wesnoth/po/wesnoth-help/sr@latin.po
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# Translation of wesnoth-help.po into Serbian.
# Copyright (C) 2011 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Chusslove Illich <caslav.ilic@gmx.net>, 2011, 2012.
msgid ""
msgstr ""
"Project-Id-Version: wesnoth-help\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2024-10-28 12:38-0500\n"
"PO-Revision-Date: 2012-04-01 16:53+0200\n"
"Last-Translator: Chusslove Illich <caslav.ilic@gmx.net>\n"
"Language-Team: Serbian\n"
"Language: sr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Kate\n"
"Plural-Forms: nplurals=4; plural=n==1 ? 3 : n%10==1 && n%100!=11 ? 0 : "
"n%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Environment: wesnoth, wesnoth/noent\n"
"X-Wrapping: fine\n"
"X-Associated-UI-Catalogs: wesnoth-lib wesnoth wesnoth-httt\n"
#. [damage_type]: id=arcane_damage
#: data/campaigns/Eastern_Invasion/utils/abilities.cfg:548
#: data/core/macros/weapon_specials.cfg:208
msgid "arcane"
msgstr ""
#. [damage_type]: id=arcane_damage
#: data/campaigns/Eastern_Invasion/utils/abilities.cfg:549
#: data/core/macros/weapon_specials.cfg:209
msgid ""
"This attack combines the arcane type with the type of weapon used so that "
"resistance to the arcane type does not penalize the user."
msgstr ""
#. [damage_type]: id=arcane_damage
#: data/campaigns/Eastern_Invasion/utils/abilities.cfg:550
#: data/core/macros/weapon_specials.cfg:210
msgid ""
"This unit can use the arcane type when the opponent is particularly "
"sensitive to it in relation to the weapon on which it is applied."
msgstr ""
#. [time]: id=underground
#. [editor_times]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:501
#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
msgid "Underground"
msgstr "podzemlje"
#. [label]
#. [trait]: id=undead
#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183
#: data/core/macros/traits.cfg:55
msgid "undead"
msgstr "nemrtvost"
#. [label]
#. [chance]
#. [trait]: id=fearless
#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196
#: data/campaigns/World_Conquest/resources/data/training.cfg:285
#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
msgid "fearless"
msgstr "neustrašivost"
#. [label]
#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48
#: data/core/macros/weapon_specials.cfg:41
#: data/core/macros/weapon_specials.cfg:52
msgid "plague"
msgstr "kuga"
#. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it
#. [plague]: id=plague, type=Walking Corpse
#: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7
#: data/core/macros/weapon_specials.cfg:53
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Kuga:\n"
"Kada jedinica nastrada pod napadom kuge, biva zamenjena bauljašem na strani "
"one koja je bacila kugu. Ovo ne radi na nemrtvima ili jedinicama u selu."
#. [resistance]: id=garak_steadfast
#. [resistance]: id=steadfast
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703
#: data/core/macros/abilities.cfg:130
msgid "steadfast"
msgstr "postojanost"
#. [resistance]: id=garak_steadfast
#. [resistance]: id=steadfast
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704
#: data/core/macros/abilities.cfg:131
msgid "female^steadfast"
msgstr "postojanost"
#. [illuminates]: id=illumination_song_verse
#. [illuminates]: id=illumination
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344
#: data/core/macros/abilities.cfg:238
msgid "female^illuminates"
msgstr "obasjavanje"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
#: data/core/macros/abilities.cfg:9
msgid "heals +4"
msgstr "lečenje +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675
#: data/core/macros/abilities.cfg:10
msgid "female^heals +4"
msgstr "lečenje +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676
#, fuzzy
#| msgid ""
#| "Heals +4:\n"
#| "Allows the unit to heal adjacent allied units at the beginning of our "
#| "turn.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Lečenje +4:\n"
"Omogućava jedinici da leči susedne savezničke jedinice na početku svakog "
"poteza.\n"
"\n"
"Jedinica pod uticajem ovog vidara može povratiti do 4 UP po potezu, ili ne "
"osetiti dejstvo otrova u datom potezu.\n"
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
"selu ili kod jedinice koja ume da isceljuje."
#. [heals]: id=healing
#. [heals]
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749
#, fuzzy
#| msgid " This unit is capable of basic healing."
msgid "This unit is capable of basic healing and slowing dehydration."
msgstr " Ova jedinica poznaje osnove lečenja."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
#: data/core/macros/abilities.cfg:35
msgid "heals +8"
msgstr "lečenje +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699
#: data/core/macros/abilities.cfg:36
msgid "female^heals +8"
msgstr "lečenje +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Lečenje +8:\n"
"Ova jedinica objedinjuje lekovite trave i magiju kako bi lečila brže nego "
"što je to uobičajeno na bojnom polju.\n"
"\n"
"Jedinica pod uticajem ovog vidara može povratiti do 8 UP po potezu, ili ne "
"osetiti dejstvo otrova u datom potezu.\n"
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
"selu ili kod jedinice koja ume da isceljuje."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
#, fuzzy
#| msgid "heals +4"
msgid "heals +12"
msgstr "lečenje +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
#, fuzzy
#| msgid "female^heals +4"
msgid "female^heals +12"
msgstr "lečenje +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
#, 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 12 HP per turn, or stop "
"poison from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Lečenje +8:\n"
"Ova jedinica objedinjuje lekovite trave i magiju kako bi lečila brže nego "
"što je to uobičajeno na bojnom polju.\n"
"\n"
"Jedinica pod uticajem ovog vidara može povratiti do 8 UP po potezu, ili ne "
"osetiti dejstvo otrova u datom potezu.\n"
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
"selu ili kod jedinice koja ume da isceljuje."
#. [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 ""
" Ova jedinica može i da leči jedinice oko sebe, i da ih isceljuje od otrova."
#. [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 "teleportacija"
#. [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 "obnavljanje"
#. [chance]
#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/data/training.cfg:257
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr "Uvek se leči na odmoru"
#. [chance]
#. [damage]: id=backstab
#: data/campaigns/World_Conquest/resources/data/training.cfg:438
#: data/core/macros/weapon_specials.cfg:21
msgid "backstab"
msgstr "nož u leđa"
#. [chance]
#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/data/training.cfg:500
#: data/core/macros/abilities.cfg:389
msgid "feeding"
msgstr "hranjenje"
#. [chance]
#. [leadership]: id=leadership
#: data/campaigns/World_Conquest/resources/data/training.cfg:527
#: data/core/macros/abilities.cfg:199
msgid "leadership"
msgstr "vođstvo"
#. [hides]: id=ambush
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
#: data/core/macros/abilities.cfg:285
msgid "ambush"
msgstr "zaseda"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
msgid "Castle"
msgstr "zamak"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
msgid "Cave"
msgstr "pećina"
#. [hides]: id=concealment
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
#: data/core/macros/abilities.cfg:348
msgid "concealment"
msgstr "skrivanje"
#. [drains]: id=drains
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
#: data/core/macros/weapon_specials.cfg:166
msgid "drains"
msgstr "crpljenje"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
msgid "firststrike"
msgstr "prvi udar"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
msgid "Forest"
msgstr "šuma"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
msgid "Frozen"
msgstr "klizavica"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
msgid "Hills"
msgstr "brda"
#. [chance_to_hit]: id=marksman
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
#: data/core/macros/weapon_specials.cfg:86
msgid "marksman"
msgstr "oštrookost"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
msgid "Mushroom Grove"
msgstr "gljivarski gaj"
#. [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 "vrebanje"
#. [poison]: id=poison
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
#: data/core/macros/weapon_specials.cfg:188
msgid "poison"
msgstr "otrov"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
msgid "Sand"
msgstr "pesak"
#. [skirmisher]: id=skirmisher
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
#: data/core/macros/abilities.cfg:219
msgid "skirmisher"
msgstr "čarkanje"
#. [slow]: id=slow
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
#: data/core/macros/weapon_specials.cfg:64
msgid "slows"
msgstr "usporavanje"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
msgid "Swamp"
msgstr "močvara"
#. [heals]: id=curing
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
#: data/core/macros/abilities.cfg:61
msgid "cures"
msgstr "isceljivanje"
#. [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 "terenski modifikatori"
#. [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 "terenski modifikatori"
#. [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 "
"Filters <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
#. [topic]: id=editor_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 palettes "
"“special” group."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#. The images here have text, while they could be translated I assume editor-only images wont 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 wont 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. Its 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 wont 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 players 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 "terenski modifikatori"
#. [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 palettes “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 "teren"
#. [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 doesnt expect the image to be translated.
#. The Xol and ^Efs terrains help pages arent 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 wont 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 thats 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 WMLs <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 doesnt 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 WMLs "
"<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 "
"areas id in the filters <italic>text='area='</italic> attribute. For "
"example:\n"
"\n"
"• assigning a local time zone to this set of hexes\n"
"• filtering the set of hexes which trigger an event when a unit moves on to "
"them\n"
"\n"
"To use the tool:\n"
"\n"
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
"ref>\n"
"• in the Areas menu, select Add New Area\n"
"• then in the Areas menu, select Save Selection to Area\n"
"• then in the Areas menu, select Rename Selected Area and choose a name for "
"the area\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tags "
"name implies time, it is now more generic and can be used for other purposes "
"without needing to change the time-of-day schedule in the area."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg: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 its "
"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-ons _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 ""
"Wesnoths Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario 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. Theres 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 wont look exactly the same in the game as it does in the editor, "
"because this depends on the terrain rules. For example, when many mountain "
"hexes are clustered together the terrain rules will try to combine them into "
"mountain ranges and large graphics spanning multiple hexes.\n"
"\n"
"• Event handlers and scripting\n"
"\n"
"The editor is not a tool to help you scripting the scenarios event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:378
msgid ""
"The terrain editors functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
"toolkit (see the pages for each tool), tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
"“Create Game” dialog."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg: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 scenarios 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 youre already editing a map in terrain mode, use “Save Scenario As” from "
"the “File” menu; this will switch to scenario mode.\n"
"\n"
"To load a map that was created in the scenario editor, use “Load Map” from "
"the “File” menu, and select the .cfg file (not a .map file)."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg: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-ons 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-ons 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 "Doba dana"
#. [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 scenarios .cfg file, with the scenarios WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:501
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenarios .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"its trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg: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 "duboko podzemlje"
#. [editor_times]: id=indoors
#. [time]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
msgid "Indoors"
msgstr "unutrašnjost"
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopedija"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
#, fuzzy
#| msgid "<ref>dst='..geography' text='Geography'</ref>"
msgid ""
"<ref>dst='..calendar' text='Calendar'</ref>\n"
"<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Geografija'</ref>"
#. [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"
"Scryers Bloom\n"
"Thorntress\n"
"Summit Star\n"
"Kindlefire\n"
"Stillseed\n"
"Reapers 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 "Geografija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Arkan-torija"
#. [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 ""
"Reka što izvire u <ref>dst='heart_mountains' text='Jezgrenim planinama'</"
"ref> i teče na istok do Listre."
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
#| msgid "Great Ocean"
msgid "Great River"
msgstr "Veliki okean"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
#, fuzzy
#| msgid ""
#| "The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
#| "Wesnoth'</ref> lies. Its west coast is surrounded by the "
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
"Kontinent na kome se nalazi <ref>dst='kingdom_wesnoth' text='Vesnotsko "
"kraljevstvo'</ref>. Zapadnom obalom izlazi na <ref>dst='great_ocean' "
"text='Veliki okean'</ref>."
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:38
msgid "Great Ocean"
msgstr "Veliki okean"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:39
#, fuzzy
#| msgid ""
#| "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
#| "and all rivers eventually flow to it. Far to the west in the the Great "
#| "Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</"
#| "ref>."
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"Prostire se zapadno od <ref>dst='great_continent' text='kontinenta'</ref> i "
"sve reke se na koncu u njega ulivaju. Daleko na zapad u Velikom okeanu "
"nalazi se ogroman arhipelag po imenu <ref>dst='morogor' text='Morogor'</ref>."
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:44
msgid "Morogor"
msgstr "Morogor"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:45
#, fuzzy
#| msgid ""
#| "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
#| "Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> "
#| "and east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
#| "It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
#| "The central island of the archipelago is also called Morogor."
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
"Arhipelag, smešten negde u <ref>dst='great_ocean' text='Velikom okeanu'</"
"ref> zapadno od <ref>dst='green_isle' text='Zelenostrva'</ref> a istočno od "
"<ref>dst=old_continent text='Starog kontinenta'</ref>.\n"
"Uglavnom je naseljen <ref>dst='..race_drake' text='zmagovima'</ref>.\n"
"Središnje ostrvo arhipelaga takođe se naziva Morogorom."
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:52
msgid "Green Isle"
msgstr "Zelenostrvo"
#. [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 "Poveće ostrvo u <ref>dst='great_ocean' text='Velikom okeanu'</ref>."
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Old Continent"
msgstr "Stari kontinent"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Prostire se zapadno od <ref>dst='morogor' text='Morogora'</ref>, s onu "
"stranu <ref>dst='great_ocean' text='Velikog okeana'</ref>."
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:64
msgid "Great Continent"
msgstr "Veliki kontinent"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The continent on which the <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 ""
"Kontinent na kome se nalazi <ref>dst='kingdom_wesnoth' text='Vesnotsko "
"kraljevstvo'</ref>. Zapadnom obalom izlazi na <ref>dst='great_ocean' "
"text='Veliki okean'</ref>."
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:70
msgid "Irdya"
msgstr "Irdija"
#. [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 ""
"Irdijom se naziva svet u kome postoji <ref>dst='kingdom_wesnoth' "
"text='Vesnotsko kraljevstvo'</ref>. Ovaj izraz, međutim, retko se koristi u "
"područjima prikazanim na glavnoj karti. Tamošnji narodi obično kažu prosto "
"„svet“, ili, poetičnije, „široki zeleni svet“."
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:76
msgid "Kingdom of Wesnoth"
msgstr "Vesnotsko kraljevstvo"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:77
#, fuzzy
#| msgid ""
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
#| "mainline campaigns revolve around it. It is bounded on the map by the "
#| "Great River to the north, the shore of the Great Ocean to the west, the "
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
#| "ref>, and the Bitter Swamp to the southeast (lower right corner of the "
#| "main map).\n"
#| "\n"
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
#| "region. It is bounded to the south (off-map) by dense woods of which the "
#| "Aethenwood may be considered a northernmost extension.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Weldyn: The capital of Wesnoth.\n"
#| " ◦ Aldril: City lying on the Bay of Pearls.\n"
#| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
#| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
#| " ◦ DanTonk: Wesnoths largest city, located in the center of "
#| "the country, just west and north of Weldyn.\n"
#| " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
#| "the confluence of the Weldyn River and the Great River.\n"
#| " ◦ Fort Tahn: The southernmost border outpost, controls the "
#| "north/south road crossing the River Aethen.\n"
#| " ◦ Tath: Important fort city north of DanTonk, exerts control "
#| "over the wilderness country around the east of the Brown Hills and north "
#| "to the Ford of Abez.\n"
#| "\n"
#| " • Notable land features:\n"
#| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
#| " ◦ Ford of Abez: Shallow part of the Great River, it is usually "
#| "controlled by Wesnothian forces\n"
#| " ◦ Weldyn River: It branches from the Great River and goes "
#| "south\n"
#| " ◦ Great Central Plain: Area bounded by Weldyn, DanTonk, and "
#| "Fort Tahn, this plain is Wesnoths bread basket and home to most of its "
#| "population\n"
#| " ◦ Dulatus Hills: These rolling hills bordering the Great "
#| "Central Plain provide much of Wesnoths livestock and agriculture\n"
#| " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is "
#| "not well-populated and occasionally very dangerous.\n"
#| " ◦ Horse Plains: Region of rolling plains just south of the "
#| "Great River, bounded by Glyns Forest to the west and the River Weldyn to "
#| "the east; the southern reach merges into the Central Plain. Home of the "
#| "powerful Clans; the best horses in Wesnoth are bred here.\n"
#| " ◦ Estmark Hills: Largish range rising south of the Great River "
#| "and east of the Weldyn River. The northernmost portion, nearest the River "
#| "Weldyn, has at various times been settled by Wesnothians, but the "
#| "Kingdoms control is tenuous at best and banditry is common.\n"
#| " ◦ Glyns Forest: Sometimes known as the Royal Forest, named for "
#| "one of Haldric IIs sons\n"
#| " ◦ Gray Woods: Large forest in the heart of the wilds of "
#| "Wesnoth, located between Carcyn and Aldril and generally considered to be "
#| "haunted\n"
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
#| "feeds into the Great River. (Not shown on the main map.)"
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the "
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
"Swamp to the southeast.\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • DanTonk: Wesnoths largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyns Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs sons.\n"
" • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
"Vesnotsko kraljevstvo proteže se preko središnjeg i severnog dela "
"<ref>dst='great_continent' text='Velikog kontinenta'</ref>. Većina pohoda iz "
"glavnog odigrava se u vezi s njim. Granice na glavnoj karti su mu velika "
"reka na severu, obala Velikog okeana na zapadu, Etenvud na "
"<ref>dst='southwest_elven_lands' text='jugozapadu'</ref> i Grča močvara na "
"jugoistoku (donji desni ugao karte).\n"
"\n"
"Preko reke Eten, južno od utvrde Tan, leži vesnotsko pogranično područje. Na "
"jugu (van karte) ograničeno je gustom šumom, čijim se najsevernijim delom "
"može smatrati Etenvud.\n"
"\n"
" • Istaknuti gradovi:\n"
" ◦ Veldin: prestonica Vesnota.\n"
" ◦ Aldril: grad na Bisernom zalivu.\n"
" ◦ Luka Crnomorska: grad južno od Bisernog zaliva.\n"
" ◦ Karsin: između Sedošumlja i Velike reke.\n"
" ◦ Dan-tonk: Najveći grad u Vesnotu, smešten u srcu zemlje, "
"severozapadno nadomak Veldina.\n"
" ◦ Soradok: Najsevernija granična ispostava Vesnota, nadgleda ušće "
"Veldina i Velike reke.\n"
" ◦ Utvrda Tan: Najjužnija granična ispostava, nadgleda prelaz puta "
"sever-zapad preko reke Eten.\n"
" ◦ Tat: važan utvrđeni grad severno od Dan-tonka, drži pod "
"kontrolom divljinu istočno od Smeđih brda i severno od gaza Abeza.\n"
"\n"
" • Istaknuta geografija:\n"
" ◦ Grifonska planina: dom bajkovitim grifonima.\n"
" ◦ Gaz Abeza: plitak deo Velike reke, obično u vlašću vesnotskih "
"snaga.\n"
" ◦ Reka Veldin: grana se iz Velike reke i teče ka jugu.\n"
" ◦ Velika središnja ravnica: područje ograničeno Veldinom, Dan-"
"tonkom i utvrdom Tan, vesnotska žitnica i dom većem delu njegovog "
"stanovništva.\n"
" ◦ Dulatijsko pobrđe: niska brda uz Veliku središnju ravnicu, izvor "
"dobrog dela vesnotske stoke i žitarica.\n"
" ◦ Smeđa brda: pustoš oko Grifonske planine, slabo naseljena i "
"povremeno vrlo opasna.\n"
" ◦ Konjičke ravnice: nisko pobrđe odmah južno od Velike reke, "
"ograničeno Glinovom šumom na zapadu i rekom Veldin na istoku, dok se južnim "
"krajem pretapa u Središnju ravnicu. Dom moćnim klanovima, gde se gaje "
"najbolji konji u Vesnotu.\n"
" ◦ Estmarško pobrđe: poveliki venac što se izdiže južno od velike "
"reke a istočno od reke Veldin. Najseverniji deo, blizu reke Veldin, "
"povremeno su naseljavali Vesnoćani, ali je kraljevska paska na njim tanka i "
"u najbolja vremena i razbojništva su česta.\n"
" ◦ Glinova šuma: ponekad znana i kao Kraljevska šuma, po jednom od "
"sinova Haldrika Drugog.\n"
" ◦ Sedošumlje: Velika šuma u srcu vesnotske divljine, rasprostrta "
"između Karsina i Aldrila, obično se smatra posednutom.\n"
" ◦ Zelena močvara: velika močvara u središtu vesnotske divljine, "
"južno od Aldrila. Navodnjava se iz Smeđih brda a odliva u Veliku reku (van "
"glavne karte)."
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:106
msgid "Elensefar"
msgstr "Elensefar"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:107
#, fuzzy
#| msgid ""
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
#| "text='Wesnoth'</ref>, at times an independent country, and at times in a "
#| "treaty federation with Wesnoth. Its borders are the Great River to the "
#| "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls "
#| "to the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the "
#| "west. More information is found in the historical narrative of Wesnoth.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Elensefar: The capital, located on an island in the "
#| "<ref>dst='great_river' text='Great River'</ref> delta\n"
#| " ◦ Carcyn: City on the WesnothElensefar border, disputed with "
#| "Wesnoth\n"
#| " • Notable land features:\n"
#| " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very "
#| "wide at this point, and only ships can cross it."
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
"text='ocean'</ref> to the west. More information is found in the historical "
"narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the Great River "
"delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
"U neka vremena Elensefar je pokrajina <ref>dst='kingdom_wesnoth' "
"text='Vesnota'</ref>, u neka druga nazavisna država, a ponekad pak u "
"sporazumnoj federaciji sa Vesnotom. Granice su mu Velika reka na severu, "
"slabo određena međa prema Vesnotu na istoku, Biserni zaliv na jugu, i "
"<ref>dst='great_ocean' text='okean'</ref> na zapadu. Više podataka može se "
"naći u istoriografiji Vesnota.\n"
"\n"
" • Istaknuti gradovi:\n"
" ◦ Elensefar: prestonica, smeštena na ostrvu u delti "
"<ref>dst='great_river' text='Velike reke'</ref>.\n"
" ◦ Karsin: grad na vesnotsko-elensefarskoj granici, u sporu sa "
"Vesnotom.\n"
" • Istaknuta geografija:\n"
" ◦ <ref>dst='great_river' text='Velika reka'</ref>: vrlo široka na "
"ovom mestu, da se samo brodom može preći."
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:119
msgid "Northlands"
msgstr "Severozemlje"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:120
#, fuzzy
#| msgid ""
#| "There is no government of the Northlands. Various groups of orcs, "
#| "dwarves, barbarian men and even elves populate the region. The northern "
#| "and eastern borders are not defined, the southern border is the "
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Glamdrol: An Orcish tribal capital\n"
#| " ◦ Romyr: Another Orcish tribal capital\n"
#| " ◦ Wesmere: The location of the Kalian — the Elvish Council\n"
#| " ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
#| "Knalga in the southern Heart Mountains. A major trade center.\n"
#| " ◦ Dallben and Delwyn: Human villages originally built by "
#| "settlers who crossed the Great River during Wesnoths Golden Age "
#| "expansion. Now abandoned. The forested area northeast of Elensefar, where "
#| "these villages were located, was named the Annuvin province by men but "
#| "was known by the elves as Wesmere.\n"
#| "\n"
#| " • Notable land features:\n"
#| " ◦ Heart Mountains: A virtually impassable barrier between the "
#| "river country and the Northern Plains.\n"
#| " ◦ Heartfangs: the particularly forbidding stretch of high peaks "
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
#| "madmen, and mages live there.\n"
#| " ◦ Swamp of Dread: a very large bog located between the Heart "
#| "Mountains and the Great River. A notoriously dangerous place.\n"
#| " ◦ Lake Vrug: A large mountain lake whose river carves the only "
#| "pathway through the Northern Mountains\n"
#| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
#| "the elvish name; among humans it is called Longlier.\n"
#| " ◦ River Listra: The south-running tributary of the Great River "
#| "into which the Arkan-thoria empties.\n"
#| " ◦ Lintanir Forest: The southernmost portion of the Great "
#| "Northern Forest, a gigantic wood whose eastern and northern boundaries "
#| "are known only the elves. Their capitol, Elensiria, has only seldom been "
#| "visited by humans.\n"
#| " ◦ Great River: The origin of this river is somewhere in the "
#| "east of the northern lands"
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — the Elvish Council.\n"
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
" • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoths Golden Age expansion. Now "
"abandoned. The forested area northeast of <ref>dst='elensefar' "
"text='Elensefar'</ref>, where these villages were located, was named the "
"Annuvin province by men but was known by the elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
"impassable barrier between the river country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
"Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"to the elves. Their capital, Elensiria, has only seldom been visited by "
"humans.\n"
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
"river is somewhere in the east of the northern lands."
msgstr ""
"Severozemlje nema nikakve vlade. U tom području obitavaju raznolike skupine "
"orkova, patuljaka, ljudi varvara, pa čak i vilenjaka. Severne i istočne "
"granice nisu određene, dok je južna <ref>dst='great_river' text='Velika "
"reka'</ref> a zapadna <ref>dst='great_ocean' text='Veliki okean'</ref>.\n"
"\n"
" • Istaknuti gradovi:\n"
" ◦ Glamdrol: orkovska plemenska prestonica.\n"
" ◦ Romir: još jedna orkovska plemenska prestonica.\n"
" ◦ Vesmer: sedište Kalijana, vilenjačkog veća.\n"
" ◦ Patuljačke dveri: mešani ljudsko-patuljački grad u oblasti "
"Knalge, u južnim Jezgrenim planinama. Veliko trgovačko središte.\n"
" ◦ Dalben i Delvin: ljudska sela koja prvobitno podigoše "
"naseljenici što dođoše preko Velike reke, tokom širenja u zlatno doba "
"Vesnota. Trenutno napuštena. Pošumljeno područje severoistočno od "
"Elensefara, gde se ova sela nalaziše, ljudi su nazvali pokrajinom Anuvin, a "
"među vilenjacima znano je kao Vesmer.\n"
"\n"
" • Istaknuta geografija:\n"
" ◦ Jezgrene planine: gotovo neprohodna prepreka između rečnih "
"krajeva i severnih ravnica.\n"
" ◦ Jezgrene kandže: posebno zlokoban potez visokih vrhova "
"jugozapadno od jezera Vrug i severno Vesmerske šume. Najnegostoljubiviji i "
"najopasniji predeo Jezgrenih planina; u njemu prebivaju samo pustinjaci, "
"mahniti i magovi.\n"
" ◦ Močvara užasa: veoma velika kaljuga između Jezgrenih planina i "
"Velike reke. Ozloglašena po svojim opasnostima.\n"
" ◦ Vrug: veliko planinsko jezero čija reka useca jedini prolaz kroz "
"severne planine.\n"
" ◦ Arkan-torija: reka što ističe iz Vruga. Ovo je vilenjačko ime, a "
"ljudi je znaju kao Longlijer.\n"
" ◦ Listra: pritoka južnog toka Velike reke, u nju se uliva Arkan-"
"torija.\n"
" ◦ Lintanirska šuma: najjužniji deo Velike severne šume, ogromnog "
"pošumlja čije su istočne i severne granice poznate jedino vilenjacima. "
"Njihovu prestonicu, Elensiriju, posetio je tek po koji čovek.\n"
" ◦ Velika reka: izvire negde na istoku severnih zemalja."
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
msgid "Southwest Elven Lands"
msgstr "jugozapadne vilenjačke zemlje"
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:142
#, fuzzy
#| msgid ""
#| "The Wood Elves are separate from those of the north, and have only "
#| "intermittent relations with them and most other countries. Its borders "
#| "are the Green Swamp to the northeast, the desert (not shown) to the "
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
#| "\n"
#| " • Notable cities\n"
#| " ◦ None known\n"
#| " • Notable land features:\n"
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
#| "race_elf' text='elves'</ref>."
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
"Šumski vilenjaci su podvojeni od onih na severu, i tek povremeno stupaju u "
"dodir sa njima i sa drugim zemljama. Granice su im Zelena močvara ka "
"severoistoku, pustinja (van karte) ka jugu i <ref>dst='great_ocean' "
"text='okean'</ref> ka zapadu.\n"
"\n"
" • Istaknuti gradovi:\n"
" ◦ Ne zna se ni za jedan.\n"
" • Istaknuta geografija:\n"
" ◦ Šuma Eten: najveća od južnih šuma, proteže se daleko na "
"jugozapad — mnogo dalje nego što je kartografisano — i dom je <ref>dst='.."
"race_elf' text='vilenjacima'</ref>."
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:154
msgid "Heart Mountains"
msgstr "Jezgrene planine"
#. [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 ""
"Gotovo neprohodna prepreka između <ref>dst='arkan_thoria' text='rečnih'</"
"ref> zemalja i <ref>dst='far_north' text='severnih ravnica'</ref>."
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:160
msgid "Far North"
msgstr "Daleki sever"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:161
#, fuzzy
#| msgid ""
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
#| "text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and "
#| "claim (without merit) as their own. To the east lie the Unaligned Tribes "
#| "of the Wild Steppe, who fell out of the control of the Clannate, instead "
#| "roaming with wild human barbarians and clashing with the High Elves of "
#| "the North Plains (known as North Elves in human lands). The High Elves "
#| "themselves reside further east, where it is rumored they rule a vast "
#| "kingdom.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
#| " ◦ Bitok\n"
#| " ◦ Borstep\n"
#| " ◦ Castelfrang\n"
#| " ◦ Farzi\n"
#| " ◦ Festog\n"
#| " ◦ Grisbi\n"
#| " ◦ Lmarig\n"
#| " ◦ Melmog\n"
#| " ◦ Prestim\n"
#| " ◦ Tirigaz\n"
#| " • Notable land features:\n"
#| " ◦ Swamp of Desolation\n"
#| " ◦ Mountains of Dorth\n"
#| " ◦ Mountains of Haag\n"
#| " ◦ Green Forest\n"
#| " ◦ Silent Forest\n"
#| " ◦ Forest of Thelien\n"
#| " ◦ River Oumph\n"
#| " ◦ River Bork\n"
#| " ◦ Wild Steppe"
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Barag Gor, a city home to the Orcish Council\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz\n"
" • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Black Marshes\n"
" • Mountains of Dorth\n"
" • Mountains of Haag\n"
" • Greenwood\n"
" • Silent Forest\n"
" • Forest of Thelien\n"
" • River Oumph\n"
" • River Bork\n"
" • Frosty Wastes\n"
" • Barren Plains"
msgstr ""
"Hladan, surov i nepristupačan, Daleki sever je pradavni dom Orkovskog "
"klanata. Prostire se severno od <ref>dst='heart_mountains' text='Jezgrenih "
"planina'</ref>, koje orkovi nazivaju Hagid-Dargorom i polažu (bez temelja) "
"prava na njih. Na istoku se sreću nesvrstana plemena iz Divlje stepe, "
"otrgnuta od vlasti Klanata, koja jezde sa divljim ljudskim varvarima i "
"sukobljavaju se sa visokim vilenjacima iz severnih ravnica (u ljudskim "
"zemljama znanim kao severni vilenjaci). Sami visoki vilenjaci naseljeni su "
"dalje na istoku, gde, kruže glasine, vladaju neizmernim kraljevstvom.\n"
"\n"
" • Istaknuti gradovi:\n"
" ◦ Barag Gor, grad domaćin Orkovskog veća\n"
" ◦ Bitok\n"
" ◦ Borstep\n"
" ◦ Kastelfrang\n"
" ◦ Farzi\n"
" ◦ Festog\n"
" ◦ Grizbi\n"
" ◦ Lmarig\n"
" ◦ Melmog\n"
" ◦ Prestim\n"
" ◦ Tirigaz\n"
" • Istaknuta geografija:\n"
" ◦ Močvara pustoši\n"
" ◦ Dortske planine\n"
" ◦ Haške planine\n"
" ◦ Zelena šuma\n"
" ◦ Nečujna šuma\n"
" ◦ Telijanska šuma\n"
" ◦ reka Oumf\n"
" ◦ reka Bork\n"
" ◦ Divlja stepa"
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Doba dana"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Uvod"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Izvođenje"
#. #-#-#-#-# 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 "Osobine"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Jedinice"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Sposobnosti"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Svojstva oružja"
#. [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 "Teren"
#. [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 "Naredbe"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy "
#| "strategy game somewhat unusual among modern strategy games. While other "
#| "games strive for complexity, <italic>text='Battle for Wesnoth'</italic> "
#| "strives for simplicity of both rules and gameplay. This does not make the "
#| "game simple, however — from these simple rules arise a wealth of "
#| "strategy, making the game easy to learn but a challenge to master."
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arises a wealth of strategy, making the "
"game easy to learn but a challenge to master.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"<italic>text='Boj za Vesnot'</italic> je fantazijska strategija na poteze, "
"ponešto neobična među savremenim strateškim igrama. Dok druge igre naginju "
"složenosti, <italic>text='Boj za Vesnot'</italic> teži jednostavnosti, kako "
"pravila tako i izvođenja. To, međutim, ne čini ovu igru lakom — iz "
"jednostavnih pravila rađa se izobilje taktika, te je igru lako naučiti, ali "
"izazovno njome zagospodariti."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "O igri"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
"the campaigns that ship with the game, Wesnoth supports user-made content, "
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
"factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
"and has been worked on by a multitude of volunteers ever since."
msgstr ""
#. [topic]: id=..units
#: data/core/help.cfg:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its races subsection; you can then view its "
"page any time you wish. A units page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:128
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:130
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:139
#, fuzzy
#| msgid ""
#| "Certain units have abilities that either directly affect other units, or "
#| "have an impact on how the unit interacts with other units. These "
#| "abilities will be listed under this topic as you encounter them.\n"
#| "\n"
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Izvesne jedinice poseduju sposobnosti kojima ili neposredno utiču na druge "
"jedinice, ili na sadejstvo sa drugim jedinicama. Te sposobnosti će biti "
"tumačene u ovom odeljku, kako na njih budete nailazili.\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 "nepoznata jedinica"
#. [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"
"Ova jedinica trenutno nije poznata. Morate je otkriti u igri da bi vam bilo "
"dopušteno da vidite njen opis."
#. [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='Jedinice ove rase'</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 ""
"Tokom igranja, imajte na umu da će vam prelaz mišem preko mnogih elemenata, "
"kakvi su na primer podaci u oknu stanja, dati kratak tekst sa dodatnim "
"objašnjenjima. Ovo je posebno korisno kada se po prvi put susretnete sa "
"<ref>dst='..abilities_section' text='sposobnostima'</ref>."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Pobeda i poraz"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Kada dobijete scenario, mapa će se zasiveti i dugme <bold>text='Gotovo'</"
"bold> pri dnu promeniti u <bold>text='Kraj'</bold>. Pre nego što kliknete na "
"dugme da nastavite, možete promeniti opcije upisivanja, ili (u višeigračkoj "
"partiji) popričati sa saigračima."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
#| msgid ""
#| "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
#| "the beginning of each scenario. Usually you will achieve victory by "
#| "killing all enemy leaders, and only be defeated by having your leader "
#| "killed. But scenarios may have other victory objectives — getting your "
#| "leader to a designated point, say, or rescuing someone, or solving a "
#| "puzzle, or holding out against a siege until a certain number of turns "
#| "have elapsed."
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. In most scenarios, you will achieve victory "
"by killing all enemy leaders ; likewise, the death of your own leader "
"generally results in defeat. However, some scenarios may have other victory "
"objectives, such as getting your leader to a designated point, rescuing an "
"ally, solving a puzzle, or holding out against a siege until a certain "
"number of turns have elapsed."
msgstr ""
"Pažljivo protumačite iskačuće prozorče sa <bold>text='ciljevima'</bold> na "
"početku svakog scenarija. Do pobede se obično dolazi istrebljenjem svih "
"protivničkih vođa, a poraz trpi kada vaš vođ nastrada. Ali scenariji mogu "
"imati i drugačije ciljeve za pobedu — otpravljanje svog vođa do određenog "
"mesta, spasavanje nekoga, rešavanje zagonetke, opstajanje usred opsade dok "
"ne prođe određen broj poteza, itd."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Unajmljivanje i sazivanje"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Ako kliknete desnim na polje zamka i izaberete najam, nova jedinica će se "
"pojaviti baš u tom polju. U suprotnom, pojaviće se u proizvoljnom slobodnom "
"polju blizu kule. Možete unajmiti samo onoliko jedinica koliko imate "
"slobodnih polja u zamku, i ne možete potrošiti više zlata nego što vam je "
"trenutno na raspolaganju."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, fuzzy
#| msgid ""
#| "Each side begins with one leader in their keep. At the start of any "
#| "battle, and at times during it, you will need to recruit <ref>dst='.."
#| "units' text='units'</ref> into your army. To recruit, you must have your "
#| "leader (for instance, Konrad in the <italic>text='Heir to the Throne'</"
#| "italic> campaign) on the keep hex of a <ref>dst='terrain_castle' "
#| "text='castle'</ref>. Then you may recruit by either choosing "
#| "<bold>text='Recruit'</bold> from the menu or right-clicking on a hex and "
#| "selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, "
#| "which lists units available for recruitment, along with their gold cost. "
#| "Click on a unit to see its statistics, then press the recruit button to "
#| "recruit it."
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
msgstr ""
"Svaka strana započinje sa jednim vođem u svojoj kuli. Na početku svake "
"bitke, a ponekad i tokom nje, moraćete da unajmljujete <ref>dst='..units' "
"text='jedinice'</ref> za svoju vojsku. Da biste najmili, vaš vođ (npr. "
"Konrad u pohodu „Naslednik prestola“) mora stajati na polju kule u "
"<ref>dst='terrain_castle' text='zamku'</ref>. Tada možete ili izabrati "
"„Unajmi“ iz menija, ili kliknuti desnim na polje i izabrati "
"<italic>text='Unajmi'</italic>. Ovo će vam dati spisak jedinica koje možete "
"unajmiti, zajedno sa cenom koju morate platiti za svaku. Kliknite na "
"jedinicu da vidite njene karakteristike, a na dugme <italic>text='Unajmi'</"
"italic> da je unajmite."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:202
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Unajmljene jedinice pristižu sa dve nasumične <ref>dst='..traits_section' "
"text='osobine'</ref>, koje utiču na njihove karakteristike."
#. [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"
"U kasnijim scenarijima, možete takođe sazvati veterane iz ranijih bitaka. "
"Sazivanje košta 20 zlatnika, i dobijate spisak iz koga možete izabrati "
"preživele iz prethodnih scenarija."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Jedinice ne koštaju zlata samo pri unajmljivanju ili sazivanju, već im je "
"ono neophodno i za izdatke. Pogledajte <ref>dst='income_and_upkeep' "
"text='Prihodi i izdaci'</ref> za više detalja."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Prihodi i izdaci"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Income is simple. You have a base income of 2 gold per turn. For every "
#| "village you control, you gain one additional gold each turn. (In general "
#| "this is configurable but in campaigns it is almost always one gold per "
#| "village.) Thus, if you have ten villages, you would normally gain 12 gold "
#| "each turn. Your upkeep costs are subtracted from this income, as detailed "
#| "below."
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"Prihod je jednostavan. Imate osnovni priliv od 2 zlatnika po potezu; za "
"svako selo koje zaposedate, dobijate još po jedan zlatnik po potezu (u "
"opštem ovo je podesivo, ali je u pohodima gotovo uvek jedan po selu). Tako, "
"ako imate 10 sela, prihod vam je 12 zlatnika u svakom potezu. Od ove sume "
"oduzimaju se izdaci, kako je navedeno ispod."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"U Vesnotu, nije dovoljno prosto unajmiti jedinice i upustiti se u bitku. "
"Morate držati oko i na svom zlatu, posebno u pohodima, gde se zlato prenosi "
"iz scenarija u scenario. Ovo je medalja sa dve strane: "
"<italic>text='prihod'</italic> i <italic>text='izdaci'</italic>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"I izdaci su uglavnom jednostavni. Svaka jedinica zahteva određeni izdatak, "
"jednak svom nivou u zlatnicima. Možete podržavati bez izdataka onoliko nivoa-"
"jedinica koliko imate sela. Međutim za svaki nivo-jedinicu preko toga, "
"morate plaćati jedan zlatnik po potezu. Na primer, ako imate 12 jedinica "
"prvog nivoa i 10 sela, plaćate 2 zlatnika na izdatke po potezu."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Izdaci se oduzimaju od prihoda, tako da npr. ako imate 12 nivoa-jedinica i "
"10 sela, neto prihod bi bio 10 zlatnika po potezu."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"\n"
"Postoje dva važna izuzetka: jedinice sa osobinom odanosti i vođi neće imati "
"izdatke. Jedinice sa kojima započinjete scenario (npr. Delfador), ili "
"jedinice koje vam se pridruže tokom scenarija (npr. konjanik u drugom "
"scenariju <italic>text='Naslednik prestola'</italic>), obično će biti "
"<italic>text='odane'</italic>. Jedinica koja vas lično predstavlja (npr. "
"Konrad) gotovo uvek je vođ."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "Udarpoeni i iskustvo"
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Svaka jedinica ima izvestan broj <italic>text='udarpoena'</italic> (UP); "
"padnu li ispod 1, jedinica strada. Takođe, svaka jedinica ima i "
"<italic>text='iskustvene poene'</italic> (IP); nove jedinice počinju bez "
"iskustva, i dobijaju ga u borbi protiv neprijatelja."
#. [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 ""
"Udarpoeni i iskustveni poeni su naznačeni u oknu stanja preko dva broja — "
"tekuće vrednosti i maksimuma koji jedinica može imati."
#. [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 ""
"Udarpoeni su takođe naznačeni energotrakom pored svake jedinice, koja može "
"biti zelena, žuta ili crvena. Jedinica sa bar jednim iskustvenim poenom ima "
"plavu traku, koja pobeli kada se jedinica približi "
"<ref>dst='experience_and_advancement' text='napredovanju'</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:251
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "može postati: "
#. [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"
"Jedinicama je potrebna izvesna količina iskustva da bi napredovale (20% "
"manje za jedinice sa osobinom oštroumnosti). Kada dostignu tu količinu, "
"odmah napreduju na sledeći nivo, bivajući usto potpuno izlečene. U nekim "
"slučajevima, daće vam se da izaberete pravac napredovanja."
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Ako obe jedinice prežive borbu, dobijaju toliko iskustvenih poena koliki je "
"nivo jedinice protiv koje su se borile. Međutim, ako u borbi jedinica ubije "
"protivničku, dobija mnogo više iskustva — 4 ako je protivnik bio nivoa 0, 8 "
"za nivo 1, 16 za nivo 2, 24 za nivo 3, i tako dalje."
#. [topic]: id=advancement
#: data/core/help.cfg:254
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Iako većina jedinica ima tri nivoa, neke jedinice mogu imati četiri (npr. "
"<ref>dst='unit_Mage' text='magovi'</ref>). Kada jedinica dostigne svoj "
"najveći nivo, može imati i <italic>text='napredovanje po najvećem nivou'</"
"italic> (NAPON). NAPON će izmeniti jedinicu svaki put kada dostigne ciljno "
"iskustvo, ali će ipak ostati na istom nivou. Uobičajen efekat NAPONA je da "
"uveća maksimum UP za 3. Prvi NAPON će normalno biti dostignut sa 150 IP (120 "
"IP za oštroumne jedinice). Međutim, dobijanje NAPONA postaje progresivno "
"teže posle svakog sledećeg, tako da je obično korisnije da radite na "
"unapređenju jedinica nižeg nivoa."
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Kretanje"
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Svaka jedinica ima određen broj poena pokretljivosti koji se troše pri "
"pomeranju u novo polje, u zavisnosti od terena određenog polja. Na primer, "
"ulazak u ravnicu skoro uvek košta 1 poen. Utrošak poena pokretljivosti "
"zavisi i od tipa jedinice — u šumi, vilenjačke jedinice troše samo po 1 "
"poen, većina ljudskih i orkovskih po 2, a konjanici čak 3. Da biste saznali "
"koliko nekoj jedinici treba poena za ulazak na određeni tip terena, kliknite "
"desnim na nju, pa izaberite <bold>text='Opis jedinice'</bold>, i pogledajte "
"<bold>text='terenske modifikatore'</bold>."
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you dont use up all of "
"a units movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
"Kretanje u <italic>text='Boju za Vesnot'</italic> je jednostavno. Kliknite "
"na jedinicu koju želite da pokrenete da je izaberete, a zatim na polje gde "
"želite da se pomeri. Kada je jedinica izabrana, sva polja koje može doseći u "
"ovom potezu bivaju istaknuta, a sva ostala polja zatamnjena. Prelaz mišem "
"preko istaknutog polja daje odbrambeni razred koji će jedinica imati ako se "
"pomeri na nj. Prelaz mišem preko zatamnjenog polja će dodatno prikazati broj "
"poteza neophodan da ga jedinica dosegne, a klikom ćete poslati jedinicu tamo "
"najbržim putem u toku ovog i narednih poteza. Ako ne istrošite svu "
"pokretljivost jedinice kada je prvi put pomerite, možete je pomeriti ponovo, "
"što je korisno kada želite da dve jedinice razmene položaje. Napad jedinicom "
"će joj istrošiti svu pokretljivost. Pomeranje u selo koje nije vaše će "
"takođe istrošiti pokretljivost, ali će jedinica i dalje moći da napadne."
#. [topic]: id=movement
#: data/core/help.cfg:266
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Another thing to keep in mind while moving is <italic>text='zones of "
#| "control'</italic>. Each unit generates a zone of control in the hexes "
#| "immediately surrounding it, and any enemy unit entering those hexes "
#| "immediately ends its movement. Learning how to use zones of control to "
#| "your advantage is an important part of Wesnoth, as only "
#| "<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones "
#| "of control."
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"U toku pomeranja takođe morate imati na umu <italic>text='nadzorne "
"pojaseve'</italic>. Svaka jedinica stvara nadzorni pojas u poljima koja je "
"neposredno okružuju, i neprijateljska jedinica koja kroči u pojas odmah "
"okončava svoje kretanje. Naučiti kako koristiti nadzorne pojaseve za "
"sopstvenu dobit, važan je deo taktike Vesnota — samo malobrojni "
"<ref>dst='ability_skirmisher' text='čarkaši'</ref> mogu ignorisati nadzorne "
"pojaseve."
#. [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"
"Da biste videli kuda se neprijatelj može pokrenuti tokom svog poteza, "
"pritisnite Ctrl-V ili Cmd-V; Ctrl-B ili Cmd-B pokazuju kuda bi se "
"neprijatelj mogao pomeriti kada na mapi ne bi bilo vaših jedinica da ih "
"blokiraju."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:277
msgid "Shroud and Fog of War"
msgstr "Pokrov i magla rata"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:278
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"U nekim scenarijima, deo mape će biti skriven od vašeg pogleda. Postoje dva "
"mehanizma koja to mogu činiti, zajedno ili odvojeno. <italic>text='Pokrov'</"
"italic> sakriva i teren i jedinice koje se na njemu mogu naći. Kada se "
"pokrov jednom razveje, nadalje uvek možete videti teren. <italic>text='Magla "
"rata'</italic> sakriva samo jedinice i posede nad selima (ne računajući vaše "
"i savezničke). Magla rata se razilazi samo privremeno, dok su vaše jedinice "
"u blizini, ali se vraća kada se one odmaknu. Jedinice razvejavaju i pokrov i "
"maglu rata. Svaka jedinica čisti polja u dometu kretanja u datom potezu, pri "
"čemu se ignorišu neprijateljske jedinice i nadzorni pojasevi.\n"
"\n"
"Potez jedinice obično možete opozvati, sve dok nije došlo do događaja sa "
"nasumičnim ishodom, kao što je borba ili unajmljivanje (gde većina jedinica "
"poprima slučajne osobine). Istraživanje skrivenog terena razvejavanjem "
"pokrova ili magle takođe sprečava opoziv na prethodno stanje. Ako želite, u "
"meniju radnji možete uključiti <bold>text='Zastoj ažuriranja pokrova'</"
"bold>, što će sprečiti da jedinice razveju pokrov ili maglu do sledećeg "
"nasumičnog događaja ili ručnog ažuriranja pomoću <bold>text='Ažuriraj pokrov "
"sada'</bold> (ili kraja vašeg poteza), i tako očuvati mogućnost opoziva."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:282
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid "<header>text='Multiplayer and undo'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Redosled i broj udara'</header>"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:284
msgid ""
"In multiplayer games, moves that have been sent to the network cant 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 dont "
"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, "
"youll 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 its 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 wont 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, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg: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 campaigns story and "
"dialog about what to expect from a difficult scenario and how to prepare for "
"it. If you have a loyal mage on your side, take the time to listen to its "
"advice; it may save your life."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg: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='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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 "Borba"
#. [topic]: id=combat
#: data/core/help.cfg:347
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Redosled i broj udara'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:347
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 ""
"Borba se u <italic>text='Boju za Vesnot'</italic> uvek odigrava između "
"jedinica u susednim poljima. Kliknite na svoju jedincu, pa na neprijateljsku "
"koju želite da napadnete: vaša jedinica će se pokrenuti ka neprijateljskoj, "
"i kada se dodirnu, borba će započeti. Napadač i branilac razmenjuju udarce, "
"koliko ih imaju dodeljenih. Napadač bira oružje kojim napada, a branilac "
"odgovara oružjem istog tipa. Postoje dva tipa napada: <italic>text='bliski'</"
"italic>, oružjem poput mača, sekira ili kandži, i <italic>text='odstupni'</"
"italic>, obično pomoću lukova, kopalja ili vatrenica."
#. [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 54 attack may strike 4 times, each successful strike "
#| "dealing 5 damage, while an orcish grunt with a 92 attack can only strike "
#| "twice (but at 9 damage for each hit)."
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Napadač udara prvi, zatim branilac uzvraća. Svaki udar ili pogađa, nanoseći "
"izvesnu štetu, ili promašuje, ne čineći nikakvu štetu. Udari se smenjuju dok "
"obe jedinice ne istroše sve na raspolaganju. Broj udara koje jedinica ima "
"promenljiv je; na primer, vilin-borac sa napadom 54 može udariti 4 puta, "
"pri svakom pogotku nanoseći 5 štete, dok ork-groktaš sa napadom 92 može "
"udariti samo dvaput, ali nanoseći 9 štete pri pogotku."
#. [topic]: id=combat
#: data/core/help.cfg:351
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:353
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elfs chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Svaka jedinica je u određenoj prilici da bude pogođena, prema "
"<italic>text='terenu'</italic> na kome se nalazi. Vrednost je prikazana u "
"oknu stanja, a može se videti i desnim klikom na jedinicu, izborom "
"<bold>text='Opis jedinice'</bold>, pa pod <bold>text='terenski "
"modifikatori'</bold>. Na primer, vilenjaci imaju odbrambeni razred 70% u "
"šumi, tako da jedinica koja ih napada ima samo 30% izgleda da pogodi. I "
"obrnuto, vilenjak je u prilici da pogodi napadača prema terenu na kojem se "
"napadač nalazi."
#. [topic]: id=combat
#: data/core/help.cfg:355
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"
"Postoje dva izuzetka od ovog pravila: <ref>dst='weaponspecial_magical' "
"text='magičnost'</ref> i <ref>dst='weaponspecial_marksman' "
"text='oštrookost'</ref>. Bez obzira na teren, magični napadi uvek imaju 70% "
"izgleda da pogode, a oštrooki, kada se koriste ofanzivno, bar 60%."
#. [topic]: id=combat
#: data/core/help.cfg:357
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Šteta</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 54 attack does 5 "
#| "base damage. This is usually modified by two things: "
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
#| "is modified by the circumstances, select <bold>text='Damage "
#| "Calculations'</bold> in the attack selection menu."
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Svaki udar koji pogodi nanosi osnovnu količinu štete, u zavisnosti od tipa "
"napada. Na primer, vilin-borac sa napadom 54 čini 5 osnovne štete. Na ovaj "
"broj mogu uticati dva faktora: <ref>dst='damage_types_and_resistance' "
"text='otpornost'</ref> i <ref>dst='time_of_day' text='doba dana'</ref>. Da "
"biste videli kako okolnosti tačno utiču na osnovnu štetu, u meniju za izbor "
"napada pogledajte <bold>text='Računanje štete'</bold>."
#. [topic]: id=combat
#: data/core/help.cfg:361
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"
"Nekoliko jedinica ima posebne <ref>dst='..abilities_section' "
"text='sposobnosti'</ref> koje utiču na štetu nanesenu u borbi. Najčešća je "
"<ref>dst='weaponspecial_charge' text='juriš'</ref>, koji pri takvom napadu "
"udvostručava oštećenje koje nanosi napadač, ali i ono koje nanosi branilac."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:369
msgid "Damage Types and Resistance"
msgstr "Vidovi štete i otpornosti"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
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"
"Otpornosti delaju jednostavno: npr. ako jedinica ima 40% otpornosti na dati "
"vid štete, biće 40% manje oštećena kada je pogođena takvim napadom. Takođe "
"je moguće da jedinica bude posebno ranjiva na neke vidove štete; npr. ako "
"joj je otpornost 100% za dati vid štete, podneće 100% više oštećenja kada "
"bude pogođena takvim napadom."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
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 ""
"U Vesnotu postoje tri vida štete svojstvena fizičkim napadima: šteta "
"<italic>text='sečivom, probojem i udarom'</italic>. Postoje još tri vida "
"štete povezana sa magičnim napadima: <italic>text='vatreni, mrazni i "
"volšebni'</italic> napadi. Različite jedinicu imaju različite otpornosti "
"koje utiču na štetu koju im određeni tipovi napada mogu naneti."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:372
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"
"Na primer, skeleti su vrlo otporni na oštećenja sečivom i probojem, ali "
"ranjivi na udar i vatru, i izuzetno ranjivi na volšebnu štetu."
#. [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"
"Ako se proceni da je napad pogodio, uvek će naneti barem 1 poen štete. Ovo "
"važi čak i kada je branilac 100% otporan na neki vid štete."
#. [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 allys own "
"turn.\n"
" • During the allys 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 dont 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 ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid "<header>text='Ellipses'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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 cant 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 doesnt 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 doesnt 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 "Doba dana"
#. [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"
#| " Lawful units get +25% damage in daytime, and 25% damage at night.\n"
#| " Chaotic units get +25% damage at night, and 25% in daytime.\n"
#| " Neutral units are unaffected by the time of day.\n"
#| " Liminal units get 25% damage during both night and daytime."
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
msgstr ""
"Doba dana utiče na štetu koju jedinice nanose, na sledeći način:\n"
"— zakonite jedinice nanose +25% štete tokom dana, a 25% tokom noći;\n"
"— haotične jedinice nanose +25% štete tokom noći, a 25% tokom dana;\n"
"— neutralne jedinice nisu pod uticajem doba dana;\n"
"— dvojstvene jedinice nanose 25% štete i tokom dana i tokom noći."
#. [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"
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"
"Trenutno doba dana može se pratiti iznad minimape u oknu stanja. Pri "
"uobičajenom ciklusu smene dana i noći, jutro i popodne se računaju kao dan, "
"a prva i druga četvrt kao noć:\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 "zora"
#. [topic]: id=time_of_day
#. [time]: id=morning
#: data/core/help.cfg:477 data/core/macros/schedules.cfg:28
msgid "Morning"
msgstr "jutro"
#. [topic]: id=time_of_day
#. [time]: id=afternoon
#: data/core/help.cfg:478 data/core/macros/schedules.cfg:46
msgid "Afternoon"
msgstr "popodne"
#. [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 "sumrak"
#. [topic]: id=time_of_day
#. [time]: id=first_watch
#: data/core/help.cfg:480 data/core/macros/schedules.cfg:67
msgid "First Watch"
msgstr "prva straža"
#. [topic]: id=time_of_day
#. [time]: id=second_watch
#: data/core/help.cfg:481 data/core/macros/schedules.cfg:91
msgid "Second Watch"
msgstr "druga straža"
#. [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 ""
"Imajte na umu da se neki scenariji odigravaju u podzemlju, gde vlada trajna "
"tama!"
#. [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 "Lečenje"
#. [topic]: id=healing
#: data/core/help.cfg:497
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor "
#| "is attacked will heal 2 HP in its next turn."
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"<italic>text='Odmaranje'</italic>: Jedinica koja se nije pomerila, nije "
"napala, niti bila pod napadom u toku poteza, povratiće 2 UP na početku "
"sledećeg poteza."
#. [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"
#| "<italic>text='Villages'</italic>: A unit which starts a turn in a village "
#| "will heal 8HP."
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<italic>text='Sela'</italic>: Jedinica koja početak poteza dočeka u selu "
"popuniće 8 UP."
#. [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='Obnavljanje'</ref>: Pojedine jedinice "
"(npr. trolovi) automatski dobijaju 8 UP u svakom potezu."
#. [topic]: id=healing
#: data/core/help.cfg:501
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Healing units'</italic>: Units with the "
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
#| "Poison from causing that unit damage."
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"<italic>text='Vidarske jedinice'</italic>: Jedinice sa sposobnošću "
"<ref>dst='ability_heals +4' text='lečenja'</ref> lečiće susedne prijateljske "
"jedinice, obično <ref>dst='ability_heals +4' text='4'</ref> ili "
"<ref>dst='ability_heals +8' text='8 UP'</ref> po potezu, ili sprečavati "
"otrov da ošteti otrovanu jedinicu."
#. [topic]: id=healing
#: data/core/help.cfg:502
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Curing units'</italic>: Units with the "
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
#| "all allied adjacent units (in preference to healing, if it has that "
#| "ability as well)."
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
"in all allied adjacent units (in preference to healing, if it has that "
"ability as well)."
msgstr ""
"\n"
"<italic>text='Isceliteljske jedinice'</italic>: Jedinice sa sposobnošću "
"<ref>dst='ability_cures' text='iscelivanja'</ref> oslobađaće otrova sve "
"susedne prijateljske jedinice (kao prioritetno nad lečenjem, ako jedinica "
"ima i tu sposobnost)."
#. [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"
"Odmaranje može biti objedinjeno sa drugim oblicima lečenja, ali se "
"obnavljanje, lečenje i isceljivanje ne mogu međusobno dopunjavati: biće "
"upotrebljena najbolja opcija. Konačno, jedinice bivaju potpuno izlečene "
"između scenarija."
#. [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 units turn, but on the healers turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides turns."
msgstr ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:516
msgid "Wrap Up"
msgstr "Da zaokružimo"
#. [topic]: id=wrap_up
#: data/core/help.cfg:517
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 ""
"Izloženim do sada, predstavljene su osnove Vesnota. Dalje možete čitati o "
"osnovnoj strategiji, ili se upoznavati sa <ref>dst='..traits_section' "
"text='osobinama'</ref> i <ref>dst='..abilities_section' "
"text='sposobnostima'</ref>, ali već znate sve što vam je neophodno da "
"zaigrate pohod <italic>text='Naslednik prestola'</italic>. Zabavite se, i "
"srećno!"
#. [topic]: id=license
#: data/core/help.cfg:522
msgid "License"
msgstr "Uslovi korišćenja"
#. [topic]: id=..traits_section
#: data/core/help.cfg:533
#, fuzzy
#| msgid ""
#| "Most units have two traits. However, undead units are assigned the single "
#| "trait <italic>text='undead'</italic>, and woses do not receive any "
#| "traits. Traits are modifications that change a units attributes "
#| "slightly. They are usually randomly assigned to a unit when it is "
#| "recruited."
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"Većina jedinica ima po dve osobine. Izuzeci su nemrtvi, koji uvek imaju samo "
"osobinu <italic>text='nemrtvost'</italic>, i iveri, koji nemaju nijednu "
"osobinu. Osobine uvode male izmene u atributima jedinice. Obično se "
"dodeljuju nasumično, pri unajmljivanju jedinice."
#. [topic]: id=..traits_section
#: data/core/help.cfg:533
msgid ""
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <italic>text='race'</"
"italic>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:535
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "The traits that are available to all non-undead units are "
#| "<ref>dst='traits_intelligent' text='intelligent'</ref>, "
#| "<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
#| "text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Osobine dostupne jedinicama uključuju <ref>dst='traits_intelligent' "
"text='oštroumnost'</ref>, <ref>dst='traits_quick' text='hitrost'</ref>, "
"<ref>dst='traits_resilient' text='žilavost'</ref>, i "
"<ref>dst='traits_strong' text='kršnost'</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:537
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
#| "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
#| "<ref>dst='traits_undead' text='undead'</ref>.\n"
#| "\n"
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Još neke osobine koje jedinice mogu dobiti su <ref>dst='traits_dextrous' "
"text='spretnost'</ref>, <ref>dst='traits_loyal' text='odanost'</ref>, i "
"<ref>dst='traits_undead' text='nemrtvost'</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 units defensive capability in combat.\n"
#| "\n"
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat."
msgstr ""
"Mape u igri donose pregršt terena koji utiču i na kretanje i na odbrambene "
"sposobnosti jedinica u borbi.\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:549
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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 units 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='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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=Šteta</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='Jedinice s ovim posebnim napadom'</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='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Redosled i broj udara'</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='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Redosled i broj udara'</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='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Izgledi za pogodak'</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-ons 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 "Opšte naredbe"
#. [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
#, fuzzy
#| 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"
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 ""
"Ove naredbe moguće je izdati ili kroz komandnu liniju uz prefiks : (kao "
"što je dato ovde) ili kroz ćaskanje uz prefiks / (prvo pritisnite m da "
"otvorite liniju za ćaskanje).\n"
"\n"
#. [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"
"čisti poruke u ćaskanju.\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:687
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"
"ulazi u ispravljački režim (ne radi u višeigranju); pogledajte "
"<ref>dst='debug_commands' text='ispravljačke naredbe'</ref>.\n"
"Ispravljanje se isključuje napuštanjem igre ili naredbom :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 AIs turn behave similarly to another players "
"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"
"prikaz trenutnog broja kadrova po sekundi.\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"
"prebacuje domen beleženja na različiti nivo.\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"
"ponovo iscrtava ekran i učitava sve izmenjene datoteke slika.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:706
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"doziva menija za izbor tema.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:709
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"napušta scenario (bez upita).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:712
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"upisuje poziciju (bez pitanja).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:715
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"napušta scenario uz upisivanje pozicije (bez pitanja)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:723
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Višeigračke naredbe"
#. [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 wont be kicked then.)\n"
"\n"
msgstr ""
"\n"
"zabranjuje igrača po IP adresi koju koristi to korisničko ime, i izbacuje "
"ga. Može se koristiti na korisnicima van igre ali na serveru (naravno, tada "
"ih se nema odakle izbaciti.)\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:729
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"
"menja upravljača strane (zadate brojem) na dato korisničko ime (nadimak "
"igrača ili posmatrača). Koji igrač pripada kojoj strani možete proveriti u "
"dijalogu <bold>text='Postavke scenarija'</bold>; pritisnite dugme za više u "
"tabeli stanja (podrazumevno Alt+S) da dođete dotle. Domaćin može izmeniti "
"upravljanje bilo kojom stranom.\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"
"izbacuje igrača iz igre. Izbačeni će moći da se ponovo priključe. Ako samo "
"želite da izmenite kojom stranom igrač upravlja, upotrebite naredbu :control "
"umesto ove.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:741
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"\n"
"šalje privatnu poruku korisniku. Dok ste u partiji, ne možete slati privatne "
"poruke igračima koji trenutno upravljaju nekom od strana u istoj partiji.\n"
"\n"
#. [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"
"utišava određenog posmatrača. Ako se ne zada korisničko ime, prikazuju se "
"sva koja su utišana.\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"
"uključenost svih posmatrača u pisanje i razgovor.\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"
"ukida zabranu igraču po IP adresi koju koristi to korisničko ime. Može se "
"upotrebiti i na korisnicima van igre ali na serveru.\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"
"ukida utišanost određenog posmatrača. Ako se ne zada korisničko ime, čisti "
"se spisak utišanih posmatrača."
#. [topic]: id=debug_commands
#: data/core/help.cfg:761
#, fuzzy
#| msgid "Debug mode commands"
msgid "Debug Mode Commands"
msgstr "Ispravljačke naredbe"
#. [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"
"doziva meni za izbor scenarija u pohodu na koji odmah treba preći.\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"
"stvara jedinicu navedenog tipa na izabranom polju.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:770
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"magla i pokrov za tekuću stranu.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:773
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"dodaje zadatu količinu zlatnika tekućoj strani.\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"
"odmah prelazi na sledeći scenario u pohodu.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:779
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"ručno postavlja promenljivu stanja igre.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:782
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"prikazuje promenljivu stanja igre.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:785
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"ručno okida zadati događaj.\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"
"izmenjuje navedeno svojstvo izabrane jedinice, na primer: :unit "
"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"
"uvećava nivo jedinice dati broj puta, na primer: :unit 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 ""
"Lečenje +4:\n"
"Omogućava jedinici da leči susedne savezničke jedinice na početku svakog "
"poteza.\n"
"\n"
"Jedinica pod uticajem ovog vidara može povratiti do 4 UP po potezu, ili ne "
"osetiti dejstvo otrova u datom potezu.\n"
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
"selu ili kod jedinice koja ume da isceljuje."
#. [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 ""
"Lečenje +8:\n"
"Ova jedinica objedinjuje lekovite trave i magiju kako bi lečila brže nego "
"što je to uobičajeno na bojnom polju.\n"
"\n"
"Jedinica pod uticajem ovog vidara može povratiti do 8 UP po potezu, ili ne "
"osetiti dejstvo otrova u datom potezu.\n"
"Vidar ne može isceliti otrovanu jedinicu, već ona mora potražiti brigu u "
"selu ili kod jedinice koja ume da isceljuje."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:62
msgid "female^cures"
msgstr "isceljivanje"
#. [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 ""
"Isceljivanje:\n"
"Iscelitelj može osloboditi jedinicu otrova, ali isceljena jedinica neće biti "
"dodatno izlečena u potezu u kojem je pročišćena od otrova."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:95
msgid "female^regenerates"
msgstr "obnavljanje"
#. [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 ""
"Obnavljanje:\n"
"Jedinica će sama sebe lečiti 8 UP po potezu. Bude li otrovana, ukloniće "
"otrov umesto zalečivanja."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:108
#, fuzzy
#| msgid "regenerates"
msgid "regenerates +4"
msgstr "obnavljanje"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:109
#, fuzzy
#| msgid "female^regenerates"
msgid "female^regenerates +4"
msgstr "obnavljanje"
#. [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 ""
"Obnavljanje:\n"
"Jedinica će sama sebe lečiti 8 UP po potezu. Bude li otrovana, ukloniće "
"otrov umesto zalečivanja."
#. [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 ""
" Ova jedinica se obnavlja, što joj omogućuje da se leči kao da je stalno u "
"selu."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:132
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This units resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Postojanost:\n"
"Otpornosti jedinice su udvostručene pri odbrani, do najviše 50%. Ne utiče na "
"ranjivost."
#. [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 "vođstvo"
#. [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 targets attention and reduces its chance to hit by 20%."
msgstr ""
" Ako se neprijatelju isprečila prijateljska jedinica, ova jedinica može u "
"napadu zadati udarac s leđa, koji nanosi dvostruku štetu, prišunjavši se sa "
"suprotne strane tog neprijatelja."
#. [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 targets attention and reduces its "
"chance to hit."
msgstr ""
" Ako se neprijatelju isprečila prijateljska jedinica, ova jedinica može u "
"napadu zadati udarac s leđa, koji nanosi dvostruku štetu, prišunjavši se sa "
"suprotne strane tog neprijatelja."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:200
msgid "female^leadership"
msgstr "vođstvo"
#. [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 "čarkanje"
#. [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 ""
"Čarkanje:\n"
"Jedinica je vešta u brzom izmicanju neprijateljima, ignorišući sve "
"protivničke nadzorne pojaseve."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:237
msgid "illuminates"
msgstr "obasjavanje"
#. [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 ""
"Obasjavanje:\n"
"Jedinica osvetljava okolno područje, što čini da se zakonite jedinice bore "
"uspešnije, a haotične lošije.\n"
"\n"
"Sve jedinice susedne ovoj boriće se u toku noći kao da je sumrak, a u vreme "
"sumraka kao da je dan."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:254
msgid "female^teleport"
msgstr "teleportacija"
#. [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 ""
"Teleportacija:\n"
"Jedinica se može teleportovati između dva prazna sela u posedu svoje strane, "
"uz utrošak jednog pokreta."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:286
msgid "female^ambush"
msgstr "zaseda"
#. [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 ""
"Zaseda:\n"
"Jedinica se može skrivati u šumi, tako da je neprijatelji ne uoče.\n"
"\n"
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u šumi, "
"sve dok ne stupe do nje. Neprijateljska jedinica koja prva otkrije skrivenu, "
"istog časa gubi svu preostalu pokretnost u potezu."
#. [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 "tromost"
#. [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 ""
"Zaseda:\n"
"Jedinica se može skrivati u šumi, tako da je neprijatelji ne uoče.\n"
"\n"
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u šumi, "
"sve dok ne stupe do nje. Neprijateljska jedinica koja prva otkrije skrivenu, "
"istog časa gubi svu preostalu pokretnost u potezu."
#. [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 ""
"Vrebanje:\n"
"Jedinica postaje nevidljiva tokom noći.\n"
"\n"
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu kada je noć, "
"osim ako joj se ne nalaze u susedstvu. Neprijateljska jedinica koja prva "
"otkrije nevidljivu, istog časa gubi svu preostalu pokretnost u potezu."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:349
msgid "female^concealment"
msgstr "skrivanje"
#. [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 ""
"Skrivanje:\n"
"Jedinica se može skrivati u selima (s izuzetkom vodenih), tako da je "
"neprijatelji ne vide osim kada stoje pokraj nje.\n"
"\n"
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u selu, "
"osim ako joj se ne nalaze u susedstvu. Neprijateljska jedinica koja prva "
"otkrije skrivenu, istog časa gubi svu preostalu pokretnost u potezu."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:368
msgid "submerge"
msgstr "zaranjanje"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:369
msgid "female^submerge"
msgstr "zaranjanje"
#. [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 ""
"Zaranjanje:\n"
"Jedinica se može skrivati u dubokoj vodi, tako da je neprijatelji ne vide.\n"
"\n"
"Protivničke jedinice ne mogu videti niti napasti ovu jedinicu dok je u "
"dubini, osim ako joj se ne nalaze u susedstvu. Neprijateljska jedinica koja "
"prva otkrije zaronjenu, istog časa gubi svu preostalu pokretnost u potezu."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:390
msgid "female^feeding"
msgstr "hranjenje"
#. [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 ""
" Ovoj jedinici se dodaje jedan udarpoen na najveći broj kad god ubije živu "
"jedinicu."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Maks. bonus UP +3, maks. IP +20%"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
msgid "Midday"
msgstr "podne"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
msgid "Midnight"
msgstr "ponoć"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:218
msgid "Second Watch — First Hour"
msgstr "druga straža — prvi čas"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:230
msgid "Second Watch — Second Hour"
msgstr "druga straža — drugi čas"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:242
msgid "Second Watch — Third Hour"
msgstr "druga straža — treći čas"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:254
msgid "Second Watch — Fourth Hour"
msgstr "druga straža — četvrti čas"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:266
msgid "Second Watch — Fifth Hour"
msgstr "druga straža — peti čas"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:278
msgid "Second Watch — Sixth Hour"
msgstr "druga straža — šesti čas"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:302
msgid "Morning — First Hour"
msgstr "jutro — prvi čas"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:314
msgid "Morning — Second Hour"
msgstr "jutro — drugi čas"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:326
msgid "Morning — Third Hour"
msgstr "jutro — treći čas"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:335
msgid "Morning — Fourth Hour"
msgstr "jutro — četvrti čas"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:353
msgid "Afternoon — First Hour"
msgstr "popodne — prvi čas"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:362
msgid "Afternoon — Second Hour"
msgstr "popodne — drugi čas"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:371
msgid "Afternoon — Third Hour"
msgstr "popodne — treći čas"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:380
msgid "Afternoon — Fourth Hour"
msgstr "popodne — četvrti čas"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:389
msgid "Afternoon — Fifth Hour"
msgstr "popodne — peti čas"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:400
msgid "Afternoon — Sixth Hour"
msgstr "popodne — šesti čas"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:423
msgid "First Watch — First Hour"
msgstr "prva straža — prvi čas"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:435
msgid "First Watch — Second Hour"
msgstr "prva straža — drugi čas"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:447
msgid "First Watch — Third Hour"
msgstr "prva straža — treći čas"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:459
msgid "First Watch — Fourth Hour"
msgstr "prva straža četvrti čas"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:514
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "prva straža"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:525
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "druga straža"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:536
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "jutro"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:548
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "jutro"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:560
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "podne"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:572
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "druga straža"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:584
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "popodne"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:596
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "popodne"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:608
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "prvi udar"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:619
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "druga straža"
#. [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 ""
" Aveti imaju vrlo čudne otpornosti na štetu, i kreću se vrlo sporo preko "
"otvorene vode."
#: data/core/macros/special-notes.cfg:12
#, fuzzy
#| msgid ""
#| " This units arcane attack deals tremendous damage to magical creatures, "
#| "and even some to mundane creatures."
msgid ""
"This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Volšebni napad ove jedinice nanosi ogromnu štetu magičnim stvorenjima, a "
"čak i nekim ovosvetskim."
#: 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 " Ova jedinica poznaje osnove lečenja."
#: data/core/macros/special-notes.cfg:22
#, fuzzy
#| msgid " This unit is capable of rapid healing."
msgid "This unit is capable of rapid healing."
msgstr " Ova jedinica je dobro izučila lečenje."
#: 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 ""
" Ova jedinica može i da leči jedinice oko sebe, i da ih isceljuje od otrova."
#: 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 " Ova jedinica ume da otkloni uticaj otrova na jedinice pokraj sebe."
#: 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 ""
" Ova jedinica se obnavlja, što joj omogućuje da se leči kao da je stalno u "
"selu."
#: 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 ""
" Odlučnost ove jedinice smanjuje štetu od nekih napada, ali samo u odbrani."
#: 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 ""
" Vođstvo ove jedinice omogućuje susednim prijateljskim jedinicama da nanose "
"više štete u borbi, mada samo ako su nižeg nivoa."
#: data/core/macros/special-notes.cfg:40
#, fuzzy
#| msgid ""
#| " This units skill at skirmishing allows it to ignore enemies zones of "
#| "control and thus move unhindered around them."
msgid ""
"This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
" Veština ove jedinice u čarkanju omogućuje joj da ignoriše neprijateljske "
"nadzorne pojaseve, i stoga se kreće neometana njima."
#: 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 " Obasjavanje uvećava nivo osvetljenja u susednim poljima."
#: 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 ""
" Ova jedinica se može teleportovati između između bilo koja dva prazna sela "
"u posedu svoje strane."
#: data/core/macros/special-notes.cfg:49
#, fuzzy
#| msgid ""
#| " In woodlands, this units ambush skill renders it invisible to enemies "
#| "unless it is immediately adjacent or has revealed itself by attacking."
msgid ""
"In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" U šumama, veština zasede čini ovu jedinicu nevidljivom neprijateljima, osim "
"ukoliko se ne nađu odmah do nje, ili ako se otkrije napadom."
#: 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 ""
" Ova jedinica može da se skriva tokom noći, ne dajući nikakav znak o svom "
"prisustvu."
#: 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 ""
" Ova jedinica se može skrivati u selima (s izuzetkom vodenih), tako da je "
"neprijatelji ne primete osim kada kroče neposredno do nje."
#: 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 ""
" Ova jedinica se može neprimećeno kretati u dubokoj vodi, ne zahtevajući "
"vazduh za disanje."
#: 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 ""
" Ovoj jedinici se dodaje jedan udarpoen na najveći broj kad god ubije živu "
"jedinicu."
#: 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 ""
" Kad god se iskoristi njen bezglavi napad, ova jedinica nastavlja da presuje "
"borbu dok ili sama ili njen neprijatelj ne nastrada."
#: 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 ""
" Ako se neprijatelju isprečila prijateljska jedinica, ova jedinica može u "
"napadu zadati udarac s leđa, koji nanosi dvostruku štetu, prišunjavši se sa "
"suprotne strane tog neprijatelja."
#: 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 ""
" Neprijatelji koji nastradaju od kuge vaskrsnuće u neživot, osim ako se "
"nalaze u selu."
#: 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 ""
" Neprijatelji koji nastradaju od kuge vaskrsnuće u neživot, osim ako se "
"nalaze u selu."
#: 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 ""
" Ova jedinica može da usporava neprijatelje, prepolovljavajući njihovu "
"brzinu kretanja i učinak u napadu do kraja poteza."
#: 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 ""
" Sposobnost pretvaranja životnog u kamen čini ovu jedinicu izuzetno opasnom."
#: data/core/macros/special-notes.cfg:82
#, fuzzy
#| msgid ""
#| " This units marksmanship gives it a high chance of hitting targeted "
#| "enemies, but only on the attack."
msgid ""
"This units marksmanship gives it a high chance of hitting targeted enemies, "
"but only on the attack."
msgstr ""
" Oštrookost ove jedinice pruža joj dobre izglede da pogodi ciljanog "
"neprijatelja, ali samo u napadu."
#: data/core/macros/special-notes.cfg:85
#, fuzzy
#| msgid ""
#| " This 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 ""
" Ova jedinica poseduje magične napade, kojima su uvek dobri izgledi da "
"pogode protivnika."
#: 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 ""
" Rojeviti napadi ove jedinice bivaju sve slabiji kako jedinica biva "
"povređena."
#: 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 ""
" Upotrebom juriša udvostručava se nanesena, ali i primljena šteta; ne utiče "
"na odbrambenu odmazdu."
#: 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 ""
" Ova jedinica može tokom boja crpiti život iz svojih žrtava, kako bi "
"obnovila sopstveno zdravlje."
#: data/core/macros/special-notes.cfg:97
#, fuzzy
#| msgid ""
#| " The length of this units weapon allows it to strike first in melee, "
#| "even in defense."
msgid ""
"The length of this units weapon allows it to strike first in melee, even in "
"defense."
msgstr ""
" Dugačko oružje ove jedinice omogućuje joj da uvek udari prva u bliskoj "
"borbi, čak i kada se brani."
#: data/core/macros/special-notes.cfg:100
#, fuzzy
#| msgid ""
#| " The victims of this units poison will continually take damage until "
#| "they can be cured in town or by a unit which cures."
msgid ""
"The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" Žrtve otrova koji poseduje ova jedinica, trajno će trpeti štetu dok se ne "
"iscele ili u selu, ili kod jedinice koja isceljuje."
#: 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 "odanost"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:13
msgid "female^loyal"
msgstr "odanost"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:14
msgid "Zero upkeep"
msgstr "bez izdataka"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Tokom pohoda, određene jedinice mogu svojevoljno odlučiti da se pridruže "
"vašim snagama. One će tada imati osobinu odanosti. Iako se mora platiti "
"njihovo kasnije sazivanje, one ne prave izdatke u toku scenarija. Ovo ih "
"može učiniti dragocenim tokom dugog pohoda, kada je zlato stalno na izmaku. "
"Unajmljene jedinice nikada nemaju ovu osobinu, tako da može biti nesmotreno "
"otpuštati odane jedinice, ili ih slati u besmislenu smrt."
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"<italic>text='Loyal'</italic> units dont incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"<italic>text='Odane'</italic> jedinice ne prave izdatke. Većina jedinica ima "
"izdatke na kraju svakog poteza, brojevno jednake njihovom nivou. Odane "
"jedinice nemaju takvih zahteva."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:56
msgid "female^undead"
msgstr "nemrtvost"
#. [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 "imunitet na crpljenje, otrov i kugu"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Jedinice nemrtvih obično imaju nemrtvost kao jedinu osobinu. Pošto su ove "
"jedinice nastale od tela mrtvih, povraćenih da se ponovo bore, otrov nema "
"uticaja na njih. Ovo ih može učiniti izuzetno korisnim pri obračunavanju sa "
"protivnicima koji svoje napade podržavaju otrovima."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"<italic>text='Nemrtve'</italic> jedinice su imune na otrov, crpljenje i kugu."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:81
msgid "mechanical"
msgstr "mehaničnost"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:82
msgid "female^mechanical"
msgstr "mehaničnost"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mehaničke jedinice obično imaju mehaničnost kao jedinu osobinu. Pošto one "
"nisu zbilja žive, crpljenje, otrov i kuga ne utiču na njih."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mehaničke'</italic> jedinice su imune na otrov, crpljenje i "
"kugu."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:107
msgid "elemental"
msgstr "elementarnost"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:108
msgid "female^elemental"
msgstr "elementarnost"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Elementarne jedinice obično imaju elementarnost kao svoju jedinu osobinu. "
"Pošto su one bića energetskog sastava, crpljenje, otrov i kuga ne utiču na "
"njih."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Elementarne'</italic> jedinice su imune na otrov, crpljenje i "
"kugu."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:132
msgid "strong"
msgstr "kršnost"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:133
msgid "female^strong"
msgstr "kršnost"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Iako korisna bilo kojoj jedinici koja se bori blisko, kršnost je "
"najznačajnija jedinicama sa velikim brojem udara u napadu, kakvi su npr. "
"vilin-borci. Kršne jedinice mogu biti vrlo korisne kada je samo još zrnce "
"više štete potrebno da se oštećujući udar pretvori u završni."
#. [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 more HP."
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"<italic>text='Kršne'</italic> jedinice čine 1 poen štete više za svaki "
"uspešan udar u bliskoj borbi, i imaju 1 UP više."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:153
msgid "dextrous"
msgstr "spretnost"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:154
msgid "female^dextrous"
msgstr "spretnost"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"Spretnost je osobina koju poseduju samo vilenjaci. Vilenjački narod je "
"poznat po svojoj tajanstvenoj skladnosti i velikoj veštini u rukovanju "
"lukom. Neki od njih, međutim, obdareni su talentom koji nadmašuje njihove "
"sunarodnike. Takvi vilenjaci nanose dodatan poen štete svakom svojom strelom."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Spretne'</italic> jedinice čine 1 poen štete više pri svakom "
"uspešnom udaru u odstupnoj borbi."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:170
msgid "quick"
msgstr "hitrost"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:171
msgid "female^quick"
msgstr "hitrost"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Hitrost je najuočljivija osobina, posebno kod sporijih jedinica kakve su "
"trolovi i teška pešadija. Hitre jedinice često imaju značajno uvećanu "
"pokretljivost na nezgodnom terenu, što može biti važno za razmatranje kada "
"raspoređujete snage. Takođe, ove jedinice nisu tako robusne kao one bez "
"hitrosti, i stoga su manje pogodne za držanje položajâ pod stalnim napadom."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
#, fuzzy
#| msgid ""
#| "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% "
#| "less HP than usual."
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"<italic>text='Hitre'</italic> jedinice imaju 1 dodatan poen na kretanje, ali "
"5% manje UP nego obično."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:190
msgid "intelligent"
msgstr "oštroumnost"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:191
msgid "female^intelligent"
msgstr "oštroumnost"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
"of a campaign as they can advance to higher levels more quickly. Later in "
"campaigns Intelligent is not quite as useful because the <italic>text='After "
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
"advancing a level. If you have many maximum level units you may wish to "
"recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"<italic>text='Oštroumne'</italic> jedinice su vrlo korisne na početku "
"pohoda, pošto brže mogu dostići više nivoe. Kasnije u toku pohoda "
"oštroumnost nije tako korisna, pošto <italic>text='napredovanje po najvećem "
"nivou'</italic> (NAPON) nije tako značajno kao napredovanje u nivou. Ako "
"imate mnogo takvih jedinica najvišeg nivoa, možda je bolje da sazivate "
"jedinice sa poželjnijim osobinama."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Oštroumnim jedinicama potrebno je 20% manje iskustva nego obično da bi "
"napredovale."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:206
msgid "resilient"
msgstr "žilavost"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:207
msgid "female^resilient"
msgstr "žilavost"
#. [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"
"Žilave jedinice mogu biti korisne u svim etapama pohoda, i ova osobina je "
"korisna za sve tipove jedinica. Žilavost je često od najveće pomoći "
"jedinicama koje imaju neki splet niskih udarpoena, dobre odbrane, ili "
"visokih otpornosti. Ovakve jedinice su posebno korisne za držanje strateških "
"položaja van ruku protivnika."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
#, fuzzy
#| msgid ""
#| "<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level "
#| "more than usual."
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"<italic>text='Žilave'</italic> jedinice imaju 4 UP plus 1 UP po nivou više "
"nego obično."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "zdravlje"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:228
msgid "female^healthy"
msgstr "zdravlje"
#. [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 ""
"Čuveni po svojoj krepkosti, neki patuljci su izdržljiviji od drugih i mogu "
"se odmarati čak i dok putuju."
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
msgid "female^fearless"
msgstr "neustrašivost"
#. [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 "u boju bez zaostatka u nepovoljna doba dana/noći"
#. [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 ""
"Nesklonost bilo svetlu bilo tami, nema uticaja na ove hrabre pojedince."
#. [trait]: id=feral
#: data/core/macros/traits.cfg:285
msgid "feral"
msgstr "neukroćenost"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:286
msgid "female^feral"
msgstr "neukroćenost"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:287
msgid "Receives only 50% defense in land-based villages"
msgstr "samo 50% odbrane u kopnenim selima"
#. [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 ""
"Nastambe svesnih bića nisu prigodno sklonište divljim stvorenjima niske "
"inteligencije. Zbog toga, <italic>text='neukroćene'</italic> jedinice "
"dobijaju najviše 50% odbrane u svakom kopnenom selu, bez obzira na podložni "
"teren."
#. [trait]: id=weak
#: data/core/macros/traits.cfg:304
msgid "weak"
msgstr "nejakost"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:305
msgid "female^weak"
msgstr "nejakost"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:306
#, fuzzy
#| msgid ""
#| "Units with trait <italic>text='weak'</italic> get a 1 increment in "
#| "hitpoints and melee damage."
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"<italic>text='Krhke'</italic> jedinice trpe 1 na udarpoene i štetu u "
"bliskoj borbi."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:323
msgid "slow"
msgstr "tromost"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:324
msgid "female^slow"
msgstr "tromost"
#. [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"
"Zamašne telesine i nespretni, tromiji među goblinima i drugim rasama trpe na "
"pokretnosti, ali nadomeštaju to ponešto uvećanom izdržljivošću."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
#, fuzzy
#| msgid ""
#| "<italic>text='Slow'</italic> units have 1 movement but 5% more hitpoints."
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"<italic>text='Trome'</italic> jedinice imaju 1 na kretanje, ali 5% više "
"udarpoena."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:343
msgid "dim"
msgstr "priglupost"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:344
msgid "female^dim"
msgstr "priglupost"
#. [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"
"Ograničenosti je na pretek među goblinima i drugim nižim rasama. Ove se rase "
"ne zovu niže bez razloga, a ovo je jedan od njih."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:345
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"<italic>text='Priglupe'</italic> jedinice trpe 20% uvećanja neophodnog "
"iskustva da bi isprednjačile."
#. [trait]: id=aged
#: data/core/macros/traits.cfg:359
msgid "aged"
msgstr "starost"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:360
msgid "female^aged"
msgstr "starost"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:361
#, fuzzy
#| msgid ""
#| "Units with trait <italic>text='aged'</italic> get a 8 increment in "
#| "hitpoints and a 1 increment in movement and melee damage."
msgid ""
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
"suffer from a 1 point decrease in movement and melee damage."
msgstr ""
"<italic>text='Ostarele'</italic> jedinice trpe 8 na udarpoene i 1 na "
"kretanje i štetu u bliskoj borbi."
#. [berserk]: id=berserk
#: data/core/macros/weapon_specials.cfg:9
msgid "berserk"
msgstr "bezglavost"
#. [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 ""
"Bezglavost:\n"
"Bilo da se upotrebljava u napadu ili odbrani, borba traje sve dok jedna "
"upetljana jedinica ne nastrada, ili prođe 30 rundi napada."
#. [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 ""
"Nož u leđa:\n"
"Upotrebljen ofanzivno, ovaj napad nanosi dvostruku štetu ako prijateljska "
"jedinica stoji sa naspramne strane napadnute, i pritom nije onesposobljena "
"(pretvorena u kamen ili drukčije van stroja)."
#. [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 "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"Kuga:\n"
"Kada jedinica nastrada pod napadom kuge, biva zamenjena bauljašem na strani "
"one koja je bacila kugu. Ovo ne radi na nemrtvima ili jedinicama u selu."
#. [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 ""
"Usporavanje:\n"
"Napad usporava ciljanu jedinicu dok ne završi potez. Šteta koju jedinica "
"čini u napadu time biva prepolovljena, a trošak kretanja joj je udvostručen. "
"Usporena jedinica nosiće ikonu puža u podacima sa strane kada se izabere."
#. [petrifies]: id=petrifies
#: data/core/macros/weapon_specials.cfg:75
msgid "petrifies"
msgstr "okamenjivanje"
#. [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 ""
"Okamenjivanje:\n"
"Napad pretvara ciljanu jedinicu u kamen. Tada se ona ne može pokretati niti "
"napadati."
#. [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 ""
"Oštrookost:\n"
"Pri napadu, uvek postoji barem 60% izgleda da dođe do pogotka."
#. [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 opponents chance to hit by "
"10%."
msgstr ""
"Oštrookost:\n"
"Pri napadu, uvek postoji barem 60% izgleda da dođe do pogotka."
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:102
msgid ""
"This units 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 "magičnost"
#. [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 ""
"Magičnost:\n"
"Napad uvek ima 70% izgleda da pogodi, bez obzira na odbrambenu sposobnost "
"napadnute jedinice."
#. [swarm]: id=swarm
#: data/core/macros/weapon_specials.cfg:128
msgid "swarm"
msgstr "roj"
#. [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 ""
"Roj:\n"
"Broj udara pri napadu se smanjuje kako jedinica biva povređivana. Broj "
"napada je srazmeran odnosu trenutnih UP i najviše UP koje jedinica može "
"imati. Na primer, jedinica sa 3/4 punih UP imaće 3/4 udara pri napadu."
#. [damage]: id=charge
#: data/core/macros/weapon_specials.cfg:139
msgid "charge"
msgstr "juriš"
#. [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 targets "
#| "counterattack."
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the targets counterattack."
msgstr ""
"Juriš:\n"
"Upotrebljen ofanzivno, ovaj napad nanosi dvostruku štetu meti. Ali takođe "
"dovodi do dvostrukog oštećenja ukoliko ciljana jedinica udari u protivnapadu."
#. [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 ""
"Crpljenje:\n"
"Jedinica crpi zdravlje životnih jedinica, lečeći sebe u iznosu polovine "
"štete koju nanese (zaokruženo nadole)."
#. [firststrike]: id=firststrike
#: data/core/macros/weapon_specials.cfg:177
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "prvi udar"
#. [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 ""
"Prvi udar:\n"
"Jedinica uvek udara prva u borbi, čak i kada se brani."
#. [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 ""
"Otrov:\n"
"Ovaj napad truje životne mete. Otrovane jedinice gube 8 UP po potezu, dok ne "
"budu isceljene ili svedene na 1 UP. Otrov ne može sam po sebi dokrajčiti "
"jedinicu."
#. [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 opponents 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 ""
" Ova jedinica može da usporava neprijatelje, prepolovljavajući njihovu "
"brzinu kretanja i učinak u napadu do kraja poteza."
#: 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 "šišmiš"
#. [race]: id=bats
#: data/core/units.cfg:40
msgid "race+female^Bat"
msgstr "šišmišica"
#. [race]: id=bats
#: data/core/units.cfg:41
msgid "race^Bats"
msgstr "šišmiši"
#. [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 ""
"Šišmiša ima raznih veličina i građa, od kojih je većina bezopasna, hraneći "
"se insektima i drugim životinjicama. Ali postoje i veće i zlokobnije vrste "
"koje su pretnja ljudima i drugima rasama, i njihovoj stoci, posebno kada se "
"susretnu u grupama. To su obično noćna stvorenja, i zato ih često drže (a "
"ponekad i pripitomljavaju) oni koji dele istu sklonost ka noći."
#. [race]: id=drake
#: data/core/units.cfg:51
msgid "race^Drake"
msgstr "zmag"
#. [race]: id=drake
#: data/core/units.cfg:52
msgid "race+female^Drake"
msgstr "zmaga"
#. [race]: id=drake
#: data/core/units.cfg:53
msgid "race^Drakes"
msgstr "zmagovi"
#. [race]: id=drake
#: data/core/units.cfg:54
#, fuzzy
#| msgid ""
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
#| "true dragons. On average, an adult drake stands around three meters tall "
#| "and easily weighs more than a man and a horse combined. Their skin is "
#| "made up of hard scales, resistant to most physical strikes except "
#| "piercing and cold damage. Most drakes are capable of true flight and can "
#| "travel long distances quickly. However, their sheer weight and bulk "
#| "limits their flight ability somewhat, making them ungainly in the air. "
#| "Where possible, they make use of terrain features such as hills, "
#| "mountains and trees as launch points in order to gain greater height and "
#| "speed. Fortunately for their enemies, they are still quite clumsy "
#| "creatures and surprisingly slow in combat. This, combined with their "
#| "large size, renders them easy targets for those who dare attack them.\n"
#| "\n"
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
#| "fueling their very lives. This can easily be witnessed when one of their "
#| "kind perishes in combat; its internal fire is released, burning their "
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
#| "While the magic imbued within a drakes body enables it to spit fire and "
#| "gives it life, they have no willful control over its functions of this "
#| "magic.\n"
#| "\n"
#| "<header>text='Society'</header>\n"
#| "Drakes are a relatively warlike race and their societies can be best "
#| "described as cultured martial societies. The core of a drake tribe is a "
#| "small group of veteran warriors headed by a mutually respected — or "
#| "simply feared — <ref>dst='dominant' text='dominant'</ref> who rules the "
#| "society with an iron fist. Every drake is expected to earn their place in "
#| "the strict hierarchy, to obey their superiors and command their "
#| "inferiors. Entry to the ruling elite is only possible through challenging "
#| "and defeating a superior in single combat, which is the way the hierarchy "
#| "within the elite itself is established. The use of deception of any kind "
#| "towards any fellow drake is, without exception, seen as cowardly and "
#| "unacceptable.\n"
#| "\n"
#| "While their warlike nature and sense of territory drives them to defend "
#| "their territories savagely, drakes rarely invade or trespass on areas "
#| "already occupied by the other major races. Instead, they settle in "
#| "unpopulated areas to establish their own territory there. They primarily "
#| "feed on large game they hunt in the lowlands around their homes, but "
#| "hatchlings and lower caste drakes are known to feed also on certain of "
#| "moss and fungi they cultivate deep in their caverns. The only technology "
#| "drakes value is armor- and weapon-smithing, and neither know or need "
#| "other science and culture besides this. However the few implements they "
#| "do fashion are almost unrivaled in quality, only matched by those "
#| "produced in the finest Dwarvish foundries.\n"
#| "\n"
#| "Drakes are hatched from eggs and usually live naturally between 20 to 30 "
#| "years. Death in battle is the most preferred way for a drake to leave "
#| "this world. Unlike the elder members of other races, drakes naturally "
#| "grow more aggressive and reckless towards the ends of their natural "
#| "lives, perhaps to help ensure their place in the heroic legends of their "
#| "kind.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "Drakes originated from an archipelago of volcanic islands called "
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
#| "subsidence of many of their home islands has caused colonies of drakes to "
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
#| "warmth, their internal fire is more than capable of sustaining them even "
#| "in a relatively cold climate, a feature which has allowed them to "
#| "populate even some of the mountains of the far north of the Great "
#| "Continent."
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, 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 drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — dominant who rules the society with an iron fist. Every drake is "
"expected to earn their place in the strict hierarchy, to obey their "
"superiors and command their inferiors. Entry to the ruling elite is only "
"possible through challenging and defeating a superior in single combat, "
"which is the way the hierarchy within the elite itself is established. The "
"use of deception of any kind towards any fellow drake is, without exception, "
"seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
"weapon-smithing, but neither know nor need other science and culture besides "
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
"in quality, only matched by those produced in the finest Dwarvish "
"foundries.\n"
"\n"
"Drakes hatch from eggs and 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 ""
"Zmagovi su velika, krilata i vatrodahna stvorenja, spomen istinskim "
"zmajevima. Prosečan odrastao zmag seže tri metra u visinu i lako teži više "
"od čoveka i konja mu zajedno. Koža im je sačinjena od tvrde krljušti, "
"otporne na većinu fizičkih uticaja osim probojnih i mraznih udara. Većina "
"zmagova vična je pravom letu, brzo prevaljujući veliku daljinu. Ipak, sirova "
"im težina i obujam ponešto ograničava veštinu leta, čineći ih nezgrapnim u "
"vazduhu. Gde je to moguće, za poletanje koriste obličja terena poput brda, "
"planina i stabala, kako bi dosegli veću visinu i brzinu. Srećom po njihove "
"neprijatelje, stvorenja su sasma nespretna i iznenađujuće spora u boju. Ovo "
"ih, uz golemi stas, čini lakim metama onima što se usude nasrnuti.\n"
"\n"
"Zmagovi su samosvojno magična stvorenja, kojima tajanstveni unutrašnji plam "
"pogoni same živote. Ovo se lako primeti kad neki od njihove sorte strada u "
"boju: plam se oslobodi, spaljujući ostatke do pepela. Taj unutrašnji plam im "
"je i najveća slabost, čineći ih iznimno ranjivim na mrazne napade. Uprkos "
"svojoj magičnoj prirodi, zmagovi nisu sposobni za kontrolisano usmeravanje "
"magije. Dok im sveprožimajuća telesna magija daje život i omogućava "
"bljuvanje vatre, nemaju svesnu kontrolu nad njenim delovanjem.\n"
"\n"
"<header>text='Društvo'</header>\n"
"Zmagovi su srazmerno ratoborna rasa, čija se društva ponajbolje mogu opisati "
"kao uzorna vojnička ustrojstva. Srž zmaškog plemena grupa je prekaljenih "
"ratnika, na čelu sa sveopšte poštovanim — ili strahopoštovanim — "
"<ref>dst='dominant' text='nadmoćnikom'</ref>, koji društvom vlada gvozdenom "
"pesnicom. Od svakog se zmaga očekuje da zaradi svoje mesto u strogoj "
"hijerarhiji, da poštuje svoje glavešine i komanduje svojim podređenima. "
"Pristup vladajućoj eliti moguće je samo kroz izazov i pobedu nad nadređenim "
"u borbi jedan na jedan, što je i način na koji se uspostavlja hijerarhija "
"među samom elitom. Bilo kakva vrsta obmanjivanja svojih sunarodnika smatra "
"se, bez izuzetka, kukavičkom i neprihvatljivom.\n"
"\n"
"Dok ih ratoborna priroda i teritorijalna svest goni na divlju odbranu svojih "
"naseobina, zmagovi retko upadaju na područja već pod upravom neke od drugih "
"velikih rasa. Umesto toga naseljavaju se u nenaseljenim oblastima, gde "
"uspostavljaju svoj poredak. Pretežno se hrane velikom lovinom koju nalaze u "
"udolinama oko svojih domova, ali je poznato da se novoizlegli i niže zmaške "
"kaste hrane i vrstama mahovina i gljiva koje gaje duboko u svojim pećinama. "
"Izrada oklopa i oružja jedino je umeće koje zmagovi cene i niti znaju niti "
"traže drugih nauka pored ove. Ipak, malobrojni predmeti što ih izrađuju "
"kakvoće su skoro bez premca, s kojom se može meriti samo najbolje iz "
"patuljačkih kovnica.\n"
"\n"
"Zmagovi se legu iz jaja, i obično dostižu između 20 i 30 godina starosti. Za "
"jednog zmaga, smrt u boju je najpoželjniji način da se napusti ovaj svet. Za "
"razliku od starijih članova drugih rasa, zmagovi prirodno postaju sve "
"nasrtljiviji i neobuzdaniji kako se bliže kraju života, možda kako bi "
"osigurali sebi mesto u junačkim predanjima svoje vrste.\n"
"\n"
"<header>text='Rasprostranjenost'</header>\n"
"Postojbina zmagova beše arhipelag vulkanskih ostrva u <ref>dst='great_ocean' "
"text='Velikom okeanu'</ref> po imenu <ref>dst='morogor' text='Morogor'</"
"ref>. Sprega prenaseljenosti i postepenog tonjenja mnogih od tih ostrva "
"učini da se kolonije zmaške razmile do <ref>dst='great_continent' "
"text='Velikog kontinenta'</ref>. Zmagovi obično svijaju domove u planinskim "
"pećinama, blizu vulkana radi zaštite svojih jaja, izleglih i kovnica. Dok "
"zmagovi uživaju u toplom, unutrašnji im plam omogućava da se održe u "
"srazmerno hladnim predelima. Ovo im je dopustilo da nastane čak i neke "
"planine na dalekom severu Velikog kontinenta."
#. [race]: id=dwarf
#: data/core/units.cfg:87
msgid "race^Dwarf"
msgstr "patuljak"
#. [race]: id=dwarf
#: data/core/units.cfg:88
msgid "race+female^Dwarf"
msgstr "patuljka"
#. [race]: id=dwarf
#: data/core/units.cfg:89
msgid "race^Dwarves"
msgstr "patuljci"
#. [race]: id=dwarf
#: data/core/units.cfg:90
#, fuzzy
#| msgid ""
#| "The dwarves are a race famed for their miners, blacksmiths, merchants and "
#| "warriors. Considered as the third oldest race on the great continent "
#| "after the elves and trolls, their early history is shrouded in mystery. "
#| "Legends tell of a time long forgotten when their people began emerging "
#| "from their underground world through caves. Nothing is known about their "
#| "life prior to their arrival, or their reasons for entering the surface "
#| "world, but they have been an integral part of the history of the "
#| "continent since. Soon after their emergence from the underground, the "
#| "dwarves entered into conflict with the original inhabitants of the land, "
#| "the elves. The original reason for their dispute has been lost to "
#| "history, but the two races have since fought three long wars, interrupted "
#| "by a few decades of peace. During these wars the dwarves could not "
#| "dislodge the elves from the deep forests in the south, but managed to "
#| "consolidate their position in hills and the mountains in the north of the "
#| "continent, known now as the Northlands. Since then they have constructed "
#| "fantastic fortifications and settlements deep within the mountains and "
#| "crags of their territory.\n"
#| "\n"
#| "Possibly due to their isolation, the dwarves are generally distrustful or "
#| "hostile towards most other races, particularly the elves. The single "
#| "exception to this temperament is towards humans. This could be traced "
#| "back to the era of Haldric I and the arrival of humans and orcs to the "
#| "continent. At this point the dwarves began allowing some humans, mostly "
#| "dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain "
#| "areas of the Northlands. Their motivation was unsurprising. The plight of "
#| "these individuals reminded the dwarves of their early history of "
#| "persecution, eliciting a sense of solidarity. The dwarves also had much "
#| "to gain in forming a bond with these outcasts. They would settle in areas "
#| "where dwarves disliked living themselves; plains, forests, and swamps, "
#| "freeing them from defending these areas.\n"
#| "\n"
#| "Dwarves are of small stature by human measure, but they are by no means "
#| "fragile. Their warriors, tough and powerful are both feared and respected "
#| "throughout the continent for their prowess in battle. In addition, "
#| "dwarves are known for their calculating intellects and superb "
#| "craftsmanship. Dwarven smiths are renowned for their deadly weapons and "
#| "heavy armor. These accouterments are unrivaled in quality, possibly only "
#| "matched by those produced by drake armorers. Their intelligence and "
#| "natural inquisitiveness has also made them the most technically advanced "
#| "race on the continent. One of their most famous, and feared, discoveries "
#| "was a mysterious powder that produces an immense explosion when exposed "
#| "to fire or sparks. Certain dwarf warriors use this powder to hurl small "
#| "objects at tremendous speeds. Given their technological inclinations, "
#| "many dwarves tend to distrust magic users. However some practice a form "
#| "of magic based on the engraving of runes. Called runesmiths, they use "
#| "these carvings to enchant items in order to augment certain aspects of "
#| "their natures."
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However, some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
"Patuljci su rasa čuvena po svojim rudarima, kovačima, trgovcima i ratnicima. "
"Smatraju se za treću najstariju rasu Velikog kontinenta, posle vilenjaka i "
"trolova, ali im je osvit istorije pod koprenom tajanstvenosti. Predanja "
"zbore o vremenu davno zaboravljenom kada je patuljački narod kroz pećine "
"počeo da izranja iz svog podzemnog sveta. Ništa se ne zna o njihovom životu "
"pre prispeća u površinski svet, niti razlozima koji su ih k njemu nagnali, "
"ali potom postadoše neotuđivi deo istorije kontinenta. Ubrzo po prispeću iz "
"podzemlja, patuljci se nađoše u sukobu sa prvobitnim prebivaocima zemlje, "
"vilenjacima. Iako su iskonski povodi njihovog spora odavno prepušteni "
"zaboravu istorije, dve rase otada vodiše tri duga rata, povremeno prekidana "
"nekolikim decenijama mira. Tokom ratova, patuljci ne smogaše izglaviti "
"vilenjake iz dubokih šuma na jugu, ali utvrdiše svoje položaje u brdima i "
"planinama na severu kontinenta, poznatim kao Severozemlje. Od tog vremena, "
"spraviše patuljci čudesne utvrde i naseobine duboko u planinama i krševima "
"svojih poseda.\n"
"\n"
"Može biti zbog svoje podvojenosti, patuljci su obično nepoverljivi ili "
"neprijateljski nastrojeni prema većini drugih rasa, posebno vilenjacima. "
"Jedini izuzetak ovakvom ophođenju čine prema ljudima, što se može ispratiti "
"do razdoblja Haldrika I i pristizanja ljudi i orkova na kontinent. U to "
"vreme patuljci počeše dopuštati nekim ljudima, ponajpre neistomišljenicima i "
"odmetnicima iz Vesnotskog kraljevstva, da naseljavaju određena područja "
"Severozemlja. Povod tome ne beše iznenađujuć; položaj ovih pojedinaca "
"podsećaše patuljke na sopstvene prapočetke progona, izazivajući osećanje "
"bliskosti. Patuljcima su imali i koristi od uspostavljanja veza sa "
"izgnanicima. Ovi bi naseljavali predele koji patuljcima nisu bili po volji — "
"ravnice, šume, močvare — rešavajući ih odbrane tih područja.\n"
"\n"
"Patuljci su omanjeg stasa po ljudskim merilima, ali nipošto krhki. Njihovih "
"se ratnika, žilavih i moćnih, širom kontinenta i plaši i poštuje po junaštvu "
"u boju. Pored toga, patuljci su poznati i po svojoj proračunatoj naravi i "
"sjajnom zanatstvu. Patuljački su kovači čuveni po smrtonosnim oružjima i "
"teškim oklopima, spremi kvaliteta bez ravne, s kojim se možda mogu meriti "
"jedino zmaški oružari. Oštroumnost i urođena ljubopitivost čini patuljke "
"tehnički najnaprednijom rasom na kontinentu. Jedno od najčuvenijih i "
"najstrašnijih otkrića im je tajanstveni crni prah koji izaziva zaglušujući "
"prasak kada se izloži plamenu ili varnici. Pojedini patuljački ratnici "
"koriste ovaj prah za upućivanje malih predmeta neizmernim brzinama ka "
"protivniku. S obzirom na svoje tehnološke težnje, mnogi su patuljci "
"nepoverljivi prema znalcima magije. Pa ipak, neki uvežbavaju oblike magije "
"zasnovane na rezbarenju runâ; znani kao runotvorci, gravurama mogu začarati "
"predmete kako bi im osnažili neke prirodne osobine."
#. [race]: id=elf
#: data/core/units.cfg:107
msgid "race^Elf"
msgstr "vilenjak"
#. [race]: id=elf
#: data/core/units.cfg:108
msgid "race+female^Elf"
msgstr "vilenjakinja"
#. [race]: id=elf
#: data/core/units.cfg:109
msgid "race^Elves"
msgstr "vilenjaci"
#. [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 Kalian — 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 "čovek"
#. [race]: id=falcon
#: data/core/units.cfg:138
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Falcon"
msgstr "čovek"
#. [race]: id=falcon
#: data/core/units.cfg:139
#, fuzzy
#| msgid "race^Humans"
msgid "race^Falcons"
msgstr "ljudi"
#. [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 armys charge."
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:148
msgid "race^Goblin"
msgstr "goblin"
#. [race]: id=goblin
#: data/core/units.cfg:149
msgid "race+female^Goblin"
msgstr "goblinka"
#. [race]: id=goblin
#: data/core/units.cfg:150
msgid "race^Goblins"
msgstr "goblini"
#. [race]: id=goblin
#: data/core/units.cfg:151
#, fuzzy
#| msgid ""
#| "Goblins are, despite their appearance, born as siblings to the orcs and "
#| "members of the same race. While other races usually bear children singly "
#| "or in pairs, orcs will have large litters of children all at once, "
#| "causing their populations to explode rather quickly. Within any litter, "
#| "there will only be one or two true orcs, who will grow to the full size "
#| "and strength of their race. A few more will be half-orcs, notably weaker "
#| "than their big brothers, and relegated to supporting roles in combat, "
#| "such as archery. The rest, often a full half of more of any litter, will "
#| "be goblins. Goblins are puny and quite frail, rarely growing past the "
#| "size and stature of a human child. Goblins are born into a lifetime of "
#| "near-slavery to their larger kin, and used as sword-fodder in battle. "
#| "They thrive in spite of their tragic fate; in part because they are so "
#| "very numerous, and also because their brother orcs are well aware how "
#| "dependent they are on the goblins.\n"
#| "\n"
#| "Goblins perform the bulk of manual labor needed by the orcs, with the "
#| "sole exception of jobs that require the brute strength of true orcs. "
#| "Those the orcs revel in as proof of their prowess."
msgid ""
"\n"
"\n"
"Goblins are puny and quite frail, rarely growing past the size and stature "
"of a human child.\n"
"\n"
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
"in part because they are so very numerous, and also because their brother "
"orcs are well aware how dependent they are on the goblins. They perform the "
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
"that require the brute strength of true orcs. Those the orcs revel in as "
"proof of their prowess."
msgstr ""
"Goblini se, uprkos svojoj pojavi, rađaju kao srodnici orkova i pripadnici su "
"iste rase. Dok se kod drugih rasa deca obično rađaju pojedinačno ili u paru, "
"orkovi dobijaju velike nakote, zbog čega im brojnost brzo eksplodira. U "
"svakom nakotu biće samo jedan do dva prava orka, koji će narasti do pune "
"veličine i snage svojstvene svojoj rasi. Naći će se tu još nekoliko "
"poluorkova, uočljivo slabijih od svoje velike braće, koji će kao odrasli "
"dobiti sporedne uloge u borbi, poput streljaštva. Ostali, obično polovina "
"nakota pa i preko toga, biće goblini.\n"
"\n"
"Goblini su nejaki i prilično krhki, i retko prestižu po visini i stasu "
"ljudsku decu. Žive gotovo ropski pod svojim većim srodnicima, a u bojevima "
"se koriste kao potrošna roba. Uprkos svojoj tragičnoj sudbini, oni itekako "
"opstaju: donekle zato što su tako brojni, ali i jer su orkovi vrlo svesni "
"koliko zavise od goblina.\n"
"\n"
"U orkovskom društvu goblini izvode glavninu poslova, s izuzetkom samo onih "
"koji zahtevaju sirovu snagu istinskih orkova. U takvim poslovima uživaju "
"orkovi sami, kao u dokazu sopstvene moći."
#. [race]: id=gryphon
#: data/core/units.cfg:168
msgid "race^Gryphon"
msgstr "grifon"
#. [race]: id=gryphon
#: data/core/units.cfg:169
msgid "race+female^Gryphon"
msgstr "grifonka"
#. [race]: id=gryphon
#: data/core/units.cfg:170
msgid "race^Gryphons"
msgstr "grifoni"
#. [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 "iver"
#. [race]: id=horse
#: data/core/units.cfg:182
#, fuzzy
#| msgid "race+female^Ogre"
msgid "race+female^Horse"
msgstr "ogrica"
#. [race]: id=horse
#: data/core/units.cfg:183
#, fuzzy
#| msgid "race^Woses"
msgid "race^Horses"
msgstr "iveri"
#. [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 "čovek"
#. [race]: id=human
#: data/core/units.cfg:202
msgid "race+female^Human"
msgstr "čovek"
#. [race]: id=human
#: data/core/units.cfg:203
msgid "race^Humans"
msgstr "ljudi"
#. [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 ""
"Ljudska je rasa do krajnjosti raznolika. Iako potiču sa Starog kontinenta, "
"ljudi se proširiše po celom svetu i razdeliše na mnoge kulture i podrase. "
"Iako nisu prožeti magijom kao druga stvorenja, ljudi je umeju spoznati i "
"vladati njenim raznovrsnijim vidovima nego većina ostalih. Nemaju posebnih "
"sposobnosti ni naklonjenosti do svoje svestranosti i nagona. Iako neretko u "
"zavadi sa drugim rasama, povremeno umeju stupiti u savez sa onim manje "
"ratobornim, poput vilenjaka ili patuljaka. Manje obzirni se ne ustručavaju "
"ni od unajmljivanja orkovskih plaćenika. Iako bez prirodnih neprijatelja, "
"većina ljudi gaji iskonsku odbojnost prema nemrtvima, kao što je slučaj i s "
"drugim rasama. Ljudi su niži rastom od vilenjaka, a viši od patuljaka. Boja "
"kože im je širokog raspona, od skoro bele do tamnosmeđe.\n"
"\n"
"<header>text='Podanici Krune'</header>\n"
"Mnoge su različite ljudske skupine, ali ih većina na Velikom kontinentu "
"potpada pod vlast Krune Vesnota. Prvi ljudi na Veliki kontinent stigoše iz "
"zemlje daleko preko okeana na zapadu, sa Zelenostrva, te ubrzo uspostaviše "
"svoju prestonicu, od mora daleki grad Veldin. Tokom narednih vekova podigoše "
"još mnoge gradove širom kontinenta. Vojnici vesnotske krune štite državu, "
"obrazujući najuređeniju vojničku silu poznatog sveta. Njeni budući ratnici "
"stižu iz glavnih pokrajina, gde se muškarci regrutuju još kao mladi.\n"
"\n"
"<header>text='Pripadnici Klanova'</header>\n"
"Istočne pokrajine vesnotske, poznate kao domovine Klanova, geografski su "
"pretežno otvorene ravnice i valovita brda, za razliku od zapadnih, "
"civilizovanijih pokrajina. Njih naseljavaju Konjički klanovi, pridruženi "
"Kruni Vesnota, ali delujući nezavisno i održavajući svoje poreklo. Neki ih "
"drže za vazalsku državu, što Kruni podaje hranu i vojnike u zamenu za "
"zaštitu. Drugi, pak, vele da su na ravnoj nozi sa zapadnom polovinom "
"Vesnota. Kako bilo, istočne pokrajine ne održavaju stajaću vojsku kako to "
"čini Zapadni Vesnot. Uvežbavanje za boj sastavni je deo života u Klanovima; "
"roditelji decu podučavaju jahanju, borenju i rukovanju lukom od malih nogu. "
"U preseku, klanski su ratnici slabije organizovani od civilizovanih boraca, "
"ali se vrline i mane ovih družina međusobno nadopunjuju."
#. [race]: id=dunefolk
#: data/core/units.cfg:219
#, fuzzy
#| msgid "race^Human"
msgid "race^Dunefolk Human"
msgstr "čovek"
#. [race]: id=dunefolk
#: data/core/units.cfg:220
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Dunefolk Human"
msgstr "čovek"
#. [race]: id=dunefolk
#: data/core/units.cfg:221
#, fuzzy
#| msgid "race+plural^Undead"
msgid "race+plural^Dunefolk"
msgstr "nemrtvi"
#. [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 Dunefolks inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolks inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:244
msgid "race^Saurian"
msgstr "saurijanac"
#. [race]: id=lizard
#: data/core/units.cfg:245
msgid "race+female^Saurian"
msgstr "saurijanka"
#. [race]: id=lizard
#: data/core/units.cfg:246
msgid "race^Saurians"
msgstr "saurijanci"
#. [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 "mašina"
#. [race]: id=mechanical
#: data/core/units.cfg:274
msgid "race+plural^Mechanical"
msgstr "mašine"
#. [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 ""
"Pokretani ni prirodnim životom ni nekromantijom, izraz "
"<italic>text='mašina'</italic> opisuje predmete koje su stvorila razumna "
"bića. Većina mašina se niti kreće niti razmišlja svojom voljom, ali neke "
"ipak to čine zaslugom magične začaranosti."
#. [race]: id=merman
#: data/core/units.cfg:284
msgid "race^Merman"
msgstr "morejac"
#. [race]: id=merman
#: data/core/units.cfg:285
msgid "race^Mermaid"
msgstr "morejka"
#. [race]: id=merman
#: data/core/units.cfg:286
#, fuzzy
#| msgid "race^Troll"
msgid "race^Merfolk"
msgstr "trol"
#. [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 ""
"Nešto poput spoja čoveka i ribe, morejci su zagonetna rasa i ribljih i "
"čovekolikih svojstava. Imaju snažne repove koji im omogućavaju brzo kretanje "
"u svim vodenim okruženjima, a spretne ruke i pametne umove kojima su razvili "
"veštine izrade alatki i drugih predmeta. Po prirodi na granici između mora i "
"kopna, morejci bez problema mogu disati kako u vodi tako i na suvom. Iako "
"mogu da žive na kopnu, mnogo su brži i okretniji u vodi, pa se retko nalaze "
"podalje od okeana. Klone se suvog tla, pošto su na njemu trapavi i "
"nespretni, i jako se teško kreću po kršnim i šumskim područjima."
#. [race]: id=monster
#: data/core/units.cfg:296
msgid "race^Monster"
msgstr "čudovište"
#. [race]: id=monster
#: data/core/units.cfg:297
msgid "race+female^Monster"
msgstr "čudovište"
#. [race]: id=monster
#: data/core/units.cfg:298
msgid "race^Monsters"
msgstr "čudovišta"
#. [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 ""
"Izrazom „čudovište“ opisuju se mnoge gnusne zveri što pohode pećine, "
"divljine, okeanske dubine i druga podneblja svetu. Takođe su ih pune priče i "
"noćne more stanovnika tih podneblja."
#. [race]: id=naga
#: data/core/units.cfg:306
msgid "race^Naga"
msgstr "nagajac"
#. [race]: id=naga
#: data/core/units.cfg:307
msgid "race^Nagini"
msgstr "nagajka"
#. [race]: id=naga
#: data/core/units.cfg:308
msgid "race^Nagas"
msgstr "nagajci"
#. [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 ""
"Zmijoliki nagajci jedna su od najmanje shvaćenih rasa na Velikom kontinentu, "
"delom zbog njihove ksenofobne prirode a delom zbog njihovog tuđinskog "
"okruženja. Nagajci su jedna od malobrojnih rasa sposobnih za delotvorno "
"kretanje u vodi, što im otvara vrata ka jednom celom svetu u suštini "
"zabranjenom stanovnicima kopna, ali ih i još više udaljava od kopnenih bića "
"kojih se klone. Pa ipak, nisu istinska morska stvorenja usled nemogućnost "
"disanja u vodi, zbog čega moraju ustuknuti pred bezdanom. Život u priobalnim "
"područjima otvara im kopneni put za beg od stvorenja iz dubine, dok ih drži "
"podalje od svih onih koji putuju na nogama, kopitima ili krilima. Iako su "
"nagajci ponešto krhkog stasa, obično su brži i okretniji od svojih "
"protivnika. Ponekad se nađu u sukobu sa morejcima kada im se teritorije "
"preklope, ali uglavnom vole močvare i reke više nego otvoreno more."
#. [race]: id=ogre
#: data/core/units.cfg:317
msgid "race^Ogre"
msgstr "ogr"
#. [race]: id=ogre
#: data/core/units.cfg:318
msgid "race+female^Ogre"
msgstr "ogrica"
#. [race]: id=ogre
#: data/core/units.cfg:319
msgid "race^Ogres"
msgstr "ogrovi"
#. [race]: id=ogre
#: data/core/units.cfg:320
#, fuzzy
#| msgid ""
#| "Ogres are a wild and uncivilized race who dwell mainly in the wilderness "
#| "of the Great Continent. Physically, they resemble humans and orcs but are "
#| "larger and stronger. Even their adolescents are more than a match for "
#| "most men. Ogres are distrusted in many populated areas and usually either "
#| "avoid them or are driven out by force. Instead, they lurk the mountainous "
#| "areas on the edges of civilization, where hungry ogre bandits provide a "
#| "constant threat to travelers and caravans. While ogres are not "
#| "particularly intelligent or quick, their toughness and physical strength "
#| "make them a valuable asset in the armies of other races. They are "
#| "especially valued by more ruthless commanders who don't mind the ogres' "
#| "brutality. Little is known about their biology or society, if they can "
#| "truly be said to have one, but they are said to attack alongside wolves "
#| "and other beasts. Whether this is a sign of cooperation, domestication, "
#| "or simply mutual opportunism is not known."
msgid ""
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
"the Great Continent. Physically, they resemble humans and orcs but are "
"larger and stronger. Even their adolescents are more than a match for most "
"men. Ogres are distrusted in many populated areas and usually either avoid "
"them or are driven out by force. Instead, they lurk the mountainous areas on "
"the edges of civilization, where hungry ogre bandits provide a constant "
"threat to travelers and caravans. While ogres are not particularly "
"intelligent or quick, their toughness and physical strength make them a "
"valuable asset in the armies of other races. They are especially valued by "
"more ruthless commanders who dont mind the ogres brutality. Little is "
"known about their biology or society, if they can truly be said to have one, "
"but they are said to attack alongside wolves and other beasts. Whether this "
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
"known."
msgstr ""
"Ogrovi su divlja i necivilizovana rasa što prebiva uglavnom po divljinama "
"Velikog kontinenta. Fizički nalikuju ljudima i orkovima, ali su veći i jači. "
"Čak su i mladi ogrovi više nego ravni većini ljudi. U mnogim naseljenim "
"područjima ne trpe ogrove, tako da ih ogrovi što izbegavaju što bivaju silom "
"izbacivani. Umesto toga vrebaju u planinskim oblastima na rubovima "
"civilizacije, gde su gladni ogrovski razbojnici stalna pretnja putnicima i "
"karavanima. Iako ogrovi nisu posebno oštroumni niti brzi, zbog svoje "
"žilavosti i fizičke snage rado su viđeni u vojskama drugih rasa. Posebno ih "
"cene bezobzirniji zapovednici kojima ne smeta ogrovska surovost. Malo se zna "
"o biologiji i društvenim odnosima ogrova, ako se uopšte može reći da ih "
"imaju, ali se priča da napadaju zajedno sa vukovima i drugim zverima. Da li "
"je to znak saradnje, pripitomljavanja ili prosto obostranog oportunizma, "
"nije poznato."
#. [race]: id=orc
#: data/core/units.cfg:328
msgid "race^Orc"
msgstr "ork"
#. [race]: id=orc
#: data/core/units.cfg:329
msgid "race+female^Orc"
msgstr "orkinja"
#. [race]: id=orc
#: data/core/units.cfg:330
msgid "race^Orcs"
msgstr "orkovi"
#. [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 "
#| "its most commonly used to trade insults or threats among tribal "
#| "leaders.\n"
#| "\n"
#| "Orc societies are based on little else but strength; might makes right, "
#| "and a leader leads and survives only as long as no one manages to wrest "
#| "the title from him. A constant struggle for power simmers among potential "
#| "tribal chiefs. An orcish leader rarely lives more than a handful of years "
#| "to enjoy his absolute authority before being killed for his position — "
#| "although history knows some notable exceptions. Orcs hold no particular "
#| "honor code and while indisputable raw strength is usually the preferred "
#| "method of displaying power, assassination, poisoning and backstabbing are "
#| "completely viable means to further ones own goals.\n"
#| "\n"
#| "Orcs mostly live in rural areas, often in foothills or mountainous "
#| "regions, sometimes in caves. They grow no crops nor keep livestock, but "
#| "are competent hunters as a result of their physical stature and "
#| "brutality. Due to their large numbers they are capable of hunting an area "
#| "virtually clean of anything larger than rodents in relatively short "
#| "period of time. Due to this and their unstable leadership, orcish tribes "
#| "tend to lead a semi-nomadic lifestyle, never settling in one region for "
#| "too long. The larger tribes may establish themselves firmly in an area "
#| "for years or even decades and build large encampments almost resembling "
#| "cities, but even these are easily dismantled and abandoned if there is a "
#| "need to relocate the horde.\n"
#| "\n"
#| "The oldest known orcs have been around 50 to 60 years of age, but very "
#| "few individuals ever live to see over two or three decades before meeting "
#| "their end either in war or by the hand of one of their kin. The oldest "
#| "orcs are often shamans, which are perhaps the only ones most of their "
#| "kind sees as being trustworthy and neutral. The origins of this custom "
#| "are unknown, as the shamans do not directly contribute much to orcish "
#| "societies but only act as advisors — not something orcs tend to otherwise "
#| "tolerate. Shamans are in many ways the opposite of most other orcs: they "
#| "are often physically withered and frail in comparison and lack skill in "
#| "battle. Despite their reliance on raw strength, not nearly all orcs are "
#| "destined to grow to possess any. Many orcs are born smaller and weaker "
#| "than the rest, and already almost as newborns are put in their place by "
#| "their stronger siblings. The stronger ones will routinely grab most of "
#| "the food and thus grow stronger still, while their weaker siblings do "
#| "not. Many of these individuals tend to specialize in other skills, like "
#| "archery or assassination."
msgid ""
"In appearance, orcs resemble humans but with some bestial features. They are "
"taller, sturdier and stronger than humans. They are warlike, savage, and "
"cruel by nature. Their blood is darker and thicker than that of humans, and "
"they have little care for personal hygiene or their personal appearance. "
"Although Orcs are violent even among themselves, they are pack-oriented; an "
"orc never travels alone or lives in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc is a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"its most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further ones own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle.\n"
"\n"
msgstr ""
"Orkovi su pola nalik ljudima, pola zverima. Viši su, kršniji i snažniji od "
"ljudi, a po naravi ratoborni, divlji i okrutni. Krv im je tamnija i gušća od "
"čovekove, i nimalo se ne osvrću na ličnu higijenu ili pojavu. Iako su "
"nasilni i jedni prema drugima, čoporski su nastrojeni; jedan ork nikada ne "
"putuje sâm niti bivstvuje u družinama manjim od po desetka.\n"
"\n"
"<header>text='Društvo'</header>\n"
"Gotovo je svaki ork član nekog plemena ili klana. Odnosi među susednim "
"plemenima obično su nasilni, osim kada im zajednički neprijatelj zapreti "
"opstanku ili im veliko haranje na vidiku nadjača međusobne netrpeljivosti. "
"Povremeno, dogodi se da pojedini snažni poglavica uspostavi vlast i povede "
"više plemena, obično zastrašivanjem sledbenika. U vreme mira, orkovsko je "
"pleme usredsređeno poglavito na sopstveno jačanje u iščekivanju narednog "
"oružanog sukoba. Poznato je da orkovi poseduju grubu pismenost — obično "
"krvlju beleženom — iako se najvećma koristi za razmenu uvreda i pretnji među "
"plemenskim vođima.\n"
"\n"
"Orkovsko društvo zasniva se na malo čemu do snage; jači je u pravu, i vođ "
"vodi i opstaje samo dok mu niko ne može prigrabiti položaj. Neprekidna borba "
"za vlast ključa među izglednim plemenskim glavama. Retkost je orkovski vođ "
"koji poživi više od nekoliko godina uživajući u svojoj potpunoj vlasti, pre "
"nego ga drugi poseče u borbi za isto mesto — mada istorija beleži istaknute "
"izuzetke. Orkovi nemaju posebnog kôda časti, i dok se neosporivoj sirovoj "
"snazi obično daje prednost u ispoljavanju moći, atentati, trovanja i udari s "
"leđa potpuno su očekivani načini za postizanje ciljeva.\n"
"\n"
"Uobičajena staništa orkovima su područja u udolinama ili planinskim "
"oblastima, a ponekad pećine. Ne gaje useve niti drže stoku, ali su sposobni "
"lovci, zahvaljujući fizičkom stasu i okrutnosti. Usled svoje mnogobrojnosti, "
"umeju za kratko vreme izloviti područje gotovo nenaseljeno bilo čim većim od "
"glodarâ. Zaslugom toga i nestabilnosti vođstva, orkovska plemena teže "
"polunomadskom načinu života, nikad se ne zadržavajući predugo na istom "
"ognjištu. Viđena su veća plemena koja se tokom godina čvrsto ukorene na "
"nekom području, te podignu velike tabore skoro nalik gradovima, ali se čak i "
"takva lako razobliče i napuste čim naiđe potreba za premeštanje horde.\n"
"\n"
"Najstariji poznati orkovi doživeli su 50 do 60 leta, ali tek šačica "
"pojedinaca dočeka preko dve ili tri decenije pre susreta sa sudbinom, ili u "
"ratu ili od ruke nekog od svojih sunarodnika. Stari orkovi su obično šamani, "
"kao možda jedini na koje njihovi sunarodnici gledaju sa poverenjem i bez "
"neprijateljstva. Izvori ovakvog običaja nisu poznati, kako šamani malo "
"neposredno doprinose orkovskom društvu, već deluju kao savetnici — što "
"orkovi nemaju običaj da trpe. Šamani su u mnogom pogledu suprotnost drugim "
"orkovima: često su fizički sasušeni i krhki u poređenju, i nedostaje im "
"veštine za boj. Bez obzira na okrenutost sirovoj snazi, ne rađaju se baš svi "
"orkovi obdareni njome. Nemalo ih se izrodi manjih i slabijih, i već kao "
"novorođenčad snažniji srodnici postave ih na njihovo mesto. Jači će bez "
"osvrtanja grabiti veći deo hrane i tako još jačati, za razliku od slabijih. "
"Mnogi ovakvi pojedinci usavršavaju druge veštine, kao što su streljaštvo ili "
"ubijanje iz potaje."
#. [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 "patuljci"
#. [race]: id=raven
#: data/core/units.cfg:352
#, fuzzy
#| msgid "race+female^Drake"
msgid "race+female^Raven"
msgstr "zmaga"
#. [race]: id=raven
#: data/core/units.cfg:353
#, fuzzy
#| msgid "race^Dwarves"
msgid "race^Ravens"
msgstr "patuljci"
#. [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 "trol"
#. [race]: id=troll
#: data/core/units.cfg:366
msgid "race+female^Troll"
msgstr "trolkinja"
#. [race]: id=troll
#: data/core/units.cfg:367
msgid "race^Trolls"
msgstr "trolovi"
#. [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 ""
"Trolovi su prastara stvorenja, od najstarijih rasa za koje se zna da su "
"naseljavale Veliki kontinent. Veliki, tromi i prostodušni, provode izrazito "
"duge živote unutar dubokih pećina ili povrh visokih planina. Jedinstvena "
"osobina trolova jeste unutrašnja životnost koja ih održava i zalečuje "
"povrede. To ih nagoni bivstvovanju sasvim drugačijem od gotovo bilo kojeg "
"drugog znanog bića. Stvarne potrebe su im malobrojne, tek malo hrane i vode, "
"te nemaju drugih delatnih pobuda zaštite od prema njima neprijateljski "
"nastrojenih. Iz ovoga sledi da se retko brinu oko bilo čega, provodeći veći "
"deo dana u spavanju i razmatranju. Trolovi su na čudan način naklonjeni "
"prirodi — ne tiču ih se, kao vilenjaka, žive tvari, već tlo i stenje. Takođe "
"ispoljavaju znatiželju prema svom okruženju, da mnogi mlađi štenci uživaju "
"putujući i razgledajući sveta. Kako stare, trolovi postaju sve bezvoljniji, "
"postepeno gubeći zanimanje za svet što ih okružuje i provodeći sve više "
"vremena dremajući u tihom, poznatom kutku svoje domaće pećine. I tako sve "
"dok tiho ne zgasnu, dok im se sama tela polako pretvaraju u beživotne kamene "
"kipove.\n"
"\n"
"Mnogi na trolove gledaju kao na tek nešto više od još jedne rase divljih "
"nemani. Ovu uobičajenu zabludu delom podstiču orkovi kako bi nagnali trolove "
"da se pridruže njihovim vojskama. Kako su trolovi srazmerno naivni i ne "
"razumeju puteve drugih rasa, da ih ponekad čak ne umeju ni razlikovati, "
"orkovskoj je družini obično lako ubediti skupinu trolova da će, pridruživši "
"im se, moći da se osvete onima koji ih ranije loviše. Tako stečeni saborci "
"zatim se upućuju u napad na bilo koga trenutno suprotstavljenog samim "
"orkovima, bilo da su zaista neprijatelji i trolovima ili ne, tako "
"nakupljajući još više neprijatelja zavaranim trolovima. Najčešći suparnik "
"trolovima su patuljci, dve rase među kojima vlada drevna mržnja.\n"
"\n"
"<header>text='Rasprostranjenost'</header>\n"
"Trolovi prebivaše u planinama Velikog kontinenta duže od patuljaka koji tu "
"pristigoše. Uobičajen su prizor na planinskim vencima severno i istočno od "
"Vesnota, i kuda god se kreću orkovske horde."
#. [race]: id=undead
#: data/core/units.cfg:388
msgid "race^Undead"
msgstr "nemrtav"
#. [race]: id=undead
#: data/core/units.cfg:389
msgid "race+female^Undead"
msgstr "nemrtva"
#. [race]: id=undead
#: data/core/units.cfg:390
msgid "race+plural^Undead"
msgstr "nemrtvi"
#. [race]: id=undead
#: data/core/units.cfg:391
#, fuzzy
#| msgid ""
#| "Undead are not really a single race of creatures, although often treated "
#| "as such. Almost any dead creature can, by a sufficiently skilled "
#| "necromancer, be reanimated and rise again in undeath. Undead are for the "
#| "most part unnatural but mindless constructs, obeying whoever created them "
#| "without question nor thought. A greater mystery of necromancy is in how "
#| "constructs are sustained without continuous effort from the necromancer. "
#| "An undead creature does not require the constant attention of the "
#| "necromancer to command and sustain, but can work autonomously according "
#| "to the commands of its master. Only rarely, perhaps once every few "
#| "months, does the necromancer need to maintain his creation.\n"
#| "\n"
#| "Necromancy is almost solely limited to humans. Even the legends of "
#| "magically apt races like elves and mermen tell of very few of their kind "
#| "who have ever delved in the dark arts. It is surmised that necromantic "
#| "magic requires great adaptability and a flexible mind, extremes of which "
#| "are most commonly found in humans. The ultimate goal of most necromancers "
#| "is to turn the same art of preserving and imbuing life upon themselves, "
#| "to alter themselves at whatever cost, to ultimately escape death by "
#| "preserving their own mind and spirit.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "While undead lords arrived on the Great Continent in considerable numbers "
#| "only in the wake of Haldric I, they were not completely unheard of by "
#| "elves and dwarves before that."
msgid ""
"Undead are not really a single race of creatures, although often treated as "
"such. 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 ""
"Nemrtvi nisu zbilja jedinstvena rasa, ali su stvorenja često držana za "
"takva. Dovoljno izvešten nekromant može povratiti i podići u nesmrt gotovo "
"svako mrtvo stvorenje. Nemrtvi su pretežno protivprirodne ali beslovesne "
"tvorevine, štujući bez pitanja i promisli onoga koji ih je stvorio. Velika "
"je tajna nekromantije kako se ove tvorevine mogu održavati bez trajnog "
"napora nekromanata. Za održavanje i komandovanje nemrtvim stvorenjem "
"nekromantu nije neophodna neprekidna posvećenost, već ona mogu samostalno "
"izvršavati volju svoga gospodara. Tek povremeno, možda jednom u nekoliko "
"meseci, nekromant mora da poradi na svojoj tvorevini.\n"
"\n"
"Nekromantija je bezmalo potpuno u vlasti ljudi. Čak i predanja o magiji "
"vičnim rasama poput vilenjaka ili morejaca, retko zbore o nekima od njihove "
"sorte što se baviše mračnim zanatom. Nagađa se da nekromantska magija "
"zahteva znatnu prilagodljivost i visprenost uma, do krajnjosti koje se "
"najčešće nalaze u ljudi. Konačni je naum većine nekromanata okretanje iste "
"te veštine očuvavanja i prožimanja životom k njima samima, izmenivši se bez "
"obzira na cenu, bežeći smrti održavanjem sopstvenog uma i duha.\n"
"\n"
"<header>text='Rasprostranjenost'</header>\n"
"Dok nemrtvi gospodari pristigoše na Veliki kontinent u znatnom broju tek na "
"tragu Haldrika I, nije da se o njima i pre toga nije ponešto čulo među "
"vilenjacima i patuljcima."
#. [race]: id=wolf
#: data/core/units.cfg:404
msgid "race^Wolf"
msgstr "vuk"
#. [race]: id=wolf
#: data/core/units.cfg:405
msgid "race+female^Wolf"
msgstr "vučica"
#. [race]: id=wolf
#: data/core/units.cfg:406
msgid "race^Wolves"
msgstr "vukovi"
#. [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 "iver"
#. [race]: id=wose
#: data/core/units.cfg:417
msgid "race^Woses"
msgstr "iveri"
#. [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 maks. UP"
#. [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 "nemrtvost"
#. [lua]: on_hit
#: data/lua/stun.lua:26
msgid "stunned"
msgstr ""
#: src/help/help.cpp:211
msgid "Close"
msgstr "Zatvori"
#: src/help/help.cpp:215
msgid "Help"
msgstr "Pomoć"
#: 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 "Greška pri raščlanjivanju teksta pomoći: "
#: 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] ""
msgstr[2] ""
msgstr[3] ""
#: 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"
"Posebne napomene:"
#: src/help/help_topic_generators.cpp:193
#, fuzzy
#| msgid "Terrain"
msgid "Base Terrain: "
msgstr "teren"
#: src/help/help_topic_generators.cpp:213
#, fuzzy
#| msgid "Movement Cost"
msgid "Movement properties: "
msgstr "trošak kretanja"
#: src/help/help_topic_generators.cpp:217
msgid "Defense properties: "
msgstr ""
#: src/help/help_topic_generators.cpp:297
#, fuzzy
#| msgid "level"
msgid "Level"
msgstr "nivo"
#: src/help/help_topic_generators.cpp:361
msgid "Advances from: "
msgstr "napreduje iz: "
#: src/help/help_topic_generators.cpp:363
#, fuzzy
#| msgid "Advances from: "
msgid "Advances to: "
msgstr "napreduje iz: "
#: src/help/help_topic_generators.cpp:392
#, fuzzy
#| msgid "Terrain"
msgid "Base unit: "
msgstr "teren"
#: src/help/help_topic_generators.cpp:397
#, fuzzy
#| msgid "Terrain"
msgid "Base units: "
msgstr "teren"
#: src/help/help_topic_generators.cpp:415
#, fuzzy
#| msgid "Factions:"
msgid "Variations: "
msgstr "frakcije:"
#: src/help/help_topic_generators.cpp:439
msgid "race^Miscellaneous"
msgstr "razni"
#: src/help/help_topic_generators.cpp:441
msgid "Race: "
msgstr "rasa: "
#: src/help/help_topic_generators.cpp:511
msgid "Abilities: "
msgstr "sposobnosti: "
# well-spelled: спос
#: src/help/help_topic_generators.cpp:537
msgid "Ability Upgrades: "
msgstr "dogradnje spos.: "
#. 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 "UP: "
#. 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 "kretanje: "
#. 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 "Swarming"
msgid "Jamming:"
msgstr "rojenje"
#. 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 "košta: "
#. 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 "poredak: "
#. 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 "traži IP: "
# >> Title to table of attacks.
#: src/help/help_topic_generators.cpp:616
msgid "unit help^Attacks"
msgstr "Napadi"
#: src/help/help_topic_generators.cpp:623
msgid "unit help^Name"
msgstr "naziv"
#: src/help/help_topic_generators.cpp:624
msgid "Strikes"
msgstr "udari"
#: src/help/help_topic_generators.cpp:625
msgid "Range"
msgstr "domet"
#: src/help/help_topic_generators.cpp:626
msgid "Type"
msgstr "tip"
#: src/help/help_topic_generators.cpp:627
msgid "Special"
msgstr "posebno"
# >> Title to table of resistances.
#: src/help/help_topic_generators.cpp:702
msgid "Resistances"
msgstr "Otpornosti"
#: src/help/help_topic_generators.cpp:706
msgid "Attack Type"
msgstr "tip napada"
#: src/help/help_topic_generators.cpp:707
msgid "Resistance"
msgstr "otpornost"
#: src/help/help_topic_generators.cpp:737
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Modifiers"
msgstr "terenski modifikatori"
#: src/help/help_topic_generators.cpp:741
msgid "Terrain"
msgstr "teren"
#: src/help/help_topic_generators.cpp:742
msgid "Defense"
msgstr "odbrana"
#: src/help/help_topic_generators.cpp:743
msgid "Movement Cost"
msgstr "trošak kretanja"
#: src/help/help_topic_generators.cpp:747
#, fuzzy
#| msgid "Defense"
msgid "Defense Cap"
msgstr "odbrana"
#: 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 "prvi udar"
#, fuzzy
#~| msgid "Second Watch"
#~ msgid "second verse"
#~ msgstr "druga straža"
#~ msgid "Flat"
#~ msgstr "ravnica"
#~ msgid "Village"
#~ msgstr "selo"
#, 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 ""
#~ "Vođstvo:\n"
#~ "Jedinica može zapovedati jedinicama do nje, kako bi se one bolje borile.\n"
#~ "\n"
#~ "Susedne jedinice nižeg nivoa biće umešnije u borbi. Susedna jedinica "
#~ "nižeg nivoa od prijateljske jedinice-vođa, praviće 25% više štete u "
#~ "napadu po nivou razlike među njima."
#~ msgid "The Battle for Wesnoth Help"
#~ msgstr "Pomoć „Boja za Vesnot“"
#, fuzzy
#~| msgid " green if it hasnt moved this turn,"
#~ msgid "• <bold>text='Green'</bold> if it hasnt moved this turn."
#~ msgstr " zelena, ako se jedinica nije pomerila u toku poteza,"
#, fuzzy
#~| msgid " yellow if it has moved, but could still move further or attack, or"
#~ msgid ""
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
#~ "further or attack."
#~ msgstr " žuta, ako se jeste pomerila, ali se još može kretati ili napasti,"
#~ msgid "Orbs"
#~ msgstr "Kuglice"
#~ 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 ""
#~ "Povrh energotrake prikazane pored svake vaše jedinice, stoji kuglica. Za "
#~ "jedinice pod vašom upravom, kuglica je:"
#, fuzzy
#~| msgid ""
#~| " red if it can no longer move or attack, or the user ended the units "
#~| "turn."
#~ msgid ""
#~ " red if it can no longer move or attack, or the user ended the units "
#~ "turn."
#~ msgstr ""
#~ " crvena, ako se više ne može pomerati niti napadati, ili joj je igrač "
#~ "okončao potez, i"
#~ msgid " blue if the unit is an ally you do not control."
#~ msgstr " plava, ako je jedinica saveznik kojim ne upravljate."
#, fuzzy
#~| msgid " Enemy units have no orb on top of their energy bar."
#~ msgid " Enemy units have no orb on top of their energy bar."
#~ msgstr " Neprijateljske jedinice nemaju ovakve kuglice."
#, 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"
#~ "zadaje ili prebacuje stranu igrača između čoveka i VI. Igrač/klijent koji "
#~ "upravlja tom stranom mora da izda ovu naredbu. Ako se drugi parametar ne "
#~ "zada, obrće između čoveka i VI; ako je on, upravljač postaje VI, a uz "
#~ "off čovek. Spada na trenutno aktivnu stranu ako se ne zada ni jedan "
#~ "parametar.\n"
#~ "\n"
#, fuzzy
#~| msgid ""
#~| "Compared to humans, elves are somewhat taller, more agile but less "
#~| "sturdy. They have slightly pointy ears, pale skin and usually blond "
#~| "hair. Few differences between humans and elves are more pronounced than "
#~| "the Elves unusually long life — most, unless claimed by illness, "
#~| "accident or war, live a full two and a half centuries. While some elves "
#~| "possessing a high magical aptitude have been known to live an additional "
#~| "full century, most elves begin to grow physically frail at some point "
#~| "between 250 and 300 years of age and pass away rapidly (generally within "
#~| "a year or two) thereafter.\n"
#~| "\n"
#~| "Elves are naturally imbued with magic to a small degree. Though most are "
#~| "unable to channel it directly, its latent presence gives them their keen "
#~| "senses and long life. Many elves have magic-driven talents such as "
#~| "marksmanship or stealth, allowing them to achieve tasks that most normal "
#~| "beings would find astonishing. Those elves that learn to wield this "
#~| "power in more general ways can become truly formidable in its use. Many "
#~| "choose to use their gift to heal others.\n"
#~| "\n"
#~| "A few elves, venturing far down the paths of magic and mysticism, become "
#~| "sensitive to the presence of cold iron and can even be burned by it. "
#~| "Elvish legend hints that this was more common in the far past.\n"
#~| "\n"
#~| "Elves spend much of their time honing their talents and skills. Those "
#~| "not adept at the magical arts typically devote their time honing their "
#~| "physical skills. As a result, elves excel at archery, which is perhaps "
#~| "their most important method of warfare. Most elvish troops carry a bow "
#~| "and no other race can rival their archers in speed and accuracy. All "
#~| "elves also share an intense affection for unspoiled nature. They often "
#~| "feel uncomfortable in open unvegetated spaces. They live primarily in "
#~| "the forests of the Great Continent; the Aethenwood in the southwest, "
#~| "Wesmere in the northwest, and the great northern woods of which the "
#~| "Lintanir Forest is the southernmost edge.\n"
#~| "\n"
#~| "Elves are the eldest race of the continent, with the possible exception "
#~| "of trolls. Many of their settlements cannot be reliably dated, "
#~| "undoubtedly having existed for over a millennium."
#~ msgid ""
#~ "Compared to humans, elves are somewhat taller, more agile but less "
#~ "sturdy. They have slightly pointy ears, pale skin and usually blond hair. "
#~ "Few differences between humans and elves are more pronounced than the "
#~ "Elves unusually long life — most, unless claimed by illness, accident or "
#~ "war, live a full two and a half centuries. While some elves possessing a "
#~ "high magical aptitude have been known to live an additional full century, "
#~ "most elves begin to grow physically frail at some point between 250 and "
#~ "300 years of age and pass away rapidly (generally within a year or two) "
#~ "thereafter.\n"
#~ "\n"
#~ "Elves are naturally imbued with magic to a small degree. Though most are "
#~ "unable to channel it directly, its latent presence gives them their keen "
#~ "senses and long life. Many elves have magic-driven talents such as "
#~ "marksmanship or stealth, allowing them to achieve tasks that most normal "
#~ "beings would find astonishing. Those elves that learn to wield this power "
#~ "in more general ways can become truly formidable in its use. Many choose "
#~ "to use their gift to heal others.\n"
#~ "\n"
#~ "A few elves, venturing far down the paths of magic and mysticism, become "
#~ "sensitive to the presence of cold iron and can even be burned by it. "
#~ "Elvish legend hints that this was more common in the far past.\n"
#~ "\n"
#~ "Elves spend much of their time honing their talents and skills. Those not "
#~ "adept at the magical arts typically devote their time honing their "
#~ "physical skills. As a result, elves excel at archery, which is perhaps "
#~ "their most important method of warfare. Most elvish troops carry a bow "
#~ "and no other race can rival their archers in speed and accuracy. All "
#~ "elves also share an intense affection for unspoiled nature. They often "
#~ "feel uncomfortable in open, unvegetated spaces. They live primarily in "
#~ "the forests of the Great Continent; the Aethenwood in the southwest, "
#~ "Wesmere in the northwest, and the great northern woods of which the "
#~ "Lintanir Forest is the southernmost edge.\n"
#~ "\n"
#~ "Elves are the eldest race of the continent, with the possible exception "
#~ "of trolls. Many of their settlements cannot be reliably dated, "
#~ "undoubtedly having existed for over a millennium."
#~ msgstr ""
#~ "Naspram ljudi, vilenjaci su nešto viši rastom, okretniji, ali nežnije "
#~ "građe. Uši su im neznatno zašiljene, ten bled, a kosa uglavnom plava. "
#~ "Malo je razlika između ljudi i vilenjaka izrazitijih od neobično dugog "
#~ "veka potonjih — ne ophrva li ih bolest, udes ili rat, obično požive dva i "
#~ "po stoleća. Dok su poznati vilenjaci visokih magijskih sklonosti koji su "
#~ "dočekali i kraj trećeg stoleća, većina počinje fizički da posustaje "
#~ "između dvadesetpete i tridesete decenije, da bi potom ubrzano svenuli za "
#~ "nepunu godinu ili dve.\n"
#~ "\n"
#~ "Vilenjaci su u maloj meri prirodno prožeti magijom. Iako se pretežno ne "
#~ "umeju njome neposredno služiti, njeno potajno prisustvo pruža im oštra "
#~ "čula i dug vek. Magija u vilenjaka potpomaže i izvesne veštine, poput "
#~ "streljaštva ili prikrivanja, omogućavajući postignuća u njima većini "
#~ "ovosvetskih bića zapanjujućim. Vilenjaci koji se nauče opštijim načinima "
#~ "upotrebe ove moći mogu postati njeni istinski vladari. Mnogi izaberu da "
#~ "svoj dar primene u vidanju drugih.\n"
#~ "\n"
#~ "Poneki vilenjak, koji se duboko otisne stazama magije i misticizma, "
#~ "postane osetljiv na prisustvo hladnog gvožđa toliko da ga ovo može opeći. "
#~ "Vilenjačka predanja nagoveštavaju češću pojavu ovoga u dalekoj "
#~ "prošlosti.\n"
#~ "\n"
#~ "Vilenjaci provode puno vremena izoštravajući svoju nadarenost i veštine. "
#~ "Oni koji nisu pristali magijskim umećima obično se posvećuju fizičkim "
#~ "veštinama. Ishod toga je vilenjačko nenadmašno streljaštvo, možda njihov "
#~ "najznačajniji ratnički pravac. Gotovo svi vilenjački borci nose luk, a "
#~ "nijedna se druga rasa ne može meriti s vilin-strelcima po hitrosti i "
#~ "preciznosti. Svi vilenjaci takođe dele silnu privrženost neiskvarenoj "
#~ "prirodi. Često se osećaju neprijatno na pustim neozelenjenim prostorima. "
#~ "Uglavnom žive po šumama Velikog kontinenta: u Etenvudu na jugozapadu, "
#~ "Vesmeru na severozapadu, i velikim severnim šumama Lintanira.\n"
#~ "\n"
#~ "Vilenjaci su najdrevnija rasa kontinenta, moguće s izuzetkom trolova. "
#~ "Mnogim vilenjačkim naseobinama nije moguće pouzdano proceniti starost, "
#~ "koja se zasigurno proteže više od milenijuma."
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ " option at the title screen.\n"
#~ "\n"
#~ "<header>text='What you get'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Pure Map Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Scenario Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Cores</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid "race^Orc"
#~ msgid "race^Roc"
#~ msgstr "ork"
#, fuzzy
#~| msgid "race+female^Orc"
#~ msgid "race+female^Roc"
#~ msgstr "orkinja"
#, fuzzy
#~| msgid "race^Orcs"
#~ msgid "race^Rocs"
#~ msgstr "orkovi"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Order and Number of Strikes'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Multiplayer Modifications</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Redosled i broj udara'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Pure Map Mode</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Scenario Mode</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid "Fundamentals of Gameplay"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Fundamentals of Gameplay</big>\n"
#~ "\n"
#~ msgstr "Temelji izvođenja"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Chance to Hit</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Basic Terrain Types</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Mixed Terrain Types</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Defense Caps</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Basic Terrain Types</big>\n"
#~ "\n"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Izgledi za pogodak'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text=Damage</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Campaigns and Scenarios</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text=Šteta</header>"
#~ msgid "race^Mermen"
#~ msgstr "morejci"
#~ msgid "ingame_help_item^Contributors"
#~ msgstr "Doprinosioci"
#, fuzzy
#~| msgid "race^Human"
#~ msgid "race^Khalifate Human"
#~ msgstr "čovek"
#, fuzzy
#~| msgid "race+female^Human"
#~ msgid "race+female^Khalifate Human"
#~ msgstr "čovek"
#, fuzzy
#~| msgid "race+plural^Mechanical"
#~ msgid "race+plural^Khalifate"
#~ msgstr "mašine"
#~ msgid "female^nightstalk"
#~ msgstr "vrebanje"
#, fuzzy
#~| msgid ""
#~| "Plague:\n"
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
#~| "unit identical to and on the same side as the unit with the Plague "
#~| "attack. This doesnt work on Undead or units in villages."
#~ msgid ""
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
#~ "unit identical to and on the same side as the unit with the Plague "
#~ "attack. This doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Kuga:\n"
#~ "Kada jedinica nastrada pod napadom kuge, biva zamenjena istovetnom "
#~ "jedinicom ali na strani one koja je bacila kugu. Ne radi na nemrtvima ili "
#~ "jedinicama u selu."
#~ msgid "Intelligent"
#~ msgstr "oštroumnost"
#~ msgid "Quick"
#~ msgstr "hitrost"
#~ msgid "Resilient"
#~ msgstr "žilavost"
#~ msgid "Strong"
#~ msgstr "kršnost"
#~ msgid "Fearless"
#~ msgstr "neustrašivost"
#~ msgid "Feral"
#~ msgstr "neukroćenost"
#~ msgid "Loyal"
#~ msgstr "odanost"
#~ msgid "trait^Undead"
#~ msgstr "nemrtvost"
#~ msgid "trait^Mechanical"
#~ msgstr "mehaničnost"
#~ msgid "trait^Elemental"
#~ msgstr "elementarnost"
#~ msgid "Dextrous"
#~ msgstr "spretnost"
#~ msgid "Healthy"
#~ msgstr "zdravlje"
#~ msgid "Dim"
#~ msgstr "priglupost"
#~ msgid "Slow"
#~ msgstr "tromost"
#~ msgid "Weak"
#~ msgstr "krhkost"
#~ msgid "trait^Aged"
#~ msgstr "starost"
#, 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 ""
#~ "Vaše jedinice će neizbežno trpeti oštećenja u borbi. Kada jedinica "
#~ "<ref>dst='experience_and_advancement' text='isprednjači'</ref>, biće "
#~ "potpuno izlečena. Do ovoga može doći kad god završi borbu sa protivnikom, "
#~ "bez obzira da li je vaš potez ili ne. Vesnot pruža i nekoliko drugih "
#~ "mogućnosti za lečenje, koje se sve odigravaju na početku vašeg poteza, "
#~ "pre nego što preuzmete komandu."
#~ msgid "Factions"
#~ msgstr "Frakcije"
#~ msgid "Overview"
#~ msgstr "Pregled"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, its best to click the <bold>text='Tutorial'</bold> button "
#~ "at the main menu. This will take you to the interactive tutorial, which "
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
#~ "you play the Heir to the Throne campaign first — click "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Za početak, najbolje je da kliknete na dugme <italic>text='Podučavanje'</"
#~ "italic> u glavnom meniju. To će vas odvesti u interaktivno podučavanje, "
#~ "gde ćete biti naučeni osnovama Vesnota. Potom, preporučujemo da prvo "
#~ "odigrate pohod „Naslednik prestola“ — kliknite na <italic>text='Pohod'</"
#~ "italic>, pa <italic>text='Naslednik prestola'</italic>. Kako "
#~ "<italic>text='Boj za Vesnot'</italic> može biti vrlo izazovan, možete se "
#~ "odlučiti da počnete od <italic>text='lakog'</italic>."
#~ msgid ""
#~ "These pages outline all you need to know to play <italic>text='Battle for "
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
#~ "the game. As you play the game, new information is added to these pages "
#~ "as you come across new aspects of the game. For more detailed information "
#~ "on special situations and exceptions, please follow the links included."
#~ msgstr ""
#~ "Ove stranice pružaju osvrt na sve što je nephodno da znate da biste "
#~ "zaigrali <italic>text='Boj za Vesnot'</italic> — način igranja i osnovnu "
#~ "mehaniku koja pogoni igru. Dok budete igrali, stranice će biti "
#~ "dopunjavane podacima koji će predstavljati nove uglove igre na koje "
#~ "budete nailazili. Zaželite li detaljnije informacije o posebnim "
#~ "okolnostima i izuzecima, možete ispratiti ubačene veze."
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
#~ "follow on from each other, telling a story. In a campaign, you often need "
#~ "to play more carefully, preserving your best troops so that they can be "
#~ "used again in later scenarios in the campaign."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Pohodi'</italic> se sastoje od više scenarija koji se "
#~ "nastavljaju jedan na drugi, pletući svoju priču. U pohodima često morate "
#~ "igrati opreznije, čuvajući svoje najbolje snage kako biste ih mogli "
#~ "upotrebiti u nastupajućim scenarijima."
#~ 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 ""
#~ "Igra se proteže preko niza bitaka, koje se nazivaju "
#~ "<italic>text='scenarijima'</italic>. Svaki scenario sudara vaše snage sa "
#~ "snagama jednog ili više suparnika. Možete igrati protiv računara, ili "
#~ "prijateljâ koji se po potezima smenjuju ispred računara (tzv. usijana "
#~ "igra). Ako vam je računar povezan u mreži, možete takođe igrati sa "
#~ "drugima povezanim u istu tu mrežu. Ako imate vezu sa Internetom, možete "
#~ "igrati sa ljudima širom sveta."
#~ msgid "Experience and Advancement"
#~ msgstr "Iskustvo i napredovanje"
#~ 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"
#~ "Jedinice istaknutog <italic>text='zdravlja'</italic> imaju 1 UP plus 1 UP "
#~ "po nivou više nego obične, i zaceljuju uobičajena 2 UP posle svakog "
#~ "poteza u kome se nisu borile. Takođe trpe za četvrt manje štete od otrova."
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='Jedinice s ovim posebnim napadom'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='Jedinice s ovom sposobnošću'</header>"
#~ msgid "Leaders:"
#~ msgstr "vođ:"
#~ msgid "Recruits:"
#~ msgstr "regruti:"
#~ msgid "Era:"
#~ msgstr "epoha:"
#~ msgid "Factions:"
#~ msgstr "frakcije:"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Frakcije se koriste samo u višeigranju"
#~ msgid " < Back"
#~ msgstr " < Nazad"
#~ msgid "Forward >"
#~ msgstr "Napred >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Uput na nepoznatu temu: "
#~ msgid "corrupted original file"
#~ msgstr "iskvarena izvorna datoteka"
#~ msgid "Caste"
#~ msgstr "kasta"
#~ msgid ""
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
#~ "text='Drake Fighter'</ref>."
#~ msgstr ""
#~ "Jedan od pojavnih oblika zmagova: može postati ili <ref>dst='unit_Drake "
#~ "Clasher' text='sudarač'</ref> ili <ref>dst='unit_Drake Fighter' "
#~ "text='borac'</ref>."
#~ msgid "Aerie"
#~ msgstr "aerijum"
#~ msgid ""
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
#~ "text='breeding pens'</ref>."
#~ msgstr ""
#~ "Vrlo velika građevina nalik na zamak, koja je dom <ref>dst='flight' "
#~ "text='letu'</ref>. Sadrži <ref>dst='breeding_pen' text='plodnike'</ref>."
#~ msgid "Breeding Pen"
#~ msgstr "plodnik"
#~ msgid ""
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
#~ "<ref>dst='dominant' text='Dominant'</ref>s eye."
#~ msgstr ""
#~ "Odeljak <ref>dst='aerie' text='aerijuma'</ref> u kojem beslovesne "
#~ "<ref>dst='breeder' text='rasplodnice'</ref> bivstvuju pod okom "
#~ "<ref>dst='dominant' text='nadmoćnika'</ref>."
#~ msgid "Breeding Cycle"
#~ msgstr "rasplodni ciklus"
#~ msgid ""
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
#~ "the next."
#~ msgstr ""
#~ "Vreme koje prođe između dva polaganja <ref>dst=egg text='jaja'</ref>."
#~ msgid "World Ocean"
#~ msgstr "Svetski okean"
#~ msgid ""
#~ "The World Ocean is the name of the open seas that surround the "
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
#~ "deadly waterfall."
#~ msgstr ""
#~ "Svetski okean je naziv otvorenog mora koje okružuje arhipelag "
#~ "<ref>dst='morogor' text='Morogor'</ref>. Zmagovi veruju da se okončava "
#~ "<ref>dst='abyss' text='Bezdanom'</ref>, neizmernim i smrtonosnim "
#~ "vodopadom."
#~ msgid "New Continent"
#~ msgstr "Novi kontinent"
#~ msgid ""
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
#~ msgstr ""
#~ "Veliki kontinent istočno od <ref>dst='morogor' text='Morogora'</ref>. Za "
#~ "njegovo postojanje zmagovi nisu znali pre Galunovog leta."
#~ msgid "Abyss"
#~ msgstr "Bezdan"
#~ msgid ""
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
#~ "ocean falls off the world-disc."
#~ msgstr ""
#~ "U zmaškoj kosmologiji, neizmeran i smrtonosan vodopad preko kojeg okean "
#~ "pada sa sveta-diska."
#~ msgid "Spiral Path"
#~ msgstr "Spiralni put"
#~ msgid ""
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
#~ "Path'</ref>"
#~ msgstr ""
#~ "Kvazitajna organizacija u zmagova, posvećena izbegavanju maltuzijanskog "
#~ "konačnog rata. Vidi: <ref>dst='straight_path' text='pravi put'</ref>."
#~ msgid "Straight Path"
#~ msgstr "pravi put"
#~ msgid ""
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
#~ "Path'</ref>."
#~ msgstr ""
#~ "Zmaška tradicija neprekidnog širenja i osvajanja. Ovaj izraz obično "
#~ "koriste članovi <ref>dst='spiral_path' text='Spiralnog puta'</ref>."
#~ msgid "Dominant"
#~ msgstr "nadmoćnik"
#~ msgid ""
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
#~ "privileges on others."
#~ msgstr ""
#~ "<ref>dst='aspirant' text='Stremilac'</ref> koji izađe kao vođa zmagova, "
#~ "jedini je zmag u plemenu kome je dozvoljeno da se pari sa "
#~ "<ref>dst='breeder' text='rasplodnicama'</ref>. Retko, on može dati pravo "
#~ "razmnožavanja i drugima."
#~ msgid "Vulcaniad"
#~ msgstr "vulkanada"
#~ msgid ""
#~ "The (irregular) period between consecutive eruptions of "
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
#~ msgstr ""
#~ "Period, ne sasvim ujednačen, između uzastopnih erupcija "
#~ "<ref>dst='mount_morogor' text='Morogornika'</ref>. Na njemu se zasniva "
#~ "<ref>dst='long_count' text='dugobrojni'</ref> kalendar."
#~ msgid "Recorder"
#~ msgstr "beležnik"
#~ msgid ""
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
#~ "they recruit their members from all of the other castes."
#~ msgstr ""
#~ "Beležnik je zmaški čuvar svitaka koji je ovladao "
#~ "<ref>dst='drakish_script' text='zmaškim pismom'</ref>. Beležnici su "
#~ "jedina zmaška <ref>dst='caste' text='kasta'</ref> koja nije biološki "
#~ "određena: njihovi članovi stižu iz svih ostalih kasta."
#~ msgid "Laying"
#~ msgstr "polaganje"
#~ msgid ""
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
#~ msgstr "Deo <ref>dst='breeding_cycle' text='rasplodnog ciklusa'</ref>."
#~ msgid "Hatching"
#~ msgstr "izleganje"
#~ msgid "Hatchling"
#~ msgstr "izlešče"
# >? No sense.
#~ msgid ""
#~ "A young drake that has not yet seen another generation hatch. The younger "
#~ "of the current generation of hatchlings are the most aggressive is the "
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
#~ msgstr ""
#~ "Mladi zmag koji još nije doživeo izleganje narednog pokoljenja. Mlađi u "
#~ "trenutnom pokoljenju izleščadi ponašaju se najnasrtljivije unutar "
#~ "<ref>dst='flight' text='leta'</ref>."
#~ msgid "Fledgling"
#~ msgstr "rojenik"
#~ msgid ""
#~ "A young drake that has seen another generation hatch. If the "
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
#~ msgstr ""
#~ "Mladi zmag koji je doživeo izleganje narednog pokoljenja. Ako "
#~ "<ref>dst='flight' text='let'</ref> može da priušti gubitak jednog "
#~ "pokoljenja, započinje <ref>dst='swarming' text='rojenje'</ref>."
#~ msgid "Breeder"
#~ msgstr "rasplodnica"
#~ msgid ""
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
#~ "that become breeders have to be handled with extra care. The number of "
#~ "breeders is also limited by the amounts of non-breeders around, since "
#~ "breeders can't take care of their food for themselves when laying. Drake "
#~ "breeders become fertile after the next <ref>dst='hatching' "
#~ "text='hatching'</ref>."
#~ msgstr ""
#~ "Ženka zmaga. Ženke su retke, pošto se <ref>dst='egg' text='jajima'</ref> "
#~ "iz kojih postaju rasplodnice mora posvetiti posebna briga. Broj "
#~ "rasplodnica takođe je ograničen brojem drugih zmagova, pošto rasplodnice "
#~ "ne mogu same da se staraju o ishrani tokom polaganja. Zmaške rasplodnice "
#~ "postaju plodne po narednom <ref>dst='hatching' text='izleganju'</ref>."
#~ msgid "Egg, Drake"
#~ msgstr "jaje (zmaško)"
#~ msgid ""
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
#~ "laid and to some extent the ambient temperature."
#~ msgstr ""
#~ "<ref>dst=caste text='Kastu'</ref> kojoj će <ref>dst='hatchling' "
#~ "text='izlešče'</ref> pripadati određuje trenutak polaganja i, donekle, "
#~ "temperatura okoline."
#~ msgid "Flight"
#~ msgstr "let"
#~ msgid ""
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
#~ "text='Dominant'</ref>, who confers mating privileges."
#~ msgstr ""
#~ "Zmaško pleme, koje živi u <ref>dst='aerie' text='aerijumu'</ref> i "
#~ "upravlja lovnim zabranom. Svako pleme ima jednog <ref>dst='dominant' "
#~ "text='nadmoćnika'</ref>, koji dodeljuje pravo na paranje."
#~ msgid "Aspirant"
#~ msgstr "stremilac"
#~ msgid ""
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
#~ "secretion of the hormone is caused by hunt and combat actions in which "
#~ "the drake is involved."
#~ msgstr ""
#~ "Muški zmag koji je prošao kroz hormonalni preobražaj, čineći ga sposobnim "
#~ "za parenje sa <ref>dst='breeder' text='rasplodnicama'</ref>. Lučenje tog "
#~ "hormona izazivaju lov i borbena dejstva u kojima je zmag učestvovao."
#~ msgid "Ascendant"
#~ msgstr "usponik"
#~ msgid ""
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
#~ msgstr ""
#~ "Zmaški naziv za istinskog <ref>dst='unit_Fire Dragon' text='zmaja'</ref>."
#~ msgid "Intendant"
#~ msgstr "primoćnik"
#~ msgid ""
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
#~ "likeliest to be granted mating privileges, especially after a notable "
#~ "service."
#~ msgstr ""
#~ "Jedan od <ref>dst='aspirant' text='stremilaca'</ref> <ref>dst='dominant' "
#~ "text='nadmoćnikovih'</ref> zamenika. Obično nadmoćnik ima po jednog iz "
#~ "svake <ref>dst=caste text='kaste'</ref> različite od svoje. Ponekad "
#~ "bivaju imenovani dodatni primoćnici za posebne dužnosti. Primoćnici su "
#~ "među najizglednijima za dobijanje prava na parenje, naročito posle "
#~ "istaknute službe."
#~ msgid "Swarm"
#~ msgstr "roj"
#~ msgid ""
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
#~ msgstr ""
#~ "<ref>dst='swarmlings' text='Rojenici'</ref> koji su napustili "
#~ "<ref>dst='aerie' text='aerijum'</ref> da bi zasnovali novi."
#~ msgid ""
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
#~ "<ref>dst='swarm' text='Swarm'</ref>"
#~ msgstr ""
#~ " <ref>dst='flight' text='Let'</ref> radi zasnivanja zmaškog "
#~ "<ref>dst='aerie' text='aerijuma'</ref>, koji se ponavlja svakog "
#~ "<ref>dst='breeding_cycle' text='rasplodnog ciklusa'</ref>. Vidi: "
#~ "<ref>dst='swarm' text='roj'</ref>."
#~ msgid "Runners"
#~ msgstr "trkači"
#~ msgid "Drakish term for escaped slaves hunted as game."
#~ msgstr "Zmaški izraz za odbegle robove koji se tretiraju kao lovina."
#~ msgid "Mount Morogor"
#~ msgstr "Morogornik"
#~ msgid ""
#~ "Volcanic mountain on the central island of the archipelago "
#~ "<ref>dst='morogor' text='Morogor'</ref>."
#~ msgstr ""
#~ "Vulkanska planina na središnjem ostrvu arhipelaga <ref>dst='morogor' "
#~ "text='Morogor'</ref>."
#~ msgid "Long Count"
#~ msgstr "dugobrojac"
#~ msgid ""
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
#~ msgstr ""
#~ "Zmaški kalendar zasnovan na <ref>dst='vulcaniad' text='vulkanadi'</ref> i "
#~ "<ref>dst=breeding_cycle text='rasplodnim ciklusima'</ref>."
#~ msgid "Long Pig"
#~ msgstr "dugosvinjsko"
#~ msgid ""
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
#~ "the same meaning."
#~ msgstr ""
#~ "Južnomorski pidžin za ljudsko meso, koji služi kao prevod zmaške reči "
#~ "istog značenja."
#~ msgid "Ceramics"
#~ msgstr "keramika"
#~ msgid ""
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
#~ "generate the amount of heat to cure the pieces to full strength."
#~ msgstr ""
#~ "Zmagovi obrađuju metal, ali su majstori u veštini obrade keramike. Samo "
#~ "<ref>dst='unit_Drake Burner' text='kremeni'</ref> mogu proizvesti "
#~ "dovoljnu toplotu za očvršćivanje keramike do pune otpornosti."
#~ msgid "Drakish, script"
#~ msgstr "zmaški (pismo)"
#~ msgid ""
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
#~ "text='Recorder'</ref> vocation."
#~ msgstr ""
#~ "Pisani jezik zmagova. Zapisuju ga na <ref>dst='ceramic' "
#~ "text='keramičkim'</ref> tablicama članovi <ref>dst='recorder' "
#~ "text='beležničke'</ref> profesije."
#~ msgid "Drakish, language"
#~ msgstr "zmaški (jezik)"
#~ msgid "The language spoken by the drakes."
#~ msgstr "Jezik kojim govore zmagovi."
#~ msgid ""
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
#~ "is both very easy to move across, but is also difficult to defend oneself "
#~ "in. Typically, those units that perform best on grassland are either "
#~ "cavalry, or very agile units which take advantage of the open space.\n"
#~ "\n"
#~ "Most units have defense of 30 to 40% on grassland."
#~ msgstr ""
#~ "<italic>text='Ravnica'</italic> predstavlja otvorene prostore, bilo "
#~ "obrađene, pokošene za ispašu, ili divlje. Ravnicom je lako kretati se, "
#~ "ali je teško u njoj braniti se. Jedinice koje se dobro nose u ravnici su "
#~ "obično ili konjičke, ili vrlo okretne jedinice, kojima otvoreni prostori "
#~ "idu na ruku.\n"
#~ "\n"
#~ "Većina jedinica ima odbranu od 30 do 40% u ravnici."
#~ msgid "Road"
#~ msgstr "drum"
#~ msgid ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Drumovi'</italic> su staze ugažene zemlje, nastale "
#~ "prelascima mnogih putnika preko njih. Što se igranja tiče, drumovi dođu "
#~ "isto što i <ref>dst='terrain_flat' text='ravnica'</ref>.\n"
#~ "\n"
#~ msgid ""
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
#~ "down, forests do offer better defense to most units than open ground. "
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
#~ "gained by stealth is negated. Elves are an exception to this general rule "
#~ "for forests. Not only do they possess full movement in forests, but they "
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
#~ "to this rule; though they are able to plow through the forests without "
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
#~ "them to receive no defensive bonus.\n"
#~ "\n"
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Šume'</italic> predstavljaju bilo koje zemljište sa "
#~ "dovoljno rastinja da ograniči pokretljivost kroz njih. Iako usporavaju "
#~ "skoro svakoga, šume većini jedinica pružaju i veću zaštitu nego otvoren "
#~ "teren. Konjica, međutim, ima toliko problema u kretanju, da im je svaka "
#~ "koristi od prikrivenosti negirana. Vilenjaci su izuzetak ovih opštih "
#~ "pravila o šumi. Ne samo da se mogu neometano kretati u njoj, već imaju i "
#~ "značajnu odbrambenu dobit. Patuljci su još jedan izuzetak; iako mogu da "
#~ "se probijaju kroz šumu bez mnogo gubitka u brzini, njihova potpuna "
#~ "neupoznatost sa takvim terenom vodi maloj zaštićenosti u borbi.\n"
#~ "\n"
#~ "Većina jedinica ima 50% zaštite u šumi, ali je konjica ograničena na 30%. "
#~ "Vilenjaci, s druge strane, dobijaju čak 60 do 70% u odbrani, čak i na "
#~ "konjima. Patuljci obično dobijaju svega 30%.\n"
#~ "\n"
#~ msgid ""
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
#~ "enough familiarity with the terrain that they can pass through it without "
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
#~ "that any defensive aid lent by cover is negated.\n"
#~ "\n"
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Brda'</italic> čini svaki razumno neravan teren, sa "
#~ "dovoljno udolina i uzvišica da pruži nekakvu zaštitu. Većini jedinica je "
#~ "teško kretati se brdima. Patuljci, trolovi i orkovi su dovoljno upoznati "
#~ "sa ovakvim terenom, da im kretanje ne bude otežano. Konjica ima ozbiljnih "
#~ "problema, koji negiraju moguće koristi u odbrani.\n"
#~ "\n"
#~ "Većina jedinica ima oko 50% zaštite u brdima, dok je konjica ograničena "
#~ "na 40%. Patuljci uživaju čak 60% zaštite u brdima.\n"
#~ "\n"
#~ msgid "Mountains"
#~ msgstr "planine"
#~ msgid ""
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
#~ "to climb over obstacles to move. By this nature, they provide a "
#~ "considerable defensive bonus for most troops, but they also severely "
#~ "impede any passage through them. Most cavalry simply cannot enter "
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
#~ "mountainous terrain, and have a very easy time getting around.\n"
#~ "\n"
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
#~ "70%."
#~ msgstr ""
#~ "<italic>text='Planine'</italic> su dovoljno strme da jedinice često "
#~ "moraju da se veru preko prepreka da bi se kretale. Stoga, planine pružaju "
#~ "priličnu zaštitu većini jedinica, ali ih takođe i ozbiljno ograničavaju u "
#~ "kretanju. Većina konjičkih jedinica jednostavno ne može ići planinskim "
#~ "terenom; izuzetak tome je vilenjačka konjica, kao goblinski vukosedlaši. "
#~ "Planine su i patuljcima i trolovima domaći teren, te se oni vrlo lako "
#~ "snalaze po njima.\n"
#~ "\n"
#~ "Većina jedinica ima oko 60% zaštite u planini, a patuljci uživaju 70%."
#~ msgid ""
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
#~ "slow down nearly everyone, and inhibit their ability to defend "
#~ "themselves. An exception to this is any race bodily skilled in navigating "
#~ "water; these receive both full movement and a defensive bonus. Those that "
#~ "make their living in the wetlands are also adept at using this terrain "
#~ "for cover.\n"
#~ "\n"
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
#~ "all generally enjoy 60%."
#~ msgstr ""
#~ "<italic>text='Močvaru'</italic> čine sve vrste kliznog zemljišta. Močvare "
#~ "usporavaju skoro svakog, a i smetaju odbrani. Izuzetak tome su rase vešte "
#~ "u kretanju vodom, koje imaju i punu pokretljivost i zaštitu. Oni koji "
#~ "prebivaju u ovakvim krajevima, takođe su umešni u korišćenju močvarnog "
#~ "terena za skrivanje.\n"
#~ "\n"
#~ "Većina jedinica mora se pomiriti sa 30% zaštite u močvarama. Nasuprot "
#~ "njima, morejci, nagajci i saurijanci uživaju čak 60%."
#~ msgid "Shallow Water"
#~ msgstr "plitka voda"
#~ msgid ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a mans waist. This is enough to slow down "
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
#~ "water reaches up almost to their heads, have an extremely hard time of "
#~ "this. The exception is any race whose bodies naturally lend themselves to "
#~ "swimming, for which they receive a considerable defensive bonus and full "
#~ "movement.\n"
#~ "\n"
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
#~ "naga and mermen enjoy 60%."
#~ msgstr ""
#~ "<italic>text='Plitka voda'</italic> predstavlja vodene pojaseve koji "
#~ "dosežu otprilike do ljudskog struka. To je već dovoljno da uspori skoro "
#~ "svakoga i ostavi ih nezaštićene pri napadu. Patuljcima to posebno teško "
#~ "pada, pošto im voda doseže skoro do glava. Izuzetak su rase prirodno "
#~ "prilagođene plivanju, koje stoga imaju punu pokretljivost i značajnu "
#~ "dobit u odbrani.\n"
#~ "\n"
#~ "Većina jedinica trpi svega 20 do 30% zaštite u plitkoj vodi, dok nagajci "
#~ "i morejci uživaju 60%"
#~ msgid "Deep Water"
#~ msgstr "duboka voda"
#~ msgid ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a mans head. Most units cannot enter deep water: it is "
#~ "the domain of units which can either fly, or are exceptionally strong "
#~ "swimmers.\n"
#~ "\n"
#~ "Mermen and naga both receive 50% defense in deep water, with full "
#~ "movement."
#~ msgstr ""
#~ "<italic>text='Duboka voda'</italic> predstavlja sve pojaseve dovoljno "
#~ "duboke da pređu čoveku preko glave. Većina jedinica ne može ući u duboku "
#~ "vodu; ona je pogodna onima koji ili lete, ili su odlični plivači.\n"
#~ "\n"
#~ "I morejci i nagajci imaju 50% zaštite u dubokoj vodi, uz punu "
#~ "pokretljivost."
#~ msgid ""
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
#~ "harder time defending themselves. Note that swimming units, even those "
#~ "who can breathe underwater, cannot swim underneath ice.\n"
#~ "\n"
#~ "Most units have 20 to 40% defense in frozen terrain."
#~ msgstr ""
#~ "<italic>text='Klizavi'</italic> teren označava svaku ravničarsku oblast "
#~ "koja je prekrivena snegom ili ledom. Usporava većinu jedinica, i otežava "
#~ "im odbranu. Imajte u vidu da plivačke jedinice, čak i one što mogu da "
#~ "dišu pod vodom, ne mogu plivati pod ledom.\n"
#~ "\n"
#~ "Većina jedinica ima 20 do 40% zaštite na klizavici."
#~ msgid ""
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
#~ "Nearly all units receive a considerable bonus to their defense by being "
#~ "stationed in a castle, and most units receive full movement in a castle. "
#~ "Stationing units in a castle represents its defensive capability. Without "
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
#~ "\n"
#~ "Most units have about 60% defense in a castle.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Zamkovi'</italic> označavaju sva trajna utvrđenja. Skoro "
#~ "sve jedinice dobijaju značajnu zaštitu dok se nalaze u zamku, a većina "
#~ "dobija i punu pokretljivost. Postavljanje jedinica u zamku odražava "
#~ "njegovu odbrambenu namenu; ako je neko polje zamka prazno, neprijatelj "
#~ "može prosto ući na njega i tako uživati istu odbranu kao i bilo ko drugi "
#~ "u zamku.\n"
#~ "\n"
#~ "Većina jedinica dobija oko 60% zaštite u zamku.\n"
#~ "\n"
#~ 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 ""
#~ "Nepostojanost <italic>text='peska'</italic> čini ga većini jedinica težim "
#~ "za prelazak, i ostavlja ih otvorenim za napade. Nasuprot tome, široka "
#~ "stopala i zmijolika tela reptilskih rasa znatno olakšavaju kretanje "
#~ "peskom.\n"
#~ "\n"
#~ "Većina jedinica dobije 20 do 40% zaštite u pesku."
#~ msgid "Desert"
#~ msgstr "pustinja"
#~ msgid ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "<italic>text='Pustinje'</italic> su ponešto različitog sastava od malih "
#~ "peščanih jama ili plaža, ali su u okviru igre istovetne. Vidi "
#~ "<ref>dst='terrain_sand' text='pesak'</ref>."
#~ 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 ""
#~ "U <italic>text='pećinski'</italic> teren spadaju sva podzemna okna sa "
#~ "dovoljno prostora da se kroz njih kreće. Većini jedinica to je potpuno "
#~ "nepoznat teren, i stoga su i usporene i ranjive u odbrani. Patuljci i "
#~ "trolovi, kojima su nasuprot tome domovi u pećinama, lako se kreću njima. "
#~ "Posebno uživaju patuljci, koji vrlinom svog niskog rasta mogu zaobilaziti "
#~ "prepreke nesavladive drugim rasama. Povremeno su pećine "
#~ "<ref>dst='terrain_illuminated_cave' text='obasjane'</ref>.\n"
#~ "\n"
#~ "Većina jedinica dobija 20 do 40% zaštite u pećinama, dok patuljci imaju "
#~ "50%."
#~ msgid "Rockbound Cave"
#~ msgstr "stenovita pećina"
#~ msgid ""
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
#~ "water and wind, carrying erosive particles that carve the rock. It "
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
#~ "who by dint of their small size have the full advantage of navigation in "
#~ "such topography. Occasionally caves are "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
#~ "\n"
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
#~ msgstr ""
#~ "<italic>text='Stenovite pećine'</italic> nastaju dejstvom vode i vetra, "
#~ "koji nose erozivne čestice koje stružu stene. Usled mnogih nazubljenja i "
#~ "udubljenja, većini jedinica je kretanje otežano, ali se mogu dobro "
#~ "skrivati. Patuljci i trolovi, koji su glavni naseljenici pećina, lako se "
#~ "kreću ovim terenom. Patuljci posebno, usled svoje male visine, su u punoj "
#~ "prednosti u ovim pećinama. Povremeno su pećine "
#~ "<ref>dst='terrain_illuminated_cave' text='obasjane'</ref>.\n"
#~ "\n"
#~ "Većina jedinica ima oko 50% zaštite u stenovitim pećinama, konjica 40%, a "
#~ "patuljci čak 60%."
#~ msgid "Illuminated Cave"
#~ msgstr "obasjana pećina"
#~ 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 ""
#~ "Retki predeli podzemnog sveta obasjani su svetlošću dana što se probija "
#~ "kroz pukotine u sumornu tamu. Ovo pruža dobit u napadu zakonitim "
#~ "jedinicama, a uklanja dobit haotičnim. U svakom pogledu, obasjana pećina "
#~ "je ista kao i običan <ref>dst='terrain_cave' text='pećinski teren'</ref>."
#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
#~ "completely mired and lack proper freedom of movement in combat. Undead "
#~ "units have a natural affinity for decay and function quite well in "
#~ "mushroom forests.\n"
#~ "\n"
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
#~ "receive only 20%."
#~ msgstr ""
#~ "<italic>text='Gljivarski gajevi'</italic> su nepregledne podzemne šume "
#~ "ogromnih pečurki, koje odlično uspevaju u vlažnoj tami. Većini jedinica "
#~ "je problem koračati preko sunđeraste podloge od manjih pečuraka, ali zato "
#~ "imaju obilje zaklona iza većih stabljika. Konjičke jedinice su, međutim, "
#~ "potpuno upetljane i nedostaje im sloboda kretanja u borbi. S obzirom na "
#~ "svoju sklonost raspadanju, nemrtve jedinice delaju sasvim dobro u ovim "
#~ "gljivičnim šumama.\n"
#~ "\n"
#~ "Većina jedinica prima 50 do 60% zaštite u gljivarskim gajevima, ali "
#~ "konjica svega 20%."
#~ msgid ""
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
#~ "navigating villages, and most units gain a defensive bonus from being "
#~ "stationed in a village. Villages allow units the resources to clean and "
#~ "tend to their wounds, which allows any unit stationed therein to heal "
#~ "eight hitpoints each turn, or to be cured of poison.\n"
#~ "\n"
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
#~ "only 40%.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Sela'</italic> čine bilo kakve skupine građevina, ljudskih "
#~ "ili drugih. Skoro sve jedinice, čak i konjica, nemaju problema u kretanju "
#~ "kroz sela, a većina ih dobija i prednost u odbrani dok su u selu. "
#~ "Jedinice se u selu mogu okrepiti i izvidati povrede, usled čega svaka "
#~ "jedinica dobija 8 UP po potezu dok se nalazi u selu; takođe, biva "
#~ "isceljena ukoliko je otrovana.\n"
#~ "\n"
#~ "Većina jedinica dobija 50 do 60% zaštite u selima, a konjica samo 40%.\n"
#~ "\n"
#~ msgid "Submerged Village"
#~ msgstr "podvodno selo"
#~ msgid ""
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
#~ "have a hard time navigating and defending these villages. However, like "
#~ "any village, the facilites are available to all creatures which allow "
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
#~ "eight hitpoints each turn, or be cured of poison.\n"
#~ "\n"
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
#~ "based units usually have a low defense."
#~ msgstr ""
#~ "<italic>text='Podvodna sela'</italic> su domovi morejcima i nagajcima. "
#~ "Dok se vodo-bivstvujuća stvorenja u njima osećaju kao kod kuće, "
#~ "stanovnicima kopna otežano je kretanje kroz ova sela i njihova odbrana. "
#~ "Međutim, kao i bilo koje selo, pružaju sredstva za vidanje svim "
#~ "stvorenjima čije su jedinice sposobne za staranje o svojim povredama. "
#~ "Jedinica koja boravi u selu izvidaće osam udarpoena po potezu, ili biti "
#~ "isceljena od otrova.\n"
#~ "\n"
#~ "Morejci i nagajci uživaju 60% odbrane u podvodnim selima, dok je za "
#~ "kopnene jedinice taj postotak obično nizak."
#~ msgid "Unwalkable"
#~ msgstr "rascep"
#~ 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 ""
#~ "U <italic>text='rascep'</italic> se računa kakav bezdan ili klanac, onaj "
#~ "koji se, kako mu ime kaže, ne može peške prevaliti. Bezdani su poznati po "
#~ "tektonskim zidovima, za koje bi bili potrebni dani da se pređu. Što se "
#~ "igranja tiče, samo letačke jedinice mogu preći preko ovakvog terena."
#~ msgid "Lava"
#~ msgstr "lava"
#~ 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 ""
#~ "Opasnosti u pokušajima savladavanja <italic>text='lave'</italic> "
#~ "očigledne su. Što se kretanja tiče, lava spada u "
#~ "<ref>dst='terrain_unwalkable' text='neprohodan'</ref> teren, te je mogu "
#~ "preći samo jedinice koje mogu da lete povisoko iznad. Rastopljena magma "
#~ "takođe proizvodi značajno isijavanje, osvetljavajući okolnu oblast. Ovo "
#~ "pruža zakonitim jedinicama prednost u napadu, a oduzima je haotičnim."
#~ msgid "River Ford"
#~ msgstr "rečni gaz"
#~ 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 ""
#~ "Na mestima gde je reka vrlo plitka, kopnene jedinice je mogu lako "
#~ "pregaziti. Sva stvorenja prilagođena plivanju imaju punu pokretljivost u "
#~ "takvim pojasevima reke. U pogledu izvođenja, rečni gaz uzima se ili kao "
#~ "ravnica ili kao plitka voda, već prema tome koje pruža bolju zaštitu i "
#~ "pokretljivost jedinici koja stoji na njemu."
#~ msgid "Coastal Reef"
#~ msgstr "obalski greben"
#~ msgid ""
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
#~ "and sand. This provides most land units with a more steady footing and "
#~ "defensive positions than wading in shallow water normally would and also "
#~ "grants most water-dwelling races an exceptionally high defense.\n"
#~ "\n"
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
#~ msgstr ""
#~ "<italic>text='Obalski grebeni'</italic> su plićaci sačinjeni od kamena, "
#~ "korala i peska. Većini kopnenih jedinica pružaju bolji oslonac i "
#~ "odbrambeni položaj nego što je uobičajeno za gaženje kroz plitku vodu, a "
#~ "vodo-bivstvujućim rasama predstavljaju izvanrednu zaštitu.\n"
#~ "\n"
#~ "I morejci i nagajci uživaju 70% zaštite na obalskim grebenima."
#~ msgid "Bridge"
#~ msgstr "most"
#~ 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 ""
#~ "Onima koji su kadri da ih grade, <italic>text='mostovi'</italic> pružaju "
#~ "slobodu od hirovitih prirodnih vodenih tokova, čiji prelazi izranjaju i "
#~ "nestaju sa skokovima i padovima vodostaja. A da se ne pominje luksuz "
#~ "suvih stopala, što nikako nije za zanemariti u hladnijim mesecima "
#~ "godine.\n"
#~ "\n"
#~ "Bilo za kopnene ili plivačke jedinice, most je najbolje od oba sveta. U "
#~ "okviru igre, uzima se ili kao ravnica ili kao plitka voda, prema tome "
#~ "koja opcija više odgovara zaštiti i kretanju jedinice na mostu. Imajte u "
#~ "vidu da plivajuća i kopnena jedinica ipak ne mogu stajati zajedno na "
#~ "polju mosta."
#~ msgid "Impassable"
#~ msgstr "neprolaz"
#~ 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 ""
#~ "U prepreke koje ni najuporniji putnik ne može savladati spadaju čvrsti "
#~ "kameni bedemi i planine tako strme i visoke da su neprekidno ovenčane "
#~ "oblacima. Čak se ni leteća stvorenja ne mogu probiti između nazubljenih "
#~ "vrhova na proređenim visinama, niti najsuroviji trol razvaliti zbijeni "
#~ "zidni kamen."
#~ 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 ""
#~ "Bezglavost:\n"
#~ "Bilo da se upotrebljava u napadu ili odbrani, borba traje sve dok jedna "
#~ "upetljana jedinica ne nastrada, ili prođe 30 rundi napada."
#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Magičnost:\n"
#~ "Napad uvek ima 70% izgleda da pogodi, bez obzira na odbrambenu sposobnost "
#~ "napadnute jedinice."
#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Prvi udar:\n"
#~ "Jedinica uvek udara prva u borbi, čak i kada se brani."
#~ msgid ""
#~ "Feeding:\n"
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
#~ "living unit."
#~ msgstr ""
#~ "Hranjenje:\n"
#~ "Jedinici se dodaje jedan udarpoen najvećem broju kad god ubije živu "
#~ "jedinicu."
#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "Neka oružja imaju posebne osobine koje uvećavaju učinkovitost kada se "
#~ "njima napada.\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 ""
#~ "Bezglavost:\n"
#~ "Bilo da se upotrebljava u napadu ili odbrani, borba traje sve dok jedna "
#~ "upetljana jedinica ne nastrada, ili prođe 30 rundi napada."
#, fuzzy
#~| msgid "firststrike"
#~ msgid "true strike"
#~ msgstr "prvi udar"
#, 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 ""
#~ "Magičnost:\n"
#~ "Napad uvek ima 70% izgleda da pogodi, bez obzira na odbrambenu sposobnost "
#~ "napadnute jedinice."