑯𐑑 𐑣𐑩𐑯𐑑𐑻𐑟 𐑨𐑟 𐑩 𐑮𐑦𐑟𐑳𐑤𐑑 𐑝 "
|
||
"𐑞𐑺 𐑓𐑦𐑟𐑦𐑒𐑩𐑤 𐑕𐑑𐑨𐑗𐑼 𐑯 𐑚𐑮𐑵𐑑𐑨𐑤𐑩𐑑𐑰. 𐑛𐑿 𐑑 𐑞𐑺 𐑤𐑸𐑡 𐑯𐑳𐑥𐑚𐑼𐑟 𐑞𐑱 𐑸 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑳𐑯𐑑𐑦𐑙 𐑩𐑯 "
|
||
"𐑺𐑦𐑩 𐑝𐑻𐑗𐑵𐑩𐑤𐑰 𐑒𐑤𐑰𐑯 𐑝 𐑧𐑯𐑦𐑔𐑦𐑙 𐑤𐑸𐑡𐑼 𐑞𐑨𐑯 𐑮𐑴𐑛𐑩𐑯𐑑𐑕 𐑦𐑯 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑖𐑹𐑑 𐑐𐑽𐑦𐑩𐑛 𐑝 𐑑𐑲𐑥. 𐑛𐑿 "
|
||
"𐑑 𐑞𐑦𐑕 𐑯 𐑞𐑺 𐑩𐑯𐑕𐑑𐑱𐑚𐑩𐑤 𐑤𐑰𐑛𐑼𐑖𐑦𐑐, 𐑹𐑒𐑦𐑖 𐑑𐑮𐑲𐑚𐑟 𐑑𐑧𐑯𐑛 𐑑 𐑤𐑧𐑛 𐑩 𐑕𐑧𐑥𐑰-𐑯𐑴𐑥𐑨𐑛𐑦𐑒 𐑤𐑲𐑓𐑕𐑑𐑲𐑤, "
|
||
"𐑯𐑧𐑝𐑼 𐑕𐑧𐑑𐑤𐑦𐑙 𐑦𐑯 𐑢𐑳𐑯 𐑮𐑰𐑗𐑩𐑯 𐑓𐑹 𐑑𐑵 𐑤𐑪𐑙. 𐑞 𐑤𐑸𐑡𐑼 𐑑𐑮𐑲𐑚𐑟 𐑥𐑱 𐑩𐑕𐑑𐑨𐑚𐑤𐑦𐑖 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑓𐑻𐑥𐑤𐑦 "
|
||
"𐑦𐑯 𐑩𐑯 𐑺𐑦𐑩 𐑓𐑹 𐑘𐑽𐑟 𐑹 𐑰𐑝𐑩𐑯 𐑛𐑧𐑒𐑱𐑛𐑟 𐑯 𐑚𐑦𐑤𐑛 𐑤𐑸𐑡 𐑦𐑯𐑒𐑨𐑥𐑐𐑥𐑦𐑯𐑑𐑕 𐑷𐑤𐑥𐑴𐑕𐑑 𐑮𐑦𐑟𐑧𐑥𐑚𐑩𐑤𐑦𐑙 "
|
||
"𐑕𐑦𐑑𐑦𐑟, 𐑚𐑳𐑑 𐑰𐑝𐑩𐑯 𐑞𐑰𐑟 𐑸 𐑰𐑟𐑦𐑤𐑦 𐑛𐑦𐑕𐑥𐑨𐑯𐑑𐑩𐑤𐑛 𐑯 𐑩𐑚𐑨𐑯𐑛𐑩𐑯𐑛 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩 𐑯𐑰𐑛 𐑑 𐑮𐑰𐑤𐑴𐑒𐑱𐑑 𐑞 "
|
||
"𐑣𐑹𐑛.\n"
|
||
"\n"
|
||
"𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑯𐑴𐑯 𐑹𐑒𐑕 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑩𐑮𐑬𐑯𐑛 50 𐑑 60 𐑘𐑽𐑟 𐑝 𐑱𐑡, 𐑚𐑳𐑑 𐑝𐑧𐑮𐑦 𐑓𐑿 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑧𐑝𐑼 "
|
||
"𐑤𐑦𐑝 𐑑 𐑕𐑰 𐑴𐑝𐑼 𐑑𐑵 𐑹 𐑔𐑮𐑰 𐑛𐑧𐑒𐑱𐑛𐑟 𐑚𐑦𐑓𐑹 𐑥𐑰𐑑𐑦𐑙 𐑞𐑺 𐑧𐑯𐑛 𐑲𐑞𐑼 𐑦𐑯 𐑢𐑹 𐑹 𐑚𐑲 𐑞 𐑣𐑨𐑯𐑛 𐑝 𐑢𐑳𐑯 𐑝 "
|
||
"𐑞𐑺 𐑒𐑦𐑯. 𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑹𐑒𐑕 𐑸 𐑪𐑓𐑩𐑯 𐑖𐑱𐑥𐑩𐑯𐑟, 𐑢𐑦𐑗 𐑸 𐑐𐑼𐑣𐑨𐑐𐑕 𐑞 𐑴𐑯𐑤𐑦 𐑢𐑳𐑯𐑟 𐑥𐑴𐑕𐑑 𐑝 𐑞𐑺 𐑒𐑲𐑯𐑛 "
|
||
"𐑕𐑰𐑟 𐑨𐑟 𐑚𐑰𐑦𐑙 𐑑𐑮𐑩𐑕𐑑𐑢𐑻𐑞𐑰 𐑯 𐑯𐑵𐑑𐑮𐑩𐑤. 𐑞 𐑪𐑮𐑦𐑡𐑦𐑯𐑟 𐑝 𐑞𐑦𐑕 𐑒𐑳𐑕𐑑𐑩𐑥 𐑸 𐑳𐑯𐑯𐑴𐑯, 𐑨𐑟 𐑞 𐑖𐑱𐑥𐑩𐑯𐑟 "
|
||
"𐑛𐑵 𐑯𐑪𐑑 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑒𐑩𐑯𐑑𐑮𐑦𐑚𐑿𐑑 𐑥𐑳𐑗 𐑑 𐑹𐑒𐑦𐑖 𐑕𐑩𐑕𐑲𐑩𐑑𐑦𐑟 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑨𐑒𐑑 𐑨𐑟 𐑨𐑛𐑝𐑲𐑟𐑼𐑟 - 𐑯𐑪𐑑 "
|
||
"𐑕𐑳𐑥𐑔𐑦𐑙 𐑹𐑒𐑕 𐑑𐑧𐑯𐑛 𐑑 𐑳𐑞𐑼𐑢𐑲𐑟 𐑑𐑭𐑤𐑻𐑱𐑑. 𐑖𐑱𐑥𐑩𐑯𐑟 𐑸 𐑦𐑯 𐑥𐑧𐑯𐑦 𐑢𐑱𐑟 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑝 𐑥𐑴𐑕𐑑 𐑳𐑞𐑼 "
|
||
"𐑹𐑒𐑕: 𐑞𐑱 𐑸 𐑪𐑓𐑩𐑯 𐑓𐑦𐑟𐑦𐑒𐑩𐑤𐑦 𐑢𐑦𐑞𐑻𐑛 𐑯 𐑓𐑮𐑱𐑤 𐑦𐑯 𐑒𐑩𐑥𐑐𐑨𐑮𐑦𐑕𐑩𐑯 𐑯 𐑤𐑨𐑒 𐑕𐑒𐑦𐑤 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤. "
|
||
"𐑛𐑦𐑕𐑐𐑲𐑑 𐑞𐑺 𐑮𐑦𐑤𐑲𐑩𐑯𐑕 𐑪𐑯 𐑮𐑷 𐑕𐑑𐑮𐑧𐑙𐑔, 𐑯𐑪𐑑 𐑯𐑽𐑤𐑦 𐑷𐑤 𐑹𐑒𐑕 𐑸 𐑛𐑧𐑕𐑑𐑦𐑯𐑛 𐑑 𐑜𐑮𐑴 𐑑 𐑐𐑩𐑟𐑧𐑕 𐑧𐑯𐑦. "
|
||
"𐑥𐑧𐑯𐑦 𐑹𐑒𐑕 𐑸 𐑚𐑹𐑯 𐑕𐑥𐑷𐑤𐑼 𐑯 𐑢𐑰𐑒𐑻 𐑞𐑨𐑯 𐑞 𐑮𐑧𐑕𐑑, 𐑯 𐑷𐑤𐑮𐑧𐑛𐑦 𐑷𐑤𐑥𐑴𐑕𐑑 𐑨𐑟 𐑯𐑵𐑚𐑹𐑯𐑟 𐑸 𐑐𐑫𐑑 𐑦𐑯 "
|
||
"𐑞𐑺 𐑐𐑤𐑱𐑕 𐑚𐑲 𐑞𐑺 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑕𐑦𐑚𐑤𐑦𐑙𐑟. 𐑞 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑢𐑳𐑯𐑟 𐑢𐑦𐑤 𐑮𐑵𐑑𐑰𐑯𐑤𐑰 𐑜𐑮𐑨𐑚 𐑥𐑴𐑕𐑑 𐑝 𐑞 𐑓𐑵𐑛 "
|
||
"𐑯 𐑞𐑳𐑕 𐑜𐑮𐑴 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑕𐑑𐑦𐑤, 𐑢𐑲𐑤 𐑞𐑺 𐑢𐑰𐑒𐑻 𐑕𐑦𐑚𐑤𐑦𐑙𐑟 𐑛𐑵 𐑯𐑪𐑑. 𐑥𐑧𐑯𐑦 𐑝 𐑞𐑰𐑟 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 "
|
||
"𐑑𐑧𐑯𐑛 𐑑 𐑕𐑐𐑧𐑖𐑩𐑤𐑲𐑟 𐑦𐑯 𐑳𐑞𐑼 𐑕𐑒𐑦𐑤𐑟, 𐑤𐑲𐑒 𐑸𐑗𐑻𐑰 𐑹 𐑩𐑕𐑨𐑕𐑩𐑯𐑱𐑖𐑩𐑯."
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:342
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Orcs who were not the strongest of their litter tend to specialize in other "
|
||
"skills, like archery or assassination."
|
||
msgstr ""
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:351
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Raven"
|
||
msgstr "𐑛𐑢𐑹𐑝𐑟"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:352
|
||
#, fuzzy
|
||
#| msgid "race+female^Drake"
|
||
msgid "race+female^Raven"
|
||
msgstr "𐑛𐑮𐑱𐑒"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:353
|
||
#, fuzzy
|
||
#| msgid "race^Dwarves"
|
||
msgid "race^Ravens"
|
||
msgstr "𐑛𐑢𐑹𐑝𐑟"
|
||
|
||
#. [race]: id=raven
|
||
#: data/core/units.cfg:354
|
||
msgid ""
|
||
"Ravens are general scavengers, often associating with hunters or predators "
|
||
"in the hope of sharing in the kill. They do not have the powerful beak or "
|
||
"claws of the gryphons or raptors, but can still be a threat because of their "
|
||
"intelligence and ability to recognize any advantage.\n"
|
||
"\n"
|
||
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
|
||
"thus ravens are a nuisance for allies of the defeated but are seen by some "
|
||
"victors as part of martial ceremonies. The violence and large numbers that "
|
||
"characterize both orcs and humans bring these races into constant "
|
||
"interaction with ravens in this context. For this reason, the birds have "
|
||
"become characters in fables, parables, and superstitions related to war.\n"
|
||
"\n"
|
||
"As intelligent scavengers, ravens do not need war dead to survive. Some "
|
||
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
|
||
"happy to have them around as sentries."
|
||
msgstr ""
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:365
|
||
msgid "race^Troll"
|
||
msgstr "𐑑𐑮𐑴𐑤"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:366
|
||
msgid "race+female^Troll"
|
||
msgstr "𐑑𐑮𐑴𐑤"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:367
|
||
msgid "race^Trolls"
|
||
msgstr "𐑑𐑮𐑴𐑤𐑟"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:368
|
||
#, 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, 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 ""
|
||
"𐑑𐑮𐑴𐑤𐑟 𐑸 𐑱𐑯𐑖𐑩𐑯𐑑 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑢𐑳𐑯 𐑝 𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑯𐑴𐑯 𐑮𐑱𐑕𐑩𐑟 𐑯𐑴𐑯 𐑑 𐑦𐑯𐑣𐑨𐑚𐑦𐑑 𐑞 𐑜𐑮𐑱𐑑 "
|
||
"𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑. 𐑞𐑱 𐑸 𐑤𐑸𐑡, 𐑕𐑤𐑴, 𐑕𐑦𐑥𐑐𐑩𐑤-𐑥𐑲𐑯𐑛𐑩𐑛, 𐑯 𐑤𐑲𐑝 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑤𐑪𐑙 𐑤𐑲𐑝𐑟 𐑦𐑯𐑕𐑲𐑛 𐑛𐑰𐑐 "
|
||
"𐑒𐑱𐑝𐑟 𐑹 𐑩𐑑𐑭𐑐 𐑣𐑲 𐑥𐑬𐑯𐑑𐑩𐑯𐑟. 𐑞 𐑥𐑴𐑕𐑑 𐑿𐑯𐑰𐑒 𐑒𐑼𐑧𐑒𐑑𐑼𐑦𐑕𐑑𐑦𐑒 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑦𐑟 𐑩𐑯 𐑦𐑯𐑑𐑻𐑯𐑩𐑤 "
|
||
"𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰 𐑞𐑨𐑑 𐑕𐑩𐑕𐑑𐑱𐑯𐑟 𐑯 𐑣𐑰𐑤𐑟 𐑞𐑧𐑥 𐑓𐑮𐑪𐑥 𐑢𐑦𐑞𐑦𐑯. 𐑨𐑟 𐑩 𐑮𐑦𐑟𐑳𐑤𐑑 𐑞𐑱 𐑤𐑦𐑝 𐑝𐑧𐑮𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 "
|
||
"𐑤𐑲𐑝𐑟 𐑓𐑮𐑪𐑥 𐑷𐑤𐑥𐑴𐑕𐑑 𐑧𐑯𐑦 𐑯𐑴𐑯 𐑒𐑮𐑰𐑗𐑼. 𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑓𐑿 𐑮𐑾𐑤 𐑯𐑰𐑛𐑟: 𐑞𐑱 𐑮𐑦𐑒𐑢𐑲𐑼 𐑤𐑦𐑑𐑩𐑤 𐑓𐑵𐑛 𐑹 "
|
||
"𐑢𐑷𐑑𐑼, 𐑯 𐑞𐑳𐑕 𐑞𐑱 𐑣𐑨𐑝 𐑤𐑦𐑑𐑩𐑤 𐑦𐑯𐑕𐑧𐑯𐑑𐑦𐑝 𐑑 𐑐𐑼𐑕𐑿 𐑥𐑳𐑗 𐑚𐑦𐑕𐑲𐑛𐑟 𐑐𐑮𐑩𐑑𐑧𐑒𐑖𐑩𐑯 𐑓𐑮𐑪𐑥 𐑞𐑴𐑟 𐑣𐑵 𐑸 "
|
||
"𐑣𐑪𐑕𐑑𐑲𐑤 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞𐑧𐑥. 𐑞𐑦𐑕 𐑦𐑯 𐑑𐑻𐑯 𐑥𐑰𐑯𐑟 𐑞𐑱 𐑮𐑺𐑤𐑦 𐑣𐑨𐑝 𐑑 𐑢𐑳𐑮𐑦 𐑩𐑚𐑬𐑑 𐑧𐑯𐑦𐑔𐑦𐑙 𐑯 𐑒𐑨𐑯 "
|
||
"𐑕𐑐𐑧𐑯𐑛 𐑥𐑳𐑗 𐑝 𐑞𐑺 𐑑𐑲𐑥 𐑕𐑤𐑰𐑐𐑦𐑙 𐑹 𐑦𐑯 𐑒𐑭𐑯𐑑𐑩𐑥𐑐𐑤𐑱𐑖𐑩𐑯. 𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑩 𐑒𐑿𐑮𐑰𐑫𐑕 𐑩𐑓𐑦𐑯𐑩𐑑𐑰 𐑢𐑦𐑞 "
|
||
"𐑯𐑱𐑗𐑼. 𐑞𐑱 𐑛𐑵 𐑯𐑪𐑑 𐑮𐑦𐑤𐑱𐑑 𐑢𐑦𐑞 𐑤𐑦𐑝𐑦𐑙 𐑔𐑦𐑙𐑟 𐑤𐑲𐑒 𐑧𐑤𐑝𐑟 𐑛𐑵, 𐑚𐑳𐑑 𐑦𐑯𐑕𐑑𐑧𐑛 𐑢𐑦𐑞 𐑻𐑔 𐑯 𐑕𐑑𐑴𐑯. "
|
||
"𐑞𐑱 𐑸 𐑷𐑤𐑕𐑴 𐑕𐑳𐑥𐑢𐑪𐑑 𐑒𐑿𐑮𐑰𐑫𐑕 𐑝 𐑞𐑺 𐑕𐑼𐑬𐑯𐑛𐑦𐑙𐑟 𐑯 𐑥𐑧𐑯𐑦 𐑘𐑳𐑙𐑼 𐑢𐑧𐑤𐑐𐑕 𐑰𐑝𐑩𐑯 𐑦𐑯𐑡𐑶 𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙 𐑯 "
|
||
"𐑕𐑰𐑦𐑙 𐑞 𐑢𐑻𐑤𐑛. 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟 𐑜𐑮𐑴 𐑴𐑤𐑛𐑼 𐑞𐑱 𐑑𐑧𐑯𐑛 𐑑 𐑚𐑦𐑒𐑳𐑥 𐑦𐑯𐑒𐑮𐑰𐑕𐑦𐑙𐑤𐑰 𐑐𐑨𐑕𐑦𐑝, 𐑜𐑮𐑨𐑛𐑿𐑩𐑤𐑦 "
|
||
"𐑤𐑵𐑟𐑦𐑙 𐑦𐑯𐑑𐑼𐑩𐑕𐑑 𐑦𐑯 𐑞𐑺 𐑧𐑯𐑝𐑲𐑼𐑯𐑥𐑩𐑯𐑑 𐑯 𐑕𐑐𐑧𐑯𐑛𐑦𐑙 𐑥𐑹 𐑝 𐑞𐑺 𐑑𐑲𐑥 𐑕𐑤𐑰𐑐𐑦𐑙 𐑦𐑯 𐑩 𐑒𐑢𐑲𐑧𐑑, "
|
||
"𐑓𐑩𐑥𐑦𐑤𐑦𐑼 𐑒𐑹𐑯𐑻 𐑝 𐑞𐑺 𐑣𐑴𐑥 𐑒𐑱𐑝. 𐑞𐑦𐑕 𐑦𐑟 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑓𐑲𐑯𐑩𐑤𐑦 𐑐𐑭𐑕 𐑩𐑢𐑱 𐑨𐑟 𐑞𐑺 𐑚𐑪𐑛𐑦𐑟 "
|
||
"𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑕𐑤𐑴𐑤𐑦 𐑑𐑻𐑯 𐑦𐑯𐑑𐑫 𐑤𐑲𐑓𐑤𐑩𐑕 𐑕𐑑𐑨𐑑𐑿𐑟 𐑝 𐑕𐑑𐑴𐑯.\n"
|
||
"\n"
|
||
"𐑑𐑮𐑴𐑤𐑟 𐑸 𐑕𐑰𐑯 𐑚𐑲 𐑥𐑧𐑯𐑦 𐑨𐑟 𐑚𐑰𐑦𐑙 𐑤𐑦𐑑𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑘𐑧𐑑 𐑩𐑯𐑳𐑞𐑼 𐑮𐑱𐑕 𐑝 𐑕𐑨𐑝𐑦𐑡 𐑥𐑪𐑯𐑕𐑑𐑼𐑟. 𐑞𐑦𐑕 "
|
||
"𐑒𐑪𐑥𐑩𐑯 𐑥𐑦𐑕𐑒𐑩𐑯𐑕𐑧𐑐𐑖𐑩𐑯 𐑦𐑟 𐑦𐑯 𐑐𐑸𐑑 𐑐𐑻𐑐𐑧𐑗𐑩𐑢𐑱𐑑𐑦𐑛 𐑚𐑲 𐑹𐑒𐑕 𐑑 𐑐𐑻𐑕𐑢𐑱𐑛 𐑑𐑮𐑴𐑤𐑟 𐑑 𐑡𐑶𐑯 𐑞𐑺 "
|
||
"𐑸𐑥𐑰𐑟. 𐑚𐑦𐑒𐑪𐑟 𐑞𐑱 𐑸 𐑮𐑭𐑞𐑼 𐑕𐑦𐑥𐑐𐑩𐑤 𐑯 𐑛𐑵 𐑯𐑪𐑑 𐑳𐑯𐑛𐑼𐑕𐑑𐑨𐑯𐑛 𐑞 𐑢𐑱𐑟 𐑝 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟 𐑹 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 "
|
||
"𐑒𐑨𐑯 𐑰𐑝𐑩𐑯 𐑑𐑧𐑤 𐑞𐑧𐑥 𐑩𐑐𐑸𐑑, 𐑦𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑰𐑟𐑦 𐑓𐑹 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑚𐑨𐑯𐑛 𐑑 𐑒𐑩𐑯𐑝𐑦𐑯𐑕 𐑩 𐑜𐑮𐑵𐑐 𐑝 "
|
||
"𐑑𐑮𐑴𐑤𐑟 𐑞𐑨𐑑 𐑚𐑲 𐑡𐑶𐑯𐑦𐑙 𐑞𐑧𐑥 𐑞𐑱 𐑜𐑧𐑑 𐑑 𐑦𐑒𐑟𐑨𐑒𐑑 𐑮𐑦𐑝𐑧𐑯𐑡 𐑪𐑯 𐑞𐑴𐑟 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑦𐑓𐑹 𐑣𐑳𐑯𐑑𐑩𐑛 "
|
||
"𐑞𐑧𐑥. 𐑞𐑰𐑟 𐑯𐑿 𐑮𐑩𐑒𐑮𐑵𐑑𐑕 𐑸 𐑞𐑧𐑯 𐑛𐑲𐑮𐑧𐑒𐑑𐑩𐑛 𐑑 𐑩𐑑𐑨𐑒 𐑣𐑵𐑧𐑝𐑼 𐑞 𐑹𐑒𐑕 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑸 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑦𐑯 "
|
||
"𐑒𐑪𐑯𐑓𐑤𐑦𐑒𐑑 𐑢𐑦𐑞, 𐑢𐑧𐑞𐑼 𐑐𐑮𐑰𐑝𐑦𐑩𐑕𐑤𐑦 𐑩 𐑓𐑴 𐑝 𐑞 𐑑𐑮𐑴𐑤𐑟 𐑹 𐑯𐑪𐑑, 𐑩𐑒𐑿𐑥𐑘𐑩𐑤𐑱𐑑𐑦𐑙 𐑰𐑝𐑩𐑯 𐑥𐑹 "
|
||
"𐑧𐑯𐑦𐑥𐑦𐑟 𐑓𐑹 𐑞 𐑥𐑦𐑕𐑤𐑧𐑛 𐑑𐑮𐑴𐑤𐑟. 𐑞 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑛𐑢𐑹𐑝𐑟, 𐑯 𐑞 𐑨𐑯𐑩𐑥𐑭𐑕𐑩𐑑𐑰 "
|
||
"𐑚𐑦𐑑𐑢𐑰𐑯 𐑞𐑰𐑟 𐑑𐑵 𐑮𐑱𐑕𐑩𐑟 𐑦𐑟 𐑱𐑯𐑖𐑩𐑯𐑑.\n"
|
||
"\n"
|
||
"<header>text='𐑡𐑦𐑪𐑜𐑮𐑩𐑓𐑦'</header>\n"
|
||
"𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑦𐑯𐑣𐑨𐑚𐑦𐑑𐑩𐑛 𐑞 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑝 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 𐑤𐑪𐑙𐑜𐑼 𐑞𐑨𐑯 𐑞 𐑛𐑢𐑹𐑝𐑟 𐑣𐑵 "
|
||
"𐑥𐑲𐑜𐑮𐑱𐑑𐑦𐑛 𐑞𐑺. 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑩 𐑒𐑪𐑥𐑩𐑯 𐑕𐑲𐑑 𐑪𐑯 𐑞 𐑥𐑬𐑯𐑑𐑩𐑯 𐑮𐑱𐑯𐑡𐑩𐑟 𐑯𐑹𐑔 𐑯 𐑰𐑕𐑑 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑯 "
|
||
"𐑢𐑺𐑧𐑝𐑻 𐑹𐑒𐑦𐑖 𐑣𐑹𐑛𐑟 𐑑𐑮𐑨𐑝𐑩𐑤."
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:388
|
||
msgid "race^Undead"
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:389
|
||
msgid "race+female^Undead"
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:390
|
||
msgid "race+plural^Undead"
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:391
|
||
msgid ""
|
||
"Undead are not really a single race of creatures, although often treated as "
|
||
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
|
||
"reanimated into constructs of varying character — resurrection of the "
|
||
"physical form often results in a minion that obeys its master without "
|
||
"question, while manifestation of a soul usually produces a servant with at "
|
||
"least a modicum of thought. A great mystery of necromancy is how these "
|
||
"constructs are sustained and controlled without continuous effort from the "
|
||
"necromancer. Most dark magi do not provide constant attention or maintenance "
|
||
"to their creations, instead allowing them a small degree of independence to "
|
||
"function autonomously in line with the provided commands. However, when left "
|
||
"unchecked, some undead gain enough sovereignty to break free from and even "
|
||
"turn on their masters. Accordingly, while even lesser undead require "
|
||
"periodic maintenance, this is especially true for more powerful undead, "
|
||
"particularly greater spirits or death knights, who possess a high degree of "
|
||
"inherent will. In these cases, necromancy becomes a battle of resolve "
|
||
"between mage and minion. The necromancer must maintain a delicate balance "
|
||
"between control over their servants and allotting them free will — the "
|
||
"source of their individual powers.\n"
|
||
"\n"
|
||
"Necromancy is almost solely limited to humans. Even the legends of magically "
|
||
"apt races like elves and merfolk tell of very few of their kind who have "
|
||
"ever delved in the dark arts. It is surmised that necromantic magic requires "
|
||
"great adaptability and a flexible mind, extremes of which are most commonly "
|
||
"found in humans. The ultimate goal of most necromancers is to turn the same "
|
||
"art of preserving and imbuing life upon themselves, to alter themselves at "
|
||
"whatever cost, to ultimately escape death by preserving their own mind and "
|
||
"spirit.\n"
|
||
"\n"
|
||
"<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 ""
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:404
|
||
msgid "race^Wolf"
|
||
msgstr "𐑢𐑫𐑤𐑓"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:405
|
||
#, fuzzy
|
||
#| msgid "race+female^Elf"
|
||
msgid "race+female^Wolf"
|
||
msgstr "𐑧𐑤𐑓"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:406
|
||
msgid "race^Wolves"
|
||
msgstr "𐑢𐑫𐑤𐑝𐑟"
|
||
|
||
#. [race]: id=wolf
|
||
#: data/core/units.cfg:407
|
||
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:416
|
||
msgid "race^Wose"
|
||
msgstr "𐑢𐑴𐑟"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:417
|
||
msgid "race^Woses"
|
||
msgstr "𐑢𐑴𐑟𐑧𐑟"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:418
|
||
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:30 data/lua/feeding.lua:43
|
||
msgid "+1 max HP"
|
||
msgstr "+1 𐑥𐑨𐑒𐑕 HP"
|
||
|
||
#. [lua]: wesnoth.interface.game_display.unit_status
|
||
#: data/lua/stun.lua:14
|
||
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
|
||
msgstr ""
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:24
|
||
#, fuzzy
|
||
#| msgid "female^undead"
|
||
msgid "female^stunned"
|
||
msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#. [lua]: on_hit
|
||
#: data/lua/stun.lua:26
|
||
msgid "stunned"
|
||
msgstr ""
|
||
|
||
#: src/help/help.cpp:211
|
||
msgid "Close"
|
||
msgstr "𐑒𐑤𐑴𐑟"
|
||
|
||
#: src/help/help.cpp:215
|
||
msgid "Help"
|
||
msgstr "𐑣𐑧𐑤𐑐"
|
||
|
||
#: src/help/help.cpp:267 src/help/help.cpp:271
|
||
#, fuzzy
|
||
#| msgid "Parse error when parsing help text: "
|
||
msgid "Parse error when parsing help text:"
|
||
msgstr "𐑐𐑸𐑕 𐑻𐑹 𐑢𐑧𐑯 𐑐𐑸𐑕𐑦𐑙 𐑣𐑧𐑤𐑐 𐑑𐑧𐑒𐑕𐑑: "
|
||
|
||
#: src/help/help_topic_generators.cpp:64
|
||
msgid "Best of"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:64
|
||
msgid "Worst of"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:161
|
||
msgid ""
|
||
"Villages allow any unit stationed therein to heal, or to be cured of poison."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
|
||
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
|
||
#: src/help/help_topic_generators.cpp:166
|
||
msgid ""
|
||
"This terrain allows units to be cured of poison, or to heal a single "
|
||
"hitpoint."
|
||
msgid_plural ""
|
||
"This terrain allows units to heal $amount hitpoints, or to be cured of "
|
||
"poison, as if stationed in a village."
|
||
msgstr[0] ""
|
||
msgstr[1] ""
|
||
|
||
#: src/help/help_topic_generators.cpp:173
|
||
msgid ""
|
||
"This terrain is a castle — units can be recruited onto it from a connected "
|
||
"keep."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
|
||
#: src/help/help_topic_generators.cpp:177
|
||
msgid ""
|
||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||
"castle hexes."
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||
#: src/help/help_topic_generators.cpp:180
|
||
msgid ""
|
||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||
"not allow a leader on a connected keep to recruit onto this hex."
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:184
|
||
#: src/help/help_topic_generators.cpp:604
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "\n"
|
||
#| "\n"
|
||
#| "Special Notes:"
|
||
msgid "Special Notes:"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"𐑕𐑐𐑧𐑖𐑩𐑤 𐑯𐑴𐑑𐑕:"
|
||
|
||
#: src/help/help_topic_generators.cpp:193
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base Terrain: "
|
||
msgstr "𐑑𐑻𐑱𐑯"
|
||
|
||
#: src/help/help_topic_generators.cpp:213
|
||
#, fuzzy
|
||
#| msgid "Movement Cost"
|
||
msgid "Movement properties: "
|
||
msgstr "𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑"
|
||
|
||
#: src/help/help_topic_generators.cpp:217
|
||
msgid "Defense properties: "
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:297
|
||
#, fuzzy
|
||
#| msgid "level"
|
||
msgid "Level"
|
||
msgstr "𐑤𐑧𐑝𐑩𐑤"
|
||
|
||
#: src/help/help_topic_generators.cpp:361
|
||
msgid "Advances from: "
|
||
msgstr "𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥: "
|
||
|
||
#: src/help/help_topic_generators.cpp:363
|
||
#, fuzzy
|
||
#| msgid "Advances from: "
|
||
msgid "Advances to: "
|
||
msgstr "𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥: "
|
||
|
||
#: src/help/help_topic_generators.cpp:392
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base unit: "
|
||
msgstr "𐑑𐑻𐑱𐑯"
|
||
|
||
#: src/help/help_topic_generators.cpp:397
|
||
#, fuzzy
|
||
#| msgid "Terrain"
|
||
msgid "Base units: "
|
||
msgstr "𐑑𐑻𐑱𐑯"
|
||
|
||
#: src/help/help_topic_generators.cpp:415
|
||
#, fuzzy
|
||
#| msgid "Factions:"
|
||
msgid "Variations: "
|
||
msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟:"
|
||
|
||
#: src/help/help_topic_generators.cpp:439
|
||
msgid "race^Miscellaneous"
|
||
msgstr "𐑥𐑦𐑕𐑩𐑤𐑱𐑯𐑰𐑩𐑕"
|
||
|
||
#: src/help/help_topic_generators.cpp:441
|
||
msgid "Race: "
|
||
msgstr "𐑮𐑱𐑕: "
|
||
|
||
#: src/help/help_topic_generators.cpp:511
|
||
msgid "Abilities: "
|
||
msgstr "𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟: "
|
||
|
||
#: src/help/help_topic_generators.cpp:537
|
||
msgid "Ability Upgrades: "
|
||
msgstr "𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑩𐑐𐑜𐑮𐑱𐑛𐑟: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:567
|
||
#, fuzzy
|
||
#| msgid "HP: "
|
||
msgid "HP:"
|
||
msgstr "HP: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:571
|
||
#, fuzzy
|
||
#| msgid "Moves: "
|
||
msgid "Moves:"
|
||
msgstr "𐑥𐑵𐑝𐑟: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:576
|
||
msgid "Vision:"
|
||
msgstr ""
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:582
|
||
#, fuzzy
|
||
msgid "Jamming:"
|
||
msgstr "𐑕𐑢𐑹𐑥"
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:587
|
||
#, fuzzy
|
||
#| msgid "Cost: "
|
||
msgid "Cost:"
|
||
msgstr "𐑒𐑪𐑕𐑑: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
|
||
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
|
||
#. unpleasant line breaks (issue #3256).
|
||
#: src/help/help_topic_generators.cpp:591
|
||
#, fuzzy
|
||
#| msgid "Alignment: "
|
||
msgid "Alignment:"
|
||
msgstr "𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑: "
|
||
|
||
#. TRANSLATORS: This string is used in the help page of a single unit. It uses
|
||
#. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the
|
||
#. translation use non-breaking spaces as appropriate for the target language.
|
||
#: src/help/help_topic_generators.cpp:598
|
||
#, fuzzy
|
||
#| msgid "Required XP: "
|
||
msgid "Required XP:"
|
||
msgstr "𐑮𐑦𐑒𐑢𐑲𐑼𐑛 XP: "
|
||
|
||
#: src/help/help_topic_generators.cpp:616
|
||
msgid "unit help^Attacks"
|
||
msgstr "𐑩𐑑𐑨𐑒𐑕"
|
||
|
||
#: src/help/help_topic_generators.cpp:623
|
||
msgid "unit help^Name"
|
||
msgstr "𐑯𐑱𐑥"
|
||
|
||
#: src/help/help_topic_generators.cpp:624
|
||
msgid "Strikes"
|
||
msgstr "𐑕𐑑𐑮𐑲𐑒𐑕"
|
||
|
||
#: src/help/help_topic_generators.cpp:625
|
||
msgid "Range"
|
||
msgstr "𐑮𐑱𐑯𐑡"
|
||
|
||
#: src/help/help_topic_generators.cpp:626
|
||
msgid "Type"
|
||
msgstr "𐑑𐑲𐑐"
|
||
|
||
#: src/help/help_topic_generators.cpp:627
|
||
msgid "Special"
|
||
msgstr "𐑕𐑐𐑧𐑖𐑩𐑤"
|
||
|
||
#: src/help/help_topic_generators.cpp:702
|
||
msgid "Resistances"
|
||
msgstr "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟"
|
||
|
||
#: src/help/help_topic_generators.cpp:706
|
||
msgid "Attack Type"
|
||
msgstr "𐑩𐑑𐑨𐑒 𐑑𐑲𐑐"
|
||
|
||
#: src/help/help_topic_generators.cpp:707
|
||
msgid "Resistance"
|
||
msgstr "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕"
|
||
|
||
#: src/help/help_topic_generators.cpp:737
|
||
#, fuzzy
|
||
#| msgid "Terrain Modifiers"
|
||
msgid "Terrain Modifiers"
|
||
msgstr "𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟"
|
||
|
||
#: src/help/help_topic_generators.cpp:741
|
||
msgid "Terrain"
|
||
msgstr "𐑑𐑻𐑱𐑯"
|
||
|
||
#: src/help/help_topic_generators.cpp:742
|
||
msgid "Defense"
|
||
msgstr "𐑛𐑦𐑓𐑧𐑯𐑕"
|
||
|
||
#: src/help/help_topic_generators.cpp:743
|
||
msgid "Movement Cost"
|
||
msgstr "𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑"
|
||
|
||
#: src/help/help_topic_generators.cpp:747
|
||
#, fuzzy
|
||
#| msgid "Defense"
|
||
msgid "Defense Cap"
|
||
msgstr "𐑛𐑦𐑓𐑧𐑯𐑕"
|
||
|
||
#: src/help/help_topic_generators.cpp:752
|
||
msgid "Vision Cost"
|
||
msgstr ""
|
||
|
||
#: src/help/help_topic_generators.cpp:756
|
||
msgid "Jamming Cost"
|
||
msgstr ""
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "first verse"
|
||
#~ msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Second Watch"
|
||
#~ msgid "second verse"
|
||
#~ msgstr "𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "𐑓𐑤𐑨𐑑"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "𐑝𐑦𐑤𐑦𐑡"
|
||
|
||
#, 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 ""
|
||
#~ "𐑤𐑰𐑛𐑼𐑖𐑦𐑐:\n"
|
||
#~ "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑤𐑧𐑛 𐑬𐑼 𐑴𐑯 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑, 𐑥𐑱𐑒𐑦𐑙 𐑞𐑧𐑥 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼.\n"
|
||
#~ "\n"
|
||
#~ "𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑴𐑯 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑢𐑦𐑤 𐑛𐑵 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 "
|
||
#~ "𐑑, 𐑝 𐑩 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑞𐑨𐑯, 𐑯 𐑪𐑯 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑤𐑰𐑛𐑼𐑖𐑦𐑐 𐑦𐑯𐑜𐑱𐑡𐑩𐑟 𐑦𐑯 "
|
||
#~ "𐑒𐑪𐑥𐑚𐑨𐑑, 𐑦𐑑𐑕 𐑩𐑑𐑨𐑒𐑕 𐑛𐑵 25% 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑥𐑟 𐑞 𐑛𐑦𐑓𐑼𐑩𐑯𐑕 𐑦𐑯 𐑞𐑺 𐑤𐑧𐑝𐑩𐑤𐑟."
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "𐑞 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑣𐑧𐑤𐑐"
|
||
|
||
#, fuzzy
|
||
#~ msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
|
||
#~ msgstr "𐑜𐑮𐑰𐑯 𐑦𐑓 𐑦𐑑 𐑣𐑨𐑟𐑯𐑑 𐑥𐑵𐑝𐑛 𐑞𐑦𐑕 𐑑𐑻𐑯,"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
|
||
#~ "further or attack."
|
||
#~ msgstr "𐑘𐑧𐑤𐑴 𐑦𐑓 𐑦𐑑 𐑣𐑨𐑟 𐑥𐑵𐑝𐑛, 𐑚𐑳𐑑 𐑒𐑫𐑛 𐑕𐑑𐑦𐑤 𐑥𐑵𐑝 𐑓𐑻𐑞𐑼 𐑹 𐑩𐑑𐑨𐑒, 𐑹"
|
||
|
||
#~ msgid "Orbs"
|
||
#~ msgstr "𐑹𐑮𐑚𐑕"
|
||
|
||
#~ 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 ""
|
||
#~ "𐑪𐑯 𐑑𐑪𐑐 𐑝 𐑞 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑖𐑴𐑯 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑝 𐑿𐑼𐑟 𐑦𐑟 𐑩𐑯 𐑹𐑚. 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑿 "
|
||
#~ "𐑒𐑩𐑯𐑑𐑮𐑴𐑤, 𐑞𐑦𐑕 𐑹𐑚 𐑦𐑟:"
|
||
|
||
#, fuzzy
|
||
#~ msgid " blue if the unit is an ally you do not control."
|
||
#~ msgstr "𐑞 𐑹𐑚 𐑦𐑟 𐑚𐑤𐑵 𐑦𐑓 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑩𐑯 𐑨𐑤𐑲 𐑿 𐑛𐑵 𐑯𐑪𐑑 𐑒𐑩𐑯𐑑𐑮𐑴𐑤."
|
||
|
||
#, fuzzy
|
||
#~ msgid " Enemy units have no orb on top of their energy bar."
|
||
#~ msgstr "𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑯𐑴 𐑹𐑚 𐑪𐑯 𐑑𐑪𐑐 𐑝 𐑞𐑺 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸."
|
||
|
||
#, 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"
|
||
#~ "𐑕𐑧𐑑 𐑹 𐑑𐑪𐑜𐑩𐑤 𐑐𐑤𐑱𐑻 𐑪𐑯 𐑕𐑲𐑛 𐑚𐑦𐑑𐑢𐑰𐑯 𐑣𐑿𐑥𐑩𐑯 𐑯 AI 𐑐𐑤𐑱𐑻. 𐑞 𐑐𐑤𐑱𐑻/𐑒𐑤𐑲𐑩𐑯𐑑 𐑣𐑵 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑟 "
|
||
#~ "𐑞𐑨𐑑 𐑕𐑲𐑛 𐑯𐑰𐑛𐑟 𐑑 𐑦𐑖𐑵 𐑞𐑦𐑕 𐑒𐑩𐑥𐑭𐑯𐑛. 𐑦𐑓 𐑯𐑴 𐑕𐑧𐑒𐑩𐑯𐑛 𐑐𐑼𐑨𐑥𐑩𐑑𐑼 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛, 𐑑𐑪𐑜𐑩𐑤 "
|
||
#~ "bewteen 𐑣𐑿𐑥𐑩𐑯 𐑯 AI. 𐑦𐑓 𐑦𐑑 𐑦𐑟 '𐑪𐑯', 𐑕𐑧𐑑 𐑩𐑯 AI 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼. 𐑦𐑓 𐑦𐑑 𐑦𐑟 '𐑪𐑓' 𐑕𐑧𐑑 "
|
||
#~ "𐑩 𐑣𐑿𐑥𐑩𐑯 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼. 𐑛𐑦𐑓𐑷𐑤𐑑𐑕 𐑑 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑨𐑒𐑑𐑦𐑝 𐑕𐑲𐑛 𐑦𐑓 𐑯𐑴 𐑐𐑼𐑨𐑥𐑩𐑑𐑼 𐑦𐑟 "
|
||
#~ "𐑕𐑩𐑐𐑤𐑲𐑛.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ " option at the title screen.\n"
|
||
#~ "\n"
|
||
#~ "<header>text='What you get'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Pure Map Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Scenario Mode'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Cores</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orc"
|
||
#~ msgid "race^Roc"
|
||
#~ msgstr "𐑹𐑒"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Orc"
|
||
#~ msgid "race+female^Roc"
|
||
#~ msgstr "𐑹𐑒"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Orcs"
|
||
#~ msgid "race^Rocs"
|
||
#~ msgstr "𐑹𐑒𐑕"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Multiplayer Modifications</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑹𐑛𐑼 𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Pure Map Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Scenario Mode</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Fundamentals of Gameplay"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Fundamentals of Gameplay</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr "𐑓𐑩𐑯𐑛𐑩𐑥𐑧𐑯𐑑𐑩𐑤𐑟 𐑝 𐑜𐑱𐑥𐑐𐑤𐑱"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Chance to Hit</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Mixed Terrain Types</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Defense Caps</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Basic Terrain Types</big>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "\n"
|
||
#~| "\n"
|
||
#~| "<header>text=Damage</header>"
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<big>Campaigns and Scenarios</big>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text=𐑛𐑨𐑥𐑦𐑡</header>"
|
||
|
||
#~ msgid "race^Mermen"
|
||
#~ msgstr "𐑥𐑻𐑥𐑧𐑯"
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "𐑒𐑩𐑯𐑑𐑮𐑦𐑚𐑘𐑩𐑑𐑻𐑟"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Human"
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Human"
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "𐑣𐑿𐑥𐑩𐑯"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+plural^Mechanical"
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "𐑯𐑲𐑑𐑕𐑑𐑷𐑒"
|
||
|
||
#, fuzzy
|
||
#~| msgid ""
|
||
#~| "Plague:\n"
|
||
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~| "unit identical to and on the same side as the unit with the Plague "
|
||
#~| "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgid ""
|
||
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
#~ "unit identical to and on the same side as the unit with the Plague "
|
||
#~ "attack. This doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "𐑐𐑤𐑱𐑜:\n"
|
||
#~ "𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑿𐑯𐑦𐑑 "
|
||
#~ "𐑲𐑛𐑧𐑯𐑑𐑦𐑒𐑩𐑤 𐑑 𐑯 𐑪𐑯 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 "
|
||
#~ "𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟."
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "𐑒𐑢𐑦𐑒"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "𐑕𐑑𐑮𐑪𐑙"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "𐑓𐑽𐑤𐑩𐑕"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Feral"
|
||
#~ msgstr "𐑴𐑝𐑼𐑷𐑤"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "𐑤𐑶𐑩𐑤"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤"
|
||
|
||
#, fuzzy
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "𐑣𐑧𐑤𐑔𐑦"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "𐑛𐑦𐑥"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "𐑕𐑤𐑴"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "𐑢𐑰𐑒"
|
||
|
||
#, fuzzy
|
||
#~| msgid "trait^Undead"
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "𐑳𐑯𐑛𐑧𐑛"
|
||
|
||
#, 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 ""
|
||
#~ "𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑤 𐑦𐑯𐑧𐑝𐑦𐑑𐑩𐑚𐑤𐑦 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 "
|
||
#~ "<ref>dst='experience_and_advancement' text='𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟'</ref>, 𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 "
|
||
#~ "𐑓𐑫𐑤𐑦. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑣𐑨𐑐𐑩𐑯 𐑨𐑟 𐑿 𐑓𐑦𐑯𐑦𐑖 𐑓𐑲𐑑𐑦𐑙 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦, 𐑢𐑧𐑞𐑼 𐑦𐑑 𐑦𐑟 𐑿𐑼 𐑑𐑻𐑯 𐑹 𐑯𐑪𐑑. "
|
||
#~ "·𐑢𐑧𐑕𐑯𐑷𐑔 𐑪𐑓𐑼𐑟 𐑕𐑧𐑝𐑼𐑩𐑤 𐑳𐑞𐑼 𐑢𐑱𐑟 𐑓𐑹 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑣𐑰𐑤, 𐑷𐑤 𐑝 𐑢𐑦𐑗 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑨𐑑 𐑞 "
|
||
#~ "𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑿𐑼 𐑑𐑻𐑯, 𐑚𐑦𐑓𐑹 𐑿 𐑑𐑱𐑒 𐑨𐑒𐑖𐑩𐑯."
|
||
|
||
#~ msgid "Factions"
|
||
#~ msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "𐑴𐑝𐑻𐑝𐑿"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "To begin with, it’s 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"
|
||
#~ "𐑑 𐑚𐑩𐑜𐑦𐑯 𐑢𐑦𐑞, 𐑦𐑑'𐑕 𐑚𐑧𐑕𐑑 𐑑 𐑒𐑤𐑦𐑒 𐑞 <italic>text=𐑑𐑵𐑑𐑹𐑰𐑩𐑤</italic> 𐑚𐑳𐑑𐑩𐑯 𐑨𐑑 𐑞 "
|
||
#~ "𐑥𐑱𐑯 𐑥𐑧𐑯𐑿. 𐑞𐑦𐑕 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑿 𐑑 𐑞 𐑦𐑯𐑑𐑻𐑨𐑒𐑑𐑦𐑝 𐑑𐑵𐑑𐑹𐑰𐑩𐑤, 𐑢𐑦𐑗 𐑢𐑦𐑤 𐑑𐑰𐑡 𐑿 𐑞 𐑚𐑱𐑕𐑦𐑒𐑕 𐑝 "
|
||
#~ "·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑭𐑓𐑑𐑼 𐑞𐑦𐑕, 𐑦𐑑 𐑦𐑟 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛𐑩𐑛 𐑞𐑨𐑑 𐑿 𐑐𐑤𐑱 𐑞 𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯 𐑒𐑨𐑥𐑐𐑱𐑯 𐑓𐑻𐑕𐑑 - "
|
||
#~ "𐑒𐑤𐑦𐑒 <italic>text=𐑒𐑨𐑥𐑐𐑱𐑯</italic> 𐑞𐑧𐑯 <italic>text='𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯'</italic>. "
|
||
#~ "𐑨𐑟 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑢𐑲𐑑 𐑗𐑨𐑤𐑩𐑯𐑡𐑦𐑙, 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑕𐑑𐑸𐑑 𐑪𐑯 "
|
||
#~ "<italic>text=𐑰𐑟𐑦</italic>."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑞𐑰𐑟 𐑐𐑱𐑡𐑧𐑟 𐑬𐑑𐑤𐑲𐑯 𐑷𐑤 𐑿 𐑯𐑰𐑛 𐑑 𐑯𐑴 𐑑 𐑐𐑤𐑱 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑞𐑱 𐑒𐑳𐑝𐑼 𐑣𐑬 𐑑 𐑐𐑤𐑱 𐑯 "
|
||
#~ "𐑞 𐑚𐑱𐑕𐑦𐑒 𐑥𐑦𐑒𐑨𐑯𐑦𐑒𐑕 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞 𐑜𐑱𐑥. 𐑨𐑟 𐑿 𐑐𐑤𐑱 𐑞 𐑜𐑱𐑥, 𐑯𐑿 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑦𐑟 𐑨𐑛𐑩𐑛 𐑑 "
|
||
#~ "𐑞𐑰𐑟 𐑐𐑱𐑡𐑧𐑟 𐑨𐑟 𐑿 𐑒𐑳𐑥 𐑩𐑒𐑮𐑪𐑕 𐑯𐑿 𐑨𐑕𐑐𐑧𐑒𐑑𐑕 𐑝 𐑞 𐑜𐑱𐑥. 𐑓𐑹 𐑥𐑹 𐑛𐑰𐑑𐑱𐑤𐑛 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑪𐑯 "
|
||
#~ "𐑕𐑐𐑧𐑖𐑩𐑤 𐑕𐑦𐑑𐑿𐑱𐑖𐑩𐑯𐑟 𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟, 𐑐𐑤𐑰𐑟 𐑓𐑪𐑤𐑴 𐑞 𐑤𐑦𐑙𐑒𐑕 𐑦𐑯𐑒𐑤𐑵𐑛𐑩𐑛."
|
||
|
||
#, fuzzy
|
||
#~ 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"
|
||
#~ "𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑒𐑩𐑯𐑕𐑦𐑕𐑑 𐑝 𐑥𐑳𐑤𐑑𐑦𐑐𐑩𐑤 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑞𐑨𐑑 𐑓𐑪𐑤𐑴 𐑪𐑯 𐑓𐑮𐑪𐑥 𐑰𐑗 𐑳𐑞𐑼, 𐑑𐑧𐑤𐑦𐑙 𐑩 𐑕𐑑𐑹𐑦. "
|
||
#~ "𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑿 𐑪𐑓𐑩𐑯 𐑯𐑰𐑛 𐑑 𐑐𐑤𐑱 𐑥𐑹 𐑒𐑺𐑓𐑩𐑤𐑦, 𐑐𐑮𐑦𐑟𐑻𐑝𐑦𐑙 𐑿𐑼 𐑚𐑧𐑕𐑑 𐑑𐑮𐑵𐑐𐑕 𐑕𐑴 𐑞𐑨𐑑 𐑞𐑱 "
|
||
#~ "𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑩𐑜𐑱𐑯 𐑦𐑯 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑦𐑯 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑞 𐑜𐑱𐑥 𐑑𐑱𐑒𐑕 𐑐𐑤𐑱𐑕 𐑴𐑝𐑼 𐑩 𐑕𐑽𐑦𐑟 𐑝 𐑚𐑨𐑑𐑩𐑤𐑟, 𐑒𐑷𐑤𐑛 𐑕𐑦𐑯𐑺𐑰𐑴𐑟. 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴 𐑐𐑦𐑑𐑕 𐑿𐑼 "
|
||
#~ "𐑑𐑮𐑵𐑐𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑑𐑮𐑵𐑐𐑕 𐑝 𐑢𐑳𐑯 𐑹 𐑥𐑹 𐑨𐑛𐑝𐑼𐑕𐑩𐑮𐑦𐑟. 𐑿 𐑒𐑨𐑯 𐑐𐑤𐑱 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼, 𐑹 "
|
||
#~ "𐑢𐑦𐑞 𐑓𐑮𐑧𐑯𐑛𐑟 𐑣𐑵 𐑰𐑗 𐑑𐑱𐑒 𐑑𐑻𐑯𐑟 𐑕𐑦𐑑𐑦𐑙 𐑨𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 (𐑣𐑭𐑑𐑕𐑰𐑑 𐑐𐑤𐑱). 𐑦𐑓 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 "
|
||
#~ "𐑦𐑟 𐑒𐑩𐑯𐑧𐑒𐑑𐑩𐑛 𐑑 𐑩 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑯𐑧𐑑𐑢𐑻𐑒, 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑕𐑴 𐑐𐑤𐑱 𐑩𐑜𐑱𐑯𐑕𐑑 𐑳𐑞𐑼 𐑐𐑰𐑐𐑩𐑤 𐑒𐑩𐑯𐑧𐑒𐑑𐑩𐑛 "
|
||
#~ "𐑑 𐑞𐑨𐑑 𐑯𐑧𐑑𐑢𐑻𐑒. 𐑦𐑓 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑣𐑨𐑟 𐑩 𐑒𐑩𐑯𐑧𐑒𐑖𐑩𐑯 𐑑 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑, 𐑿 𐑒𐑨𐑯 𐑐𐑤𐑱 𐑩𐑜𐑱𐑯𐑕𐑑 "
|
||
#~ "𐑳𐑞𐑼 𐑐𐑰𐑐𐑩𐑤 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑯 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑"
|
||
|
||
#, fuzzy
|
||
#~ 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"
|
||
#~ "𐑣𐑧𐑤𐑔𐑦 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 1 HP 𐑐𐑤𐑳𐑕 1 HP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑯 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤 𐑞 𐑿𐑖𐑿𐑩𐑤 2 "
|
||
#~ "HP 𐑭𐑓𐑑𐑼 𐑰𐑗 𐑑𐑻𐑯 𐑞𐑱 𐑛𐑦𐑛 𐑯𐑪𐑑 𐑓𐑲𐑑. 𐑞𐑱 𐑷𐑤𐑕𐑴 𐑕𐑳𐑓𐑼 𐑩 𐑒𐑢𐑹𐑑𐑼 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑐𐑶𐑟𐑩𐑯."
|
||
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr "<header>text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑑𐑨𐑒'</header>"
|
||
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr "<header>text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑩𐑚𐑦𐑤𐑦𐑑𐑦'</header>"
|
||
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "𐑤𐑰𐑛𐑼𐑟:"
|
||
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "𐑮𐑩𐑒𐑮𐑵𐑑𐑕:"
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "𐑽𐑩:"
|
||
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟:"
|
||
|
||
#~ msgid "Factions are only used in multiplayer"
|
||
#~ msgstr "𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑸 𐑴𐑯𐑤𐑦 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr "< 𐑚𐑨𐑒"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "𐑓𐑹𐑢𐑼𐑛 >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "𐑮𐑧𐑓𐑼𐑩𐑯𐑕 𐑑 𐑳𐑯𐑯𐑴𐑯 𐑑𐑪𐑐𐑦𐑒: "
|
||
|
||
#~ msgid "corrupted original file"
|
||
#~ msgstr "𐑒𐑼𐑳𐑐𐑑𐑩𐑛 𐑩𐑮𐑦𐑡𐑩𐑯𐑩𐑤 𐑓𐑲𐑤"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Caste"
|
||
#~ msgstr "𐑒𐑨𐑕𐑩𐑤"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "𐑓𐑰𐑛𐑦𐑙"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "𐑣𐑰𐑤𐑦𐑙"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "𐑣𐑰𐑤𐑦𐑙"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "𐑕𐑢𐑹𐑥"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑴𐑐𐑩𐑯 𐑐𐑤𐑱𐑯𐑟, 𐑢𐑧𐑞𐑼 𐑒𐑳𐑤𐑑𐑦𐑝𐑱𐑑𐑩𐑛, 𐑒𐑳𐑑 𐑚𐑨𐑒 𐑓𐑹 𐑜𐑮𐑱𐑟𐑦𐑙, 𐑹 "
|
||
#~ "𐑢𐑲𐑤𐑛. 𐑚𐑰𐑦𐑙 𐑴𐑐𐑩𐑯 𐑜𐑮𐑬𐑯𐑛, 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑦𐑟 𐑚𐑴𐑔 𐑝𐑧𐑮𐑦 𐑰𐑟𐑦 𐑑 𐑥𐑵𐑝 𐑩𐑒𐑮𐑪𐑕, 𐑚𐑳𐑑 𐑦𐑟 𐑷𐑤𐑕𐑴 "
|
||
#~ "𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑 𐑑 𐑛𐑦𐑓𐑧𐑯𐑛 𐑢𐑳𐑯𐑕𐑧𐑤𐑓 𐑦𐑯. 𐑑𐑦𐑐𐑦𐑒𐑤𐑰, 𐑞𐑴𐑟 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑐𐑼𐑓𐑹𐑥 𐑚𐑧𐑕𐑑 𐑪𐑯 "
|
||
#~ "𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑸 𐑲𐑞𐑼 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑹 𐑝𐑧𐑮𐑦 𐑨𐑡𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑗 𐑑𐑱𐑒 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑝 𐑞 𐑴𐑐𐑩𐑯 "
|
||
#~ "𐑕𐑐𐑱𐑕.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑛𐑦𐑓𐑧𐑯𐑕 𐑝 30 𐑑 40% 𐑪𐑯 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "𐑮𐑴𐑛"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑮𐑴𐑛𐑟 𐑸 𐑚𐑰𐑑𐑩𐑯 𐑐𐑭𐑞𐑟 𐑝 𐑛𐑻𐑑, 𐑓𐑹𐑥𐑛 𐑚𐑲 𐑥𐑧𐑯𐑦 𐑑𐑮𐑨𐑝𐑩𐑤𐑻𐑟 𐑐𐑭𐑕𐑦𐑙 𐑴𐑝𐑼 𐑞𐑧𐑥. 𐑨𐑟 𐑓𐑸 𐑨𐑟 "
|
||
#~ "𐑜𐑱𐑥𐑐𐑤𐑱 𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑮𐑴𐑛𐑟 𐑚𐑦𐑣𐑱𐑝 𐑨𐑟 <ref>dst='terrain_flat' text='𐑓𐑤𐑨𐑑'</"
|
||
#~ "ref> 𐑑𐑻𐑱𐑯."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑢𐑫𐑛𐑤𐑨𐑯𐑛 𐑢𐑦𐑞 𐑕𐑩𐑜𐑯𐑦𐑓𐑦𐑒𐑩𐑯𐑑 𐑳𐑯𐑛𐑼𐑜𐑮𐑴𐑔, 𐑦𐑯𐑳𐑓 𐑑 𐑣𐑦𐑯𐑛𐑼 "
|
||
#~ "𐑐𐑨𐑕𐑦𐑡. 𐑞𐑴 𐑞𐑱 𐑕𐑤𐑴 𐑯𐑽𐑤𐑦 𐑧𐑝𐑮𐑰𐑢𐑳𐑯 𐑛𐑬𐑯, 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑛𐑵 𐑪𐑓𐑼 𐑚𐑧𐑑𐑼 𐑛𐑦𐑓𐑧𐑯𐑕 𐑑 𐑥𐑴𐑕𐑑 "
|
||
#~ "𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑯 𐑴𐑐𐑩𐑯 𐑜𐑮𐑬𐑯𐑛. 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑣𐑬𐑧𐑝𐑼, 𐑣𐑨𐑝 𐑕𐑴 𐑥𐑳𐑗 𐑑𐑮𐑳𐑚𐑩𐑤 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞𐑧𐑥 𐑞𐑨𐑑 "
|
||
#~ "𐑧𐑯𐑦 𐑚𐑧𐑯𐑦𐑓𐑦𐑑 𐑜𐑱𐑯𐑛 𐑚𐑲 𐑕𐑑𐑧𐑤𐑔 𐑦𐑟 𐑯𐑰𐑜𐑱𐑑𐑦𐑛. 𐑧𐑤𐑝𐑟 𐑸 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕 𐑡𐑧𐑯𐑼𐑩𐑤 𐑮𐑵𐑤 "
|
||
#~ "𐑓𐑹 𐑓𐑪𐑮𐑦𐑕𐑑𐑕. 𐑯𐑪𐑑 𐑴𐑯𐑤𐑦 𐑛𐑵 𐑞𐑱 𐑐𐑩𐑟𐑧𐑕 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑓𐑪𐑮𐑦𐑕𐑑𐑕, 𐑚𐑳𐑑 𐑞𐑱 𐑷𐑤𐑕𐑴 𐑜𐑱𐑯 "
|
||
#~ "𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑩𐑯𐑳𐑞𐑼 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕 𐑮𐑵𐑤; 𐑞𐑴 𐑞𐑱 𐑸 "
|
||
#~ "𐑱𐑚𐑩𐑤 𐑑 𐑐𐑤𐑬 𐑔𐑮𐑵 𐑞 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑢𐑦𐑞𐑬𐑑 𐑥𐑳𐑗 𐑤𐑪𐑕 𐑝 𐑕𐑐𐑰𐑛, 𐑞𐑺 𐑳𐑑𐑼 𐑩𐑯𐑓𐑩𐑥𐑦𐑤𐑘𐑺𐑩𐑑𐑰 𐑢𐑦𐑞 𐑞 "
|
||
#~ "𐑑𐑻𐑱𐑯 𐑒𐑷𐑟𐑩𐑟 𐑞𐑧𐑥 𐑑 𐑮𐑦𐑕𐑰𐑝 𐑯𐑴 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑓𐑪𐑮𐑦𐑕𐑑𐑕, 𐑚𐑳𐑑 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑸 𐑤𐑦𐑥𐑦𐑑𐑩𐑛 𐑑 30%. 𐑧𐑤𐑝𐑟, "
|
||
#~ "𐑪𐑯 𐑞 𐑳𐑞𐑼 𐑣𐑨𐑯𐑛, 𐑦𐑯𐑡𐑶 60 𐑑 70% 𐑛𐑦𐑓𐑧𐑯𐑕, 𐑰𐑝𐑩𐑯 𐑞𐑺 𐑥𐑬𐑯𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 "
|
||
#~ "𐑮𐑦𐑕𐑰𐑝 𐑴𐑯𐑤𐑦 30% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑓𐑪𐑮𐑦𐑕𐑑𐑕.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑣𐑦𐑤𐑟 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑮𐑰𐑟𐑩𐑯𐑩𐑚𐑤𐑰 𐑮𐑳𐑓 𐑑𐑻𐑱𐑯, 𐑢𐑦𐑞 𐑦𐑯𐑳𐑓 𐑛𐑦𐑐𐑕 𐑯 𐑮𐑲𐑟𐑩𐑟 𐑦𐑯 𐑞 𐑜𐑮𐑬𐑯𐑛 𐑑 "
|
||
#~ "𐑐𐑮𐑩𐑝𐑲𐑛 𐑕𐑳𐑥 𐑒𐑳𐑝𐑼. 𐑣𐑦𐑤𐑟 𐑸 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑑𐑮𐑵𐑐𐑕 𐑑 𐑯𐑨𐑝𐑦𐑜𐑱𐑑. 𐑛𐑢𐑹𐑝𐑟, 𐑑𐑮𐑴𐑤𐑟, 𐑯 "
|
||
#~ "𐑹𐑒𐑕 𐑣𐑨𐑝 𐑦𐑯𐑳𐑓 𐑓𐑩𐑥𐑦𐑤𐑘𐑺𐑩𐑑𐑰 𐑢𐑦𐑞 𐑞 𐑑𐑻𐑱𐑯 𐑞𐑨𐑑 𐑞𐑱 𐑒𐑨𐑯 𐑐𐑭𐑕 𐑔𐑮𐑵 𐑦𐑑 𐑢𐑦𐑞𐑬𐑑 𐑚𐑰𐑦𐑙 𐑕𐑤𐑴𐑛 "
|
||
#~ "𐑛𐑬𐑯. 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑣𐑨𐑝 𐑦𐑯𐑳𐑓 𐑑𐑮𐑳𐑚𐑩𐑤 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞 𐑑𐑻𐑱𐑯 𐑞𐑨𐑑 𐑧𐑯𐑦 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑲𐑛 𐑤𐑧𐑯𐑑 𐑚𐑲 "
|
||
#~ "𐑒𐑳𐑝𐑼 𐑦𐑟 𐑯𐑰𐑜𐑱𐑑𐑦𐑛.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑣𐑦𐑤𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑸 𐑤𐑦𐑥𐑦𐑑𐑩𐑛 𐑑 40%. "
|
||
#~ "𐑛𐑢𐑹𐑝𐑟 𐑦𐑯𐑡𐑶 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑣𐑦𐑤𐑟."
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "𐑥𐑬𐑯𐑑𐑩𐑯𐑟"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑸 𐑕𐑑𐑰𐑐 𐑦𐑯𐑳𐑓 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑𐑕 𐑪𐑓𐑩𐑯 𐑣𐑨𐑝 𐑑 𐑒𐑤𐑲𐑥 𐑴𐑝𐑼 𐑭𐑚𐑕𐑑𐑩𐑒𐑩𐑤𐑟 𐑑 𐑥𐑵𐑝. 𐑚𐑲 𐑞𐑦𐑕 "
|
||
#~ "𐑯𐑱𐑗𐑼, 𐑞𐑱 𐑐𐑮𐑩𐑝𐑲𐑛 𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑑𐑮𐑵𐑐𐑕, 𐑚𐑳𐑑 𐑞𐑱 𐑷𐑤𐑕𐑴 "
|
||
#~ "𐑕𐑩𐑝𐑽𐑤𐑦 𐑦𐑥𐑐𐑰𐑛 𐑧𐑯𐑦 𐑐𐑨𐑕𐑦𐑡 𐑔𐑮𐑵 𐑞𐑧𐑥. 𐑥𐑴𐑕𐑑 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑕𐑦𐑥𐑐𐑤𐑦 𐑒𐑨𐑯𐑪𐑑 𐑧𐑯𐑑𐑼 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 "
|
||
#~ "𐑑𐑻𐑱𐑯; 𐑣𐑬𐑧𐑝𐑼, 𐑧𐑤𐑝𐑦𐑖 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑦𐑟 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕, 𐑨𐑟 𐑸 𐑞 𐑜𐑭𐑚𐑤𐑦𐑯 𐑢𐑫𐑤𐑓 "
|
||
#~ "𐑮𐑲𐑛𐑼𐑟. 𐑚𐑴𐑔 𐑛𐑢𐑹𐑝𐑟 𐑯 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑯𐑱𐑑𐑦𐑝 𐑑 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 𐑑𐑻𐑱𐑯, 𐑯 𐑣𐑨𐑝 𐑩 𐑝𐑧𐑮𐑦 𐑰𐑟𐑦 𐑑𐑲𐑥 "
|
||
#~ "𐑜𐑧𐑑𐑦𐑙 𐑩𐑮𐑬𐑯𐑛.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑩𐑚𐑬𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑥𐑬𐑯𐑑𐑩𐑯𐑟, 𐑢𐑺𐑨𐑟 𐑛𐑢𐑹𐑝𐑟 𐑦𐑯𐑡𐑶 70%."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑕𐑢𐑭𐑥𐑐𐑕 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑕𐑹𐑑 𐑝 𐑢𐑧𐑑𐑤𐑨𐑯𐑛𐑟. 𐑕𐑢𐑭𐑥𐑐𐑕 𐑕𐑤𐑴 𐑛𐑬𐑯 𐑯𐑽𐑤𐑦 𐑧𐑝𐑮𐑰𐑢𐑳𐑯, 𐑯 "
|
||
#~ "𐑦𐑯𐑣𐑦𐑚𐑩𐑑 𐑞𐑺 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑛𐑦𐑓𐑧𐑯𐑛 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟. 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑑 𐑞𐑦𐑕 𐑦𐑟 𐑧𐑯𐑦 𐑮𐑱𐑕 𐑚𐑪𐑛𐑦𐑤𐑦 "
|
||
#~ "𐑕𐑒𐑦𐑤𐑛 𐑦𐑯 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑢𐑷𐑑𐑼; 𐑞𐑰𐑟 𐑮𐑦𐑕𐑰𐑝 𐑚𐑴𐑔 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑯 𐑩 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕. "
|
||
#~ "𐑞𐑴𐑟 𐑞𐑨𐑑 𐑥𐑱𐑒 𐑞𐑺 𐑤𐑦𐑝𐑦𐑙 𐑦𐑯 𐑞 𐑢𐑧𐑑𐑤𐑨𐑯𐑛𐑟 𐑸 𐑷𐑤𐑕𐑴 𐑩𐑛𐑧𐑐𐑑 𐑨𐑑 𐑿𐑟𐑦𐑙 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯 𐑓𐑹 "
|
||
#~ "𐑒𐑳𐑝𐑼.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱𐑒 𐑛𐑵 𐑢𐑦𐑞 30% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑕𐑢𐑭𐑥𐑐𐑕. 𐑥𐑻𐑥𐑧𐑯, 𐑯𐑭𐑜𐑩, 𐑯 𐑕𐑸𐑾𐑯𐑟 𐑷𐑤 "
|
||
#~ "𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑦𐑯𐑡𐑶 60%."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
|
||
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
|
||
#~ "water reaches up almost to their heads, have an extremely hard time of "
|
||
#~ "this. The exception is any race whose bodies naturally lend themselves to "
|
||
#~ "swimming, for which they receive a considerable defensive bonus and full "
|
||
#~ "movement.\n"
|
||
#~ "\n"
|
||
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
|
||
#~ "naga and mermen enjoy 60%."
|
||
#~ msgstr ""
|
||
#~ "𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑚𐑪𐑛𐑦 𐑝 𐑢𐑷𐑑𐑼 𐑛𐑰𐑐 𐑦𐑯𐑳𐑓 𐑑 𐑒𐑳𐑥 𐑳𐑐 𐑑 𐑮𐑳𐑓𐑤𐑦 𐑩 𐑥𐑨𐑯'𐑟 "
|
||
#~ "𐑢𐑱𐑕𐑑. 𐑞𐑦𐑕 𐑦𐑟 𐑦𐑯𐑳𐑓 𐑑 𐑕𐑤𐑴 𐑛𐑬𐑯 𐑯𐑽𐑤𐑦 𐑧𐑯𐑦𐑢𐑳𐑯 𐑯 𐑤𐑰𐑝 𐑞𐑧𐑥 𐑢𐑲𐑛 𐑴𐑐𐑩𐑯 𐑑 𐑩𐑑𐑨𐑒. 𐑛𐑢𐑹𐑝𐑟, "
|
||
#~ "𐑜𐑦𐑝𐑩𐑯 𐑞𐑨𐑑 𐑞 𐑢𐑷𐑑𐑼 𐑮𐑰𐑗𐑩𐑟 𐑳𐑐 𐑷𐑤𐑥𐑴𐑕𐑑 𐑑 𐑞𐑺 𐑣𐑧𐑛𐑟, 𐑣𐑨𐑝 𐑩𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑣𐑸𐑛 𐑑𐑲𐑥 𐑝 "
|
||
#~ "𐑞𐑦𐑕. 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑦𐑟 𐑧𐑯𐑦 𐑮𐑱𐑕 𐑣𐑵𐑟 𐑚𐑪𐑛𐑦𐑟 𐑯𐑨𐑗𐑼𐑩𐑤𐑦 𐑤𐑧𐑯𐑛 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑑 𐑕𐑢𐑦𐑥𐑦𐑙, 𐑓𐑹 "
|
||
#~ "𐑢𐑦𐑗 𐑞𐑱 𐑮𐑦𐑕𐑰𐑝 𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑯 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱𐑒 𐑛𐑵 𐑢𐑦𐑞 20 𐑑 30% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼, 𐑢𐑺𐑨𐑟 𐑚𐑴𐑔 𐑯𐑭𐑜𐑩 𐑯 𐑥𐑻𐑥𐑧𐑯 "
|
||
#~ "𐑦𐑯𐑡𐑶 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "𐑛𐑰𐑐 𐑢𐑷𐑑𐑼"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
|
||
#~ "the domain of units which can either fly, or are exceptionally strong "
|
||
#~ "swimmers.\n"
|
||
#~ "\n"
|
||
#~ "Mermen and naga both receive 50% defense in deep water, with full "
|
||
#~ "movement."
|
||
#~ msgstr ""
|
||
#~ "𐑛𐑰𐑐 𐑢𐑷𐑑𐑼 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑚𐑪𐑛𐑦 𐑝 𐑢𐑷𐑑𐑼 𐑛𐑰𐑐 𐑦𐑯𐑳𐑓 𐑑 𐑒𐑳𐑝𐑼 𐑩 𐑥𐑨𐑯'𐑟 𐑣𐑧𐑛. 𐑥𐑴𐑕𐑑 "
|
||
#~ "𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑧𐑯𐑑𐑼 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼: 𐑦𐑑 𐑦𐑟 𐑞 𐑛𐑴𐑥𐑱𐑯 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑗 𐑒𐑨𐑯 𐑲𐑞𐑼 𐑓𐑤𐑲, 𐑹 𐑸 "
|
||
#~ "𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑩𐑤𐑰 𐑕𐑑𐑮𐑪𐑙 𐑕𐑢𐑦𐑥𐑻𐑟.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑻𐑥𐑧𐑯 𐑯 𐑯𐑭𐑜𐑩 𐑚𐑴𐑔 𐑮𐑦𐑕𐑰𐑝 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑢𐑦𐑞 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑓𐑮𐑴𐑟𐑩𐑯 𐑑𐑻𐑱𐑯 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑓𐑤𐑨𐑑 𐑺𐑦𐑩 𐑞𐑨𐑑 𐑦𐑟 𐑒𐑳𐑝𐑼𐑛 𐑚𐑲 𐑕𐑯𐑴 𐑹 𐑲𐑕. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 "
|
||
#~ "𐑸 𐑕𐑤𐑴𐑛 𐑛𐑬𐑯 𐑪𐑯 𐑦𐑑, 𐑯 𐑣𐑨𐑝 𐑩 𐑣𐑸𐑛𐑼 𐑑𐑲𐑥 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟. 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑕𐑢𐑦𐑥𐑦𐑙 "
|
||
#~ "𐑿𐑯𐑦𐑑𐑕, 𐑰𐑝𐑩𐑯 𐑞𐑴𐑟 𐑣𐑵 𐑒𐑨𐑯 𐑚𐑮𐑰𐑞 𐑩𐑯𐑛𐑻𐑢𐑪𐑑𐑻, 𐑒𐑨𐑯𐑪𐑑 𐑕𐑢𐑦𐑥 𐑳𐑯𐑛𐑼𐑯𐑰𐑔 𐑲𐑕.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 20 𐑑 40% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑓𐑮𐑴𐑟𐑩𐑯 𐑑𐑻𐑱𐑯."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑒𐑭𐑕𐑩𐑤𐑟 𐑸 𐑧𐑯𐑦 𐑕𐑹𐑑 𐑝 𐑐𐑻𐑥𐑩𐑯𐑩𐑯𐑑 𐑓𐑹𐑑𐑦𐑓𐑦𐑒𐑱𐑖𐑩𐑯. 𐑯𐑽𐑤𐑦 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑩 "
|
||
#~ "𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑚𐑴𐑯𐑩𐑕 𐑑 𐑞𐑺 𐑛𐑦𐑓𐑧𐑯𐑕 𐑚𐑲 𐑚𐑰𐑦𐑙 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤, 𐑯 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 "
|
||
#~ "𐑮𐑦𐑕𐑰𐑝 𐑓𐑫𐑤 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤. 𐑕𐑑𐑱𐑖𐑩𐑯𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑦𐑑𐑕 "
|
||
#~ "𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑒𐑱𐑐𐑩𐑚𐑦𐑤𐑩𐑑𐑰. 𐑢𐑦𐑞𐑬𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑯 𐑰𐑗 𐑢𐑷𐑤 𐑣𐑧𐑒𐑕, 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑕𐑦𐑥𐑐𐑤𐑦 "
|
||
#~ "𐑕𐑯𐑰𐑒 𐑦𐑯𐑑𐑫 𐑞 𐑒𐑨𐑕𐑩𐑤 𐑩𐑯𐑗𐑨𐑤𐑦𐑯𐑡𐑛, 𐑜𐑱𐑯𐑦𐑙 𐑞 𐑕𐑱𐑥 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑨𐑟 𐑧𐑝𐑮𐑰𐑢𐑳𐑯 "
|
||
#~ "𐑦𐑯𐑕𐑲𐑛.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤.\n"
|
||
#~ "\n"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑞 𐑦𐑯𐑕𐑑𐑩𐑚𐑦𐑤𐑦𐑑𐑰 𐑝 𐑕𐑭𐑯𐑛 𐑥𐑱𐑒𐑕 𐑦𐑑 𐑣𐑸𐑛𐑼 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑒𐑮𐑪𐑕, 𐑯 𐑤𐑰𐑝𐑟 𐑞𐑧𐑥 𐑢𐑲𐑛 "
|
||
#~ "𐑴𐑐𐑩𐑯 𐑑 𐑩𐑑𐑨𐑒. 𐑦𐑯 𐑒𐑪𐑯𐑑𐑮𐑭𐑕𐑑, 𐑞 𐑢𐑲𐑛 𐑓𐑰𐑑 𐑹 𐑕𐑯𐑱𐑒𐑤𐑲𐑒 𐑚𐑪𐑛𐑦𐑟 𐑝 𐑞 𐑤𐑦𐑟𐑼𐑛𐑤𐑰 𐑮𐑱𐑕𐑩𐑟 𐑥𐑱𐑒 "
|
||
#~ "𐑕𐑭𐑯𐑛 𐑥𐑳𐑗 𐑰𐑟𐑦𐑼 𐑓𐑹 𐑞𐑧𐑥 𐑑 𐑯𐑨𐑝𐑦𐑜𐑱𐑑.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 20 𐑑 40% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑕𐑭𐑯𐑛."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "𐑛𐑩𐑟𐑻𐑑"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑛𐑩𐑟𐑻𐑑𐑕 𐑣𐑨𐑝 𐑩 𐑕𐑳𐑥𐑢𐑪𐑑 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑪𐑥𐑐𐑩𐑟𐑦𐑖𐑩𐑯 𐑞𐑨𐑯 𐑕𐑥𐑷𐑤 𐑕𐑭𐑯𐑛 𐑐𐑦𐑑𐑕 𐑹 𐑚𐑰𐑗𐑩𐑟, 𐑣𐑬𐑧𐑝𐑼 "
|
||
#~ "𐑓𐑹 𐑜𐑱𐑥𐑐𐑤𐑱 𐑐𐑻𐑐𐑩𐑕𐑩𐑟 𐑞𐑱 𐑸 𐑲𐑛𐑧𐑯𐑑𐑦𐑒𐑩𐑤. 𐑕𐑰 <ref>dst='terrain_sand' text='𐑕𐑭𐑯𐑛'</"
|
||
#~ "ref>."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑒𐑱𐑝 𐑑𐑻𐑱𐑯 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑𐑕 𐑧𐑯𐑦 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑒𐑨𐑝𐑻𐑯 𐑢𐑦𐑞 𐑦𐑯𐑳𐑓 𐑮𐑵𐑥 𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑐𐑭𐑕. "
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑣𐑴𐑤𐑦 𐑩𐑯𐑓𐑩𐑥𐑦𐑤𐑘𐑻 𐑢𐑦𐑞 𐑞 𐑑𐑻𐑱𐑯, 𐑯 𐑞𐑳𐑕 𐑸 𐑚𐑴𐑔 𐑕𐑤𐑴𐑛 𐑛𐑬𐑯 𐑯 𐑣𐑦𐑯𐑛𐑼𐑛 𐑦𐑯 "
|
||
#~ "𐑛𐑦𐑓𐑧𐑯𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑯 𐑑𐑮𐑴𐑤𐑟, 𐑣𐑵 𐑥𐑱𐑒 𐑞𐑺 𐑣𐑴𐑥𐑟 𐑦𐑯 𐑒𐑱𐑝𐑟, 𐑚𐑴𐑔 𐑣𐑨𐑝 𐑩 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑰𐑟𐑦 "
|
||
#~ "𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯, 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑛𐑢𐑹𐑝𐑟, 𐑣𐑵 𐑚𐑲 𐑛𐑦𐑯𐑑 𐑝 𐑞𐑺 𐑕𐑥𐑷𐑤 𐑕𐑲𐑟 𐑒𐑨𐑯 "
|
||
#~ "𐑯𐑨𐑝𐑦𐑜𐑱𐑑 𐑥𐑧𐑯𐑦 𐑭𐑚𐑕𐑑𐑩𐑒𐑩𐑤𐑟 𐑞𐑨𐑑 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟 𐑒𐑨𐑯𐑪𐑑. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑝𐑟 𐑸 "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛'</ref>.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 20 𐑑 40% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑒𐑱𐑝𐑟, 𐑢𐑺𐑨𐑟 𐑛𐑢𐑹𐑝𐑟 𐑣𐑨𐑝 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "𐑮𐑪𐑒𐑚𐑬𐑯𐑛 𐑒𐑱𐑝"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑮𐑪𐑒𐑚𐑬𐑯𐑛 𐑒𐑱𐑝 𐑑𐑻𐑱𐑯 𐑦𐑟 𐑓𐑹𐑥𐑛 𐑚𐑲 𐑞 𐑨𐑒𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑯 𐑢𐑦𐑯𐑛, 𐑒𐑨𐑮𐑦𐑦𐑙 𐑽𐑴𐑕𐑦𐑝 𐑐𐑸𐑑𐑦𐑒𐑩𐑤𐑟 "
|
||
#~ "𐑞𐑨𐑑 𐑒𐑸𐑝 𐑞 𐑮𐑪𐑒. 𐑦𐑑 𐑮𐑦𐑟𐑧𐑥𐑚𐑩𐑤𐑟 𐑩 𐑕𐑒𐑮𐑨𐑜𐑰 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑒𐑨𐑝𐑻𐑯 𐑢𐑦𐑗 𐑮𐑦𐑛𐑿𐑕𐑩𐑟 𐑩𐑓𐑦𐑖𐑩𐑯𐑕𐑦 "
|
||
#~ "𐑝 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕, 𐑚𐑳𐑑 𐑖𐑴𐑤𐑛𐑼𐑟 𐑛𐑦𐑓𐑧𐑯𐑕. 𐑛𐑢𐑹𐑝𐑟 𐑯 𐑑𐑮𐑴𐑤𐑟, 𐑣𐑵 𐑸 𐑥𐑱𐑯 𐑕𐑧𐑑𐑤𐑼𐑟 𐑝 𐑒𐑱𐑝𐑟, "
|
||
#~ "𐑣𐑨𐑝 𐑩 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑰𐑟𐑦 𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯. 𐑛𐑢𐑹𐑝𐑟, 𐑣𐑵 𐑚𐑲 𐑛𐑦𐑯𐑑 𐑝 𐑞𐑺 𐑕𐑥𐑷𐑤 "
|
||
#~ "𐑕𐑲𐑟 𐑣𐑨𐑝 𐑞 𐑓𐑫𐑤 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑝 𐑯𐑨𐑝𐑦𐑜𐑱𐑖𐑩𐑯 𐑦𐑯 𐑕𐑳𐑗 𐑑𐑩𐑐𐑭𐑜𐑮𐑩𐑓𐑰. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑝𐑟 𐑸 "
|
||
#~ "<ref>dst='terrain_illuminated_cave' text='𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛'</ref>\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 50% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑮𐑪𐑒𐑰 𐑒𐑱𐑝𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑸 𐑤𐑦𐑥𐑦𐑑𐑩𐑛 𐑑 "
|
||
#~ "40%. 𐑛𐑢𐑹𐑝𐑟 𐑦𐑯𐑡𐑶 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑮𐑪𐑒𐑚𐑬𐑯𐑛 𐑒𐑱𐑝𐑟."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛 𐑒𐑱𐑝"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "Rare patches of the underground world are illuminated by light from the "
|
||
#~ "surface shining down into the gloomy darkness. This provides an attack "
|
||
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
|
||
#~ "In all other regards this terrain is functionally identical to normal "
|
||
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
|
||
#~ msgstr ""
|
||
#~ "𐑮𐑺 𐑐𐑨𐑗𐑩𐑟 𐑝 𐑞 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑢𐑻𐑤𐑛 𐑸 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑩𐑛 𐑚𐑲 𐑤𐑲𐑑 𐑓𐑮𐑪𐑥 𐑞 𐑕𐑻𐑓𐑦𐑕 𐑖𐑲𐑯𐑦𐑙 𐑛𐑬𐑯 "
|
||
#~ "𐑦𐑯𐑑𐑫 𐑞 𐑜𐑤𐑵𐑥𐑦 𐑛𐑸𐑒𐑯𐑩𐑕. 𐑞𐑦𐑕 𐑐𐑮𐑩𐑝𐑲𐑛𐑟 𐑩𐑯 𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑓𐑹 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑮𐑦𐑥𐑵𐑝𐑟 𐑞 "
|
||
#~ "𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑓𐑮𐑪𐑥 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕. 𐑦𐑯 𐑷𐑤 𐑳𐑞𐑼 𐑮𐑦𐑜𐑸𐑛𐑟 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯 𐑦𐑟 𐑓𐑩𐑙𐑒𐑖𐑩𐑯𐑩𐑤𐑰 "
|
||
#~ "𐑲𐑛𐑧𐑯𐑑𐑦𐑒𐑩𐑤 𐑑 𐑯𐑹𐑥𐑩𐑤 𐑒𐑱𐑝 𐑑𐑻𐑱𐑯𐑟."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝𐑟 𐑸 𐑝𐑭𐑕𐑑 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑝 𐑡𐑲𐑩𐑯𐑑 𐑥𐑳𐑖𐑮𐑵𐑥𐑟, 𐑢𐑦𐑗 𐑔𐑮𐑲𐑝 𐑦𐑯 𐑞 𐑛𐑨𐑥𐑐 "
|
||
#~ "𐑛𐑸𐑒𐑯𐑩𐑕. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑑𐑮𐑳𐑚𐑩𐑤 𐑯𐑦𐑜𐑴𐑖𐑰𐑱𐑑𐑦𐑙 𐑞 𐑕𐑐𐑩𐑯𐑡𐑰 𐑓𐑤𐑹 𐑝 𐑕𐑥𐑷𐑤𐑼 𐑓𐑩𐑯𐑡𐑲, 𐑚𐑳𐑑 "
|
||
#~ "𐑞𐑱 𐑣𐑨𐑝 𐑐𐑤𐑧𐑯𐑑𐑰 𐑝 𐑒𐑳𐑝𐑼 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞 𐑤𐑸𐑡𐑼 𐑕𐑑𐑷𐑒𐑕. 𐑥𐑬𐑯𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕, 𐑣𐑬𐑧𐑝𐑼, 𐑚𐑦𐑒𐑳𐑥 "
|
||
#~ "𐑒𐑩𐑥𐑐𐑤𐑰𐑑𐑤𐑦 𐑥𐑲𐑮𐑛 𐑯 𐑤𐑨𐑒 𐑐𐑮𐑪𐑐𐑼 𐑓𐑮𐑰𐑛𐑩𐑥 𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑. 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩 "
|
||
#~ "𐑯𐑨𐑗𐑼𐑩𐑤 𐑩𐑓𐑦𐑯𐑩𐑑𐑰 𐑓𐑹 𐑛𐑦𐑒𐑱 𐑯 𐑓𐑳𐑙𐑒𐑖𐑩𐑯 𐑒𐑢𐑲𐑑 𐑢𐑧𐑤 𐑦𐑯 𐑥𐑳𐑖𐑮𐑵𐑥 𐑓𐑪𐑮𐑦𐑕𐑑𐑕.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 50% 𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑮𐑦𐑕𐑰𐑝 "
|
||
#~ "𐑴𐑯𐑤𐑦 20%."
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑮𐑧𐑐𐑮𐑩𐑟𐑧𐑯𐑑 𐑧𐑯𐑦 𐑜𐑮𐑵𐑐 𐑝 𐑚𐑦𐑤𐑛𐑦𐑙𐑟, 𐑣𐑿𐑥𐑩𐑯 𐑹 𐑳𐑞𐑼𐑢𐑲𐑟. 𐑷𐑤𐑥𐑴𐑕𐑑 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕, "
|
||
#~ "𐑰𐑝𐑩𐑯 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑣𐑨𐑝 𐑧𐑯𐑦 𐑰𐑟𐑦 𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑯 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑜𐑱𐑯 𐑩 "
|
||
#~ "𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑓𐑮𐑪𐑥 𐑚𐑰𐑦𐑙 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡. 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑩𐑤𐑬 𐑿𐑯𐑦𐑑𐑕 𐑞 𐑮𐑦𐑟𐑹𐑕𐑩𐑟 "
|
||
#~ "𐑑 𐑒𐑤𐑰𐑯 𐑯 𐑑𐑧𐑯𐑛 𐑑 𐑞𐑺 𐑢𐑵𐑯𐑛𐑟, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑞𐑺𐑦𐑯 𐑑 𐑣𐑰𐑤 𐑱𐑑 "
|
||
#~ "𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑰𐑗 𐑑𐑻𐑯, 𐑹 𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑐𐑶𐑟𐑩𐑯.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 50 𐑑 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑢𐑺𐑨𐑟 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑮𐑦𐑕𐑰𐑝 𐑴𐑯𐑤𐑦 40%.\n"
|
||
#~ "\n"
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "𐑕𐑩𐑚𐑥𐑻𐑡𐑛 𐑝𐑦𐑤𐑦𐑡"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑕𐑩𐑚𐑥𐑻𐑡𐑛 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑸 𐑞 𐑣𐑴𐑥𐑟 𐑝 𐑥𐑻𐑓𐑴𐑒 𐑯 𐑯𐑭𐑜𐑩𐑟. 𐑢𐑲𐑤 𐑢𐑷𐑑𐑼-𐑛𐑢𐑧𐑤𐑦𐑙 𐑒𐑮𐑰𐑗𐑼𐑟 𐑸 𐑨𐑑 𐑣𐑴𐑥 "
|
||
#~ "𐑣𐑽, 𐑤𐑨𐑯𐑛-𐑛𐑢𐑧𐑤𐑻𐑟 𐑣𐑨𐑝 𐑩 𐑣𐑸𐑛 𐑑𐑲𐑥 𐑯𐑨𐑝𐑦𐑜𐑱𐑑𐑦𐑙 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙 𐑞𐑰𐑟 𐑝𐑦𐑤𐑦𐑡𐑦𐑟. 𐑣𐑬𐑧𐑝𐑼, "
|
||
#~ "𐑤𐑲𐑒 𐑧𐑯𐑦 𐑝𐑦𐑤𐑦𐑡, 𐑞 𐑓𐑩𐑕𐑦𐑤𐑦𐑑𐑦𐑟 𐑸 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑑 𐑷𐑤 𐑒𐑮𐑰𐑗𐑼𐑟 𐑢𐑦𐑗 𐑩𐑤𐑬 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑑𐑧𐑯𐑛 𐑑 "
|
||
#~ "𐑞𐑺 𐑢𐑵𐑯𐑛𐑟. 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑒𐑨𐑯 𐑣𐑰𐑤 𐑱𐑑 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑰𐑗 𐑑𐑻𐑯, 𐑹 𐑚𐑰 "
|
||
#~ "𐑒𐑘𐑫𐑼𐑛 𐑝 𐑐𐑶𐑟𐑩𐑯.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑻𐑓𐑴𐑒 𐑯 𐑯𐑭𐑜𐑩𐑟 𐑣𐑨𐑝 60% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑦𐑯 𐑕𐑩𐑚𐑥𐑻𐑡𐑛 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑢𐑺𐑨𐑟 𐑤𐑨𐑯𐑛 𐑚𐑱𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 "
|
||
#~ "𐑿𐑖𐑿𐑩𐑤𐑦 𐑣𐑨𐑝 𐑩 𐑤𐑴 𐑛𐑦𐑓𐑧𐑯𐑕."
|
||
|
||
#~ msgid "Unwalkable"
|
||
#~ msgstr "𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤 𐑑𐑻𐑱𐑯 𐑒𐑳𐑝𐑼𐑟 𐑧𐑯𐑦 𐑒𐑨𐑟𐑩𐑥 𐑹 𐑜𐑹𐑡 𐑢𐑦𐑗, 𐑨𐑟 𐑞 𐑯𐑱𐑥 𐑦𐑥𐑐𐑤𐑲𐑟, 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑮𐑪𐑕𐑛 "
|
||
#~ "𐑕𐑦𐑥𐑐𐑤𐑦 𐑚𐑲 𐑢𐑷𐑒𐑦𐑙. 𐑒𐑨𐑟𐑩𐑥𐑟 𐑸 𐑯𐑴𐑑𐑩𐑛 𐑓𐑹 𐑖𐑽 𐑢𐑷𐑤𐑟 𐑢𐑦𐑗 𐑢𐑫𐑛 𐑑𐑱𐑒 𐑛𐑱𐑟 𐑑 𐑑𐑮𐑨𐑝𐑻𐑕. 𐑨𐑟 "
|
||
#~ "𐑓𐑸 𐑨𐑟 𐑜𐑱𐑥𐑐𐑤𐑱 𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑴𐑯𐑤𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑓𐑤𐑲𐑦𐑙 𐑒𐑨𐑯 𐑒𐑮𐑪𐑕 𐑞𐑦𐑕 𐑑𐑻𐑱𐑯."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "𐑤𐑭𐑝𐑩"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑞 𐑛𐑱𐑯𐑡𐑼𐑟 𐑦𐑯𐑣𐑽𐑩𐑯𐑑 𐑦𐑯 𐑑𐑮𐑲𐑦𐑙 𐑑 𐑢𐑷𐑒 𐑪𐑯 𐑤𐑭𐑝𐑩 𐑸 𐑓𐑺𐑤𐑦 𐑪𐑚𐑝𐑦𐑩𐑕. 𐑨𐑟 𐑓𐑸 𐑨𐑟 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 "
|
||
#~ "𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑤𐑭𐑝𐑩 𐑦𐑟 𐑦𐑒𐑢𐑦𐑝𐑩𐑤𐑩𐑯𐑑 𐑑 <ref>dst='terrain_unwalkable' "
|
||
#~ "text='𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤'</ref> 𐑑𐑻𐑱𐑯, 𐑯 𐑒𐑨𐑯 𐑴𐑯𐑤𐑦 𐑚𐑰 𐑒𐑮𐑪𐑕𐑛 𐑚𐑲 𐑞𐑴𐑟 𐑿𐑯𐑦𐑑𐑕 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 "
|
||
#~ "𐑓𐑤𐑲𐑦𐑙 𐑩 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑩𐑚𐑩𐑤 𐑛𐑦𐑕𐑑𐑩𐑯𐑕 𐑩𐑚𐑳𐑝 𐑦𐑑. 𐑞 𐑥𐑴𐑤𐑑𐑩𐑯 𐑥𐑨𐑜𐑥𐑩 𐑷𐑤𐑕𐑴 𐑐𐑮𐑪𐑛𐑿𐑕𐑩𐑟 𐑩 "
|
||
#~ "𐑕𐑩𐑚𐑕𐑑𐑨𐑯𐑗𐑩𐑤 𐑜𐑤𐑴, 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑦𐑙 𐑞 𐑺𐑦𐑩 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑚𐑳𐑝 𐑦𐑑. 𐑞𐑦𐑕 𐑐𐑮𐑩𐑝𐑲𐑛𐑟 𐑩𐑯 𐑩𐑑𐑨𐑒 "
|
||
#~ "𐑚𐑴𐑯𐑩𐑕 𐑓𐑹 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑮𐑦𐑥𐑵𐑝𐑟 𐑞 𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑓𐑮𐑪𐑥 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "𐑮𐑦𐑝𐑼 𐑓𐑹𐑛"
|
||
|
||
#~ 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 ""
|
||
#~ "𐑢𐑧𐑯 𐑩 𐑮𐑦𐑝𐑼 𐑣𐑨𐑐𐑩𐑯𐑟 𐑑 𐑚𐑰 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑖𐑨𐑤𐑴, 𐑐𐑭𐑕𐑦𐑙 𐑴𐑝𐑼 𐑦𐑑 𐑦𐑟 𐑩 𐑑𐑮𐑦𐑝𐑰𐑩𐑤 𐑥𐑨𐑑𐑼 𐑓𐑹 "
|
||
#~ "𐑤𐑨𐑯𐑛 𐑚𐑱𐑕𐑑 𐑿𐑯𐑦𐑑𐑕. 𐑥𐑹𐑴𐑝𐑼, 𐑧𐑯𐑦 𐑒𐑮𐑰𐑗𐑼 𐑚𐑧𐑕𐑑 𐑩𐑛𐑨𐑐𐑑𐑩𐑛 𐑑 𐑕𐑢𐑦𐑥𐑦𐑙 𐑣𐑨𐑟 𐑓𐑫𐑤 𐑥𐑴𐑚𐑦𐑤𐑩𐑑𐑰 "
|
||
#~ "𐑰𐑝𐑩𐑯 𐑨𐑑 𐑕𐑳𐑗 𐑐𐑤𐑱𐑕𐑩𐑟 𐑦𐑯 𐑞 𐑮𐑦𐑝𐑼. 𐑨𐑟 𐑓𐑸 𐑨𐑟 𐑜𐑱𐑥𐑐𐑤𐑱 𐑦𐑟 𐑒𐑩𐑯𐑕𐑻𐑯𐑛, 𐑩 𐑮𐑦𐑝𐑼 𐑓𐑹𐑛 𐑦𐑟 "
|
||
#~ "𐑑𐑮𐑰𐑑𐑧𐑛 𐑨𐑟 𐑲𐑞𐑼 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑹 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼, 𐑗𐑵𐑟𐑦𐑙 𐑢𐑦𐑗𐑧𐑝𐑼 𐑢𐑳𐑯 𐑪𐑓𐑼𐑟 𐑞 𐑚𐑧𐑕𐑑 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 "
|
||
#~ "𐑯 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑚𐑴𐑯𐑩𐑕𐑦𐑟 𐑓𐑹 𐑞 𐑿𐑯𐑦𐑑 𐑪𐑯 𐑦𐑑."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓𐑕 𐑸 𐑖𐑨𐑤𐑴𐑟 𐑓𐑹𐑥𐑛 𐑚𐑲 𐑕𐑑𐑴𐑯, 𐑒𐑹𐑩𐑤 𐑯 𐑕𐑭𐑯𐑛. 𐑞𐑦𐑕 𐑐𐑮𐑩𐑝𐑲𐑛𐑟 𐑥𐑴𐑕𐑑 𐑤𐑨𐑯𐑛 "
|
||
#~ "𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑩 𐑥𐑹 𐑕𐑑𐑧𐑛𐑦 𐑓𐑫𐑑𐑦𐑙 𐑯 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑞𐑨𐑯 𐑢𐑱𐑛𐑦𐑙 𐑦𐑯 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼 "
|
||
#~ "𐑯𐑹𐑥𐑩𐑤𐑦 𐑢𐑫𐑛 𐑯 𐑷𐑤𐑕𐑴 𐑜𐑮𐑨𐑯𐑑𐑕 𐑥𐑴𐑕𐑑 𐑢𐑷𐑑𐑼-𐑛𐑢𐑧𐑤𐑦𐑙 𐑮𐑱𐑕𐑩𐑟 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑩𐑤𐑰 𐑣𐑲 "
|
||
#~ "𐑛𐑦𐑓𐑧𐑯𐑕.\n"
|
||
#~ "\n"
|
||
#~ "𐑥𐑻𐑥𐑧𐑯 𐑯 𐑯𐑭𐑜𐑩 𐑚𐑴𐑔 𐑮𐑦𐑕𐑰𐑝 70% 𐑛𐑦𐑓𐑧𐑯𐑕 𐑪𐑯 𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓𐑕."
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "𐑚𐑮𐑦𐑡"
|
||
|
||
#, fuzzy
|
||
#~ 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 ""
|
||
#~ "𐑑 𐑞𐑴𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑦𐑤𐑛𐑦𐑙 𐑢𐑳𐑯, 𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑤𐑱 𐑩 𐑚𐑮𐑦𐑡 𐑪𐑓𐑼𐑟 𐑩 𐑤𐑦𐑚𐑻𐑱𐑖𐑩𐑯 𐑓𐑮𐑪𐑥 𐑞 "
|
||
#~ "𐑓𐑦𐑒𐑩𐑤 𐑯𐑱𐑗𐑼 𐑝 𐑢𐑪𐑑𐑻𐑢𐑱𐑟, 𐑣𐑵𐑟 𐑓𐑹𐑛𐑟 𐑒𐑳𐑥 𐑯 𐑜𐑴 𐑢𐑦𐑞 𐑞 𐑮𐑲𐑟 𐑯 𐑓𐑷𐑤 𐑝 𐑞 𐑢𐑷𐑑𐑼𐑤𐑲𐑯. 𐑞𐑦𐑕 "
|
||
#~ "𐑦𐑟 𐑑 𐑕𐑱 𐑯𐑳𐑔𐑦𐑙 𐑝 𐑞 𐑤𐑩𐑜𐑠𐑻𐑰 𐑝 𐑛𐑮𐑲 𐑓𐑰𐑑, 𐑞 𐑤𐑪𐑕 𐑝 𐑢𐑦𐑗 𐑦𐑟 𐑯𐑴 𐑤𐑭𐑓𐑦𐑙 𐑥𐑨𐑑𐑼 𐑦𐑯 𐑞 "
|
||
#~ "𐑒𐑴𐑤𐑛 𐑥𐑳𐑯𐑔𐑕 𐑝 𐑞 𐑘𐑽.\n"
|
||
#~ "\n"
|
||
#~ "𐑓𐑹 𐑞𐑴𐑟 𐑣𐑵 𐑜𐑴 𐑚𐑲 𐑤𐑨𐑯𐑛 𐑹 𐑕𐑰, 𐑩 𐑚𐑮𐑦𐑡 𐑦𐑟 𐑞 𐑚𐑧𐑕𐑑 𐑝 𐑚𐑴𐑔 𐑢𐑻𐑤𐑛𐑟 - 𐑓𐑹 𐑜𐑱𐑥𐑐𐑤𐑱 "
|
||
#~ "𐑐𐑻𐑐𐑩𐑕𐑩𐑟, 𐑦𐑑 𐑦𐑟 𐑑𐑮𐑰𐑑𐑧𐑛 𐑲𐑞𐑼 𐑨𐑟 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑹 𐑞 𐑳𐑯𐑛𐑼𐑤𐑲𐑦𐑙 𐑢𐑷𐑑𐑼, 𐑢𐑦𐑗𐑧𐑝𐑼 𐑪𐑓𐑼𐑟 𐑞 "
|
||
#~ "𐑚𐑧𐑕𐑑 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑯 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕𐑦𐑟 𐑓𐑹 𐑞 𐑿𐑯𐑦𐑑 𐑪𐑒𐑘𐑫𐑐𐑲𐑦𐑙 𐑞 𐑚𐑮𐑦𐑡 𐑣𐑧𐑒𐑕. 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑩 "
|
||
#~ "𐑕𐑢𐑦𐑥𐑦𐑙 𐑿𐑯𐑦𐑑 𐑯 𐑩 𐑤𐑨𐑯𐑛 𐑿𐑯𐑦𐑑 𐑸 𐑯𐑪𐑑 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑪𐑒𐑘𐑫𐑐𐑲𐑦𐑙 𐑩 𐑚𐑮𐑦𐑡 𐑣𐑧𐑒𐑕 𐑨𐑑 𐑞 𐑕𐑱𐑥 "
|
||
#~ "𐑑𐑲𐑥."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "𐑦𐑥𐑐𐑨𐑕𐑩𐑚𐑩𐑤"
|
||
|
||
#~ 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 ""
|
||
#~ "𐑭𐑚𐑕𐑑𐑩𐑒𐑩𐑤𐑟 𐑞𐑨𐑑 𐑯𐑪𐑑 𐑰𐑝𐑩𐑯 𐑞 𐑥𐑴𐑕𐑑 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑛 𐑑𐑮𐑨𐑝𐑩𐑤𐑻 𐑥𐑱 𐑴𐑝𐑼𐑒𐑳𐑥 𐑦𐑯𐑒𐑤𐑵𐑛 𐑕𐑪𐑤𐑦𐑛 "
|
||
#~ "𐑢𐑷𐑤𐑟 𐑝 𐑕𐑑𐑴𐑯 𐑯 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑕𐑴 𐑑𐑷𐑤 𐑯 𐑕𐑑𐑰𐑐 𐑞𐑨𐑑 𐑞𐑱 𐑸 𐑒𐑪𐑯𐑕𐑑𐑩𐑯𐑑𐑤𐑦 wreathed 𐑦𐑯 𐑒𐑤𐑬𐑛. "
|
||
#~ "𐑰𐑝𐑩𐑯 𐑓𐑤𐑲𐑦𐑙 𐑒𐑮𐑰𐑗𐑼𐑟 𐑒𐑨𐑯𐑪𐑑 𐑯𐑨𐑝𐑦𐑜𐑱𐑑 𐑞 𐑡𐑨𐑜𐑛 𐑐𐑰𐑒𐑕 𐑨𐑑 𐑕𐑳𐑗 𐑮𐑸𐑦𐑓𐑲𐑛 𐑣𐑲𐑑𐑕, 𐑯 𐑯𐑪𐑑 "
|
||
#~ "𐑰𐑝𐑩𐑯 𐑞 𐑓𐑽𐑕𐑩𐑕𐑑 𐑑𐑮𐑴𐑤 𐑒𐑨𐑯 𐑕𐑥𐑨𐑖 𐑔𐑮𐑵 𐑔𐑦𐑒 𐑢𐑷𐑤𐑟 𐑝 𐑕𐑑𐑴𐑯."
|
||
|
||
#~ 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 ""
|
||
#~ "𐑚𐑻𐑕𐑻𐑒:\n"
|
||
#~ "𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 "
|
||
#~ "𐑢𐑳𐑯 𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛."
|
||
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "𐑥𐑨𐑡𐑦𐑒𐑩𐑤:\n"
|
||
#~ "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 "
|
||
#~ "𐑿𐑯𐑦𐑑 𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑."
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "𐑓𐑻𐑕𐑑 𐑕𐑑𐑮𐑲𐑒:\n"
|
||
#~ "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑮𐑲𐑒𐑕 𐑓𐑻𐑕𐑑 𐑢𐑦𐑞 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒, 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞𐑱 𐑸 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙."
|
||
|
||
#~ msgid ""
|
||
#~ "Feeding:\n"
|
||
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
|
||
#~ "living unit."
|
||
#~ msgstr ""
|
||
#~ "𐑓𐑰𐑛𐑦𐑙:\n"
|
||
#~ "𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑."
|
||
|
||
#~ msgid ""
|
||
#~ "Some weapons have special features that increase the effectiveness of "
|
||
#~ "attacking with them.\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "𐑕𐑳𐑥 𐑢𐑧𐑐𐑩𐑯𐑟 𐑣𐑨𐑝 𐑕𐑐𐑧𐑖𐑩𐑤 𐑓𐑰𐑗𐑼𐑟 𐑞𐑨𐑑 𐑦𐑯𐑒𐑮𐑰𐑕 𐑞 𐑦𐑓𐑧𐑒𐑑𐑦𐑝𐑯𐑩𐑕 𐑝 𐑩𐑑𐑨𐑒𐑦𐑙 𐑢𐑦𐑞 𐑞𐑧𐑥.\n"
|
||
#~ "\n"
|
||
|
||
#, 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 ""
|
||
#~ "𐑚𐑻𐑕𐑻𐑒:\n"
|
||
#~ "𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 "
|
||
#~ "𐑢𐑳𐑯 𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛."
|
||
|
||
#, fuzzy
|
||
#~| msgid "firststrike"
|
||
#~ msgid "true strike"
|
||
#~ msgstr "J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒"
|
||
|
||
#, 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 ""
|
||
#~ "𐑥𐑨𐑡𐑦𐑒𐑩𐑤:\n"
|
||
#~ "𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 "
|
||
#~ "𐑿𐑯𐑦𐑑 𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑."
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑'</header>"
|