wesnoth/po/wesnoth-help/ar.po
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# Arabic translations for Battle for Wesnoth package.
# Copyright (C) 2008 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2008.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.4.2+dev\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2024-09-17 21:18-0500\n"
"PO-Revision-Date: 2024-04-06 12:06+0100\n"
"Last-Translator: Mejri Ziad <nouveau.dep@gmail.com>\n"
"Language-Team: none\n"
"Language: ar\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural= n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 && n%100<=99 ? 4 : 5;\n"
"X-Generator: Poedit 3.4.2\n"
#. [time]: id=underground
#. [editor_times]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500
#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
msgid "Underground"
msgstr "تحت الأرض"
#. [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 "الموتى الأحياء"
#. [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 "لا يخاف"
#. [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 "طاعون"
#. [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
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 ""
"ندما تُقتل وحدة بسبب هجوم الطاعون، يتم استبدال تلك الوحدة بجثة سائرة من نفس "
"جانب الوحدة التي تعرضت لهجوم الطاعون. هذا لا يعمل على الموتى الأحياء أو "
"الوحدات في القرى."
#. [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 "صامد"
#. [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 "صامدة"
#. [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 "منيرة"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
#: data/core/macros/abilities.cfg:9
msgid "heals +4"
msgstr "يشفي +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 "تشفي +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676
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 ""
"السماح للوحدة بشفاء الوحدات المتحالفة المجاورة في بداية دورنا.\n"
"\n"
"يمكن للوحدة التي يعتني بها هذا المعالج أن تشفي ما يصل إلى 4 نقاط حياة لكل "
"دور، أو تمنع السم من التأثير فيها في هذا الدور.\n"
"لا يمكن للوحدة المسمومة أن تعالج من سمها بواسطة معالج، ويجب أن تسعى للحصول "
"على رعاية قرية أو وحدة يمكنها العلاج."
#. [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
msgid "This unit is capable of basic healing and slowing dehydration."
msgstr "هذه الوحدة قادرة على الشفاء الأساسي وإبطاء الجفاف."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
#: data/core/macros/abilities.cfg:35
msgid "heals +8"
msgstr "يشفي +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 "تشفي +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700
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 ""
"تجمع هذه الوحدة بين العلاجات العشبية والسحر لشفاء الوحدات بسرعة أكبر مما هو "
"ممكن عادةً في ساحة المعركة.\n"
"\n"
"الوحدة التي يعتني بها هذا المعالج قد تشفي ما يصل إلى 8 نقاط صحة في كل دور، "
"أو تمنع السم من التأثير في هذا الدور تجمع هذه الوحدة بين العلاجات العشبية "
"والسحر لشفاء الوحدات بسرعة أكبر مما هو ممكن عادةً في ساحة المعركة.\n"
"\n"
"قد تشفي الوحدة التي يعتني بها هذا المعالج ما يصل إلى 8 نقاط حياة لكل دور، أو "
"تمنع السم من التأثير فيها في هذا الدور.\n"
"لا يمكن للوحدة المسمومة أن تعالج من سمها بواسطة معالج، ويجب أن تسعى للحصول "
"على رعاية قرية أو وحدة يمكنها العلاج."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
msgid "heals +12"
msgstr "يشفي +12"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
msgid "female^heals +12"
msgstr "تشفي +12"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730
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 ""
"تجمع هذه الوحدة بين العلاجات العشبية والسحر لشفاء الوحدات بسرعة أكبر مما هو "
"ممكن عادةً في ساحة المعركة.\n"
"\n"
"الوحدة التي يعتني بها هذا المعالج قد تشفي ما يصل إلى 12 نقطة صحة في كل دور، "
"أو تمنع السم من التأثير في هذا الدور تجمع هذه الوحدة بين العلاجات العشبية "
"والسحر لشفاء الوحدات بسرعة أكبر مما هو ممكن عادةً في ساحة المعركة.\n"
"\n"
"قد تشفي الوحدة التي يعتني بها هذا المعالج ما يصل إلى 12 نقطة صحة في كل دور، "
"أو تمنع السم من التأثير في هذا الدور.\n"
"لا يمكن للوحدة المسمومة أن تعالج من سمها بواسطة معالج، ويجب أن تسعى للحصول "
"على رعاية قرية أو وحدة يمكنها العلاج."
#. [heals]
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755
msgid ""
"This unit is capable of healing those around it, slowing dehydration, and "
"curing them of poison."
msgstr "هذه الوحدة قادرة على شفاء من حولها وإبطاء الجفاف والشفاء من السموم."
#. [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 "نقل آنيّا"
#. [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 "تجديد"
#. [chance]
#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/data/training.cfg:257
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr "دائما ترتاح لتشفى"
#. [chance]
#. [damage]: id=backstab
#: data/campaigns/World_Conquest/resources/data/training.cfg:438
#: data/core/macros/weapon_specials.cfg:21
msgid "backstab"
msgstr "طعن"
#. [chance]
#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/data/training.cfg:500
#: data/core/macros/abilities.cfg:389
msgid "feeding"
msgstr "تغذي"
#. [chance]
#. [leadership]: id=leadership
#: data/campaigns/World_Conquest/resources/data/training.cfg:527
#: data/core/macros/abilities.cfg:199
msgid "leadership"
msgstr "قيادي"
#. [hides]: id=ambush
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
#: data/core/macros/abilities.cfg:285
msgid "ambush"
msgstr "كمين"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
msgid "Castle"
msgstr "قلعة قيادة"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
msgid "Cave"
msgstr "كهف"
#. [hides]: id=concealment
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
#: data/core/macros/abilities.cfg:348
msgid "concealment"
msgstr "تخفي"
#. [drains]: id=drains
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
#: data/core/macros/weapon_specials.cfg:166
msgid "drains"
msgstr "استنزاف"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
msgid "firststrike"
msgstr "سباق"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
msgid "Forest"
msgstr "غابة"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
msgid "Frozen"
msgstr "متجمد"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
msgid "Hills"
msgstr "تلال"
#. [chance_to_hit]: id=marksman
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
#: data/core/macros/weapon_specials.cfg:86
msgid "marksman"
msgstr "قانص"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
msgid "Mushroom Grove"
msgstr "بُسْتان فُطر"
#. [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 "تسلل"
#. [poison]: id=poison
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
#: data/core/macros/weapon_specials.cfg:188
msgid "poison"
msgstr "سم"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
msgid "Sand"
msgstr "رمل"
#. [skirmisher]: id=skirmisher
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
#: data/core/macros/abilities.cfg:219
msgid "skirmisher"
msgstr "مناوش"
#. [slow]: id=slow
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
#: data/core/macros/weapon_specials.cfg:64
msgid "slows"
msgstr "مبطئ"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
msgid "Swamp"
msgstr "مستنقع"
#. [heals]: id=curing
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
#: data/core/macros/abilities.cfg:61
msgid "cures"
msgstr "معالج"
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr "تعديل خرائط وسيناريو"
#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
msgid "Terrain Editor"
msgstr "تعديل الأرضية"
#. [section]: id=editor_mode_scenario
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
msgid "Scenario Editor"
msgstr "تعديل سيناريو"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr "أدوات التلوين"
#. [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 ""
"رسم بلاطات التضاريس على الخريطة.\n"
"\n"
"تستخدم أداة الطلاء أحجام الفرشاة ولوحة التضاريس.\n"
"\n"
"<bold>text='معدل لوحة المفاتيح'</bold>\n"
"\n"
"\n"
"• Shift+النقر بالماوس: إذا تم تحديد تضاريس أساسية، قم بتغيير القاعدة دون "
"تغيير التراكب. إذا تم تحديد تراكب، قم بتغيير التراكب دون تغيير القاعدة.\n"
"• التحكم+النقر بالماوس: حدد التضاريس أسفل مؤشر الماوس، كما لو تم تحديدها على "
"لوحة التضاريس (تلتقط كلاً من القاعدة والتراكب).\n"
"\n"
"<bold> text='أحجام الفرشاة'</bold> \n"
"\n"
"الفرشاة المحددة تغير حجم الأداة:"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr "رسم سداسيات مفردة."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr "رسم سبعة سداسيات في المرة الواحدة."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr "رسم تسعة عشر سداسيًا في المرة الواحدة."
#. [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 "رسم ثلاثة سداسيات في خط."
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
msgid "Fill Tool"
msgstr "أدوات الطلاء"
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
#, fuzzy
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 ""
"املأ مناطق التضاريس المستمرة بأخرى مختلفة.\n"
"\n"
"أداة التعبئة تستخدم لوحة التضاريس.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• النقر بالماوس Shift: إذا "
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr "أدوات التّحديد"
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
#, fuzzy
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 ""
"تحديد مجموعة من الحقول السداسية، للاستخدام مع أزرار القص والنسخ والتعبئة "
"الموجودة أسفل شريط القائمة.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift "
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
#, fuzzy
msgid "Select single hexes."
msgstr "تحديد سداسي واحد"
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr "حدد سبعة سداسيات في المرة الواحدة."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr "حدد تسعة عشر سداسيًا في المرة الواحدة."
#. [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 "حدد ثلاثة سداسيات في سطر."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr "أداة الحافظة واللصق"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
#, fuzzy
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 ""
"تدوير وقلب ولصق التضاريس في الحافظة\n"
"\n"
"يمكن قص الأشكال السداسية أو نسخها إلى الحافظة باستخدام "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"اللصق "
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr "قم بالتدوير في اتجاه عقارب الساعة بمقدار 60 درجة."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr "قم بالتدوير عكس اتجاه عقارب الساعة بمقدار 60 درجة."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr "قلب أفقيًا"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr "الوجه عموديا"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
msgid "Starting Locations Tool"
msgstr "أداة مواقع البداية"
#. [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
#, fuzzy
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 ""
"تعريف موضع البداية لقائد الجانب.\n"
"\n"
"تقوم هذه الأداة بتعيين مواقع البداية الافتراضية لقادة الجانب، وتسمية مواقع "
"خاصة. "
#. [topic]: id=editor_terrain_overlays
#: data/core/editor/help.cfg:128
msgid "Editor Terrain-Overlay Graphics"
msgstr "محرر رسومات تراكب التضاريس"
#. [topic]: id=editor_terrain_overlays
#: data/core/editor/help.cfg:129
#, fuzzy
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 "editor^Maps تبدو عمومًا في المحرر مشابهة لمظهرها في اللعبة. "
#. [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
#, fuzzy
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 ""
"editor^<bold>text='تراكبات الحركة'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor.png~O(0.5)) "
#. [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
#, fuzzy
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 ""
"editor^<bold>text='تراكبات القلعة'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
"png~O) "
#. [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
#, fuzzy
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 ""
"editor^<bold>text='تراكب القرية'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
"editor.png~O) "
#. [topic]: id=editor_terrain_overlays
#. The image is an “S” on a solid black background.
#: data/core/editor/help.cfg:162
#, fuzzy
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 ""
"editor^<bold>text='كفن مزيف'</bold>\n"
"\n"
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
"\n"
"كفن مزيف "
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:172
msgid "Terrain Elevation Graphics"
msgstr "رسومات ارتفاع التضاريس"
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:173
#, fuzzy
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 ""
"تأثير ارتفاع تجميلي يبدو مختلفًا قليلاً في المحرر عنه في اللعبة بسبب المساعدات "
"البصرية في المحرر؛ "
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:176
msgid "editor^<bold>text='Direct Overlays'</bold>"
msgstr "editor^<bold>text='التراكبات المباشرة'</bold>"
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:178
#, fuzzy
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 ""
"Bluffs and Gulch\n"
"\n"
"تشبه الخدع والجولشات والاختلافات المشابهة إلى حد كبير تراكب التضاريس "
"القياسي، ويمكن استخدامها ببساطة بهذه الطريقة. "
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:183
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
msgstr "editor^<bold>text='ارتفاع الفيضان'</bold>"
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:185
msgid "Raised elevation on-map marker"
msgstr "علامة الارتفاع المرتفعة على الخريطة"
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:186
#, fuzzy
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 ""
"رمز لوحة محرر الارتفاع المرتفع\n"
"\n"
"لجعل رقعة من التضاريس أعلى أو أقل، مع الاستمرار في استخدام تضاريس أخرى "
"متراكبة مثل الأشجار، ستحتاج إلى استخدام هذه العلامات. "
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:193
#, fuzzy
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 ""
"editor^<bold>text='كيفية الاستخدام'</bold>\n"
"\n"
"أسهم العلامة ليست مفيدة جدًا في حد ذاتها، ولكن يمكن استخدام التضاريس من نوع "
"المخادع/الوادي لاحتواء المنطقة المليئة بالفيضان.\n"
" "
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:204
#, fuzzy
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 ""
"editor^<format>text='ملاحظة لمؤلفي UMC: لم يتم تغيير رموز التضاريس الخاصة "
"بالبلاطات المليئة بالفيضانات، أو تأثرت أي خصائص أخرى، لذا فإن تصفية الموقع "
"حسب الارتفاع ليس بالأمر السهل.' "
#. [topic]: id=editor_deprecated_overlay
#: data/core/editor/help.cfg:210
msgid "Deprecated Terrain"
msgstr "التضاريس المهملة"
#. [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 ""
"محرر ^<img> src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
"png)' align=left box=yes</img> اللون الأرجواني \"D\" (لكلمة \"موقوف\").\n"
"\n"
" يظهر هذا في المحرر على رموز التضاريس المهملة. ومن الأمثلة على ذلك: \n"
"•<ref> dst='terrain_fungus_grove_old' text='“^Uf” فطر'</ref> \n"
"، • \"Xol\" Lit Stone Wall، الذي تم إهماله لأن العديد من تضاريس الجدار تدعم "
"الآن زخرفة الشمعدان \"^Efs\". \n"
"قد تحتوي صفحات المساعدة الخاصة بهذه التضاريس على نص إضافي يظهر فقط في "
"المحرر، ويصف الإيقاف والبدائل الموصى بها."
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:226
msgid "Label Tool"
msgstr "أداة اللصيقة"
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:227
#, fuzzy
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 ""
"ضع تسميات نصية على الخريطة.\n"
"\n"
"• سيؤدي النقر بزر الماوس الأيسر إلى فتح مربع حوار لإنشاء تسمية جديدة أو "
"تحرير تسمية موجودة.\n"
"• النقر بزر الماوس الأيمن للحذف.\n"
"• السحب والإفلات باستخدام "
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:242
msgid "Item Tool (Scenery Tool)"
msgstr "أداة العنصر (أداة المشهد)"
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:243
#, fuzzy
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 ""
"أداة العنصر تسمح بوضع الزخارف مثل طواحين الهواء وخزائن الكتب والمتراصات. "
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:259
msgid "Village Ownership Tool"
msgstr "أداة ملكية القرية"
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:260
#, fuzzy
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 "تقوم هذه الأداة بتعيين ملكية القرى في بداية السيناريو. "
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:274
msgid "Unit Tool"
msgstr "أداة الوحدة"
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:275
#, fuzzy
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 ""
"ضع الوحدات التابعة للجانب المحدد حاليًا.\n"
"\n"
"• النقر بزر الماوس الأيسر سيضع الوحدة.\n"
"• السحب والإفلات الأيسر سيحرك الوحدة الموضوعة بالفعل.\n"
"• تتم إضافة عمليات مختلفة إلى "
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:290
msgid "Named Areas"
msgstr "المناطق المسماة"
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:291
#, fuzzy
msgid ""
"This tool creates 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 ""
"تنشئ هذه الأداة مجموعات من المربعات التي يمكن استخدامها في مرشحات الموقع "
"القياسية لبرامج WML النصية (مفهوم تم شرحه بالتفصيل في Wiki)، باستخدام معرف "
"المنطقة في <italic>text='area='</italic الخاص بالمرشح "
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:312
msgid "Playlist Manager"
msgstr "إدارة قائمة التشغيل"
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:313
#, fuzzy
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 ""
"إظهار قائمة بالمقطوعات الموسيقية المعروفة للمحرر، مع وجود صناديق تبديل "
"لتمكينها.\n"
"\n"
"هذه الأداة متاحة فقط في وضع السيناريو؛ "
#. [topic]: id=editor_addon_id
#: data/core/editor/help.cfg:324
msgid "Change Add-on ID"
msgstr "تغيير معرف الإضافة"
#. [topic]: id=editor_addon_id
#: data/core/editor/help.cfg:325
#, fuzzy
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 ""
"السماح بتغيير معرف الوظيفة الإضافية، وهو اسم المجلد الموجود بها. سيؤدي هذا "
"فقط إلى إعادة تسمية هذا المجلد وتحديث أي مراجع إليه في ملف _main.cfg. "
#. [topic]: id=editor_pbl_editor
#: data/core/editor/help.cfg:334
msgid "Add-on Publishing Editor"
msgstr "محرر نشر الإضافة"
#. [topic]: id=editor_pbl_editor
#: data/core/editor/help.cfg:335
#, fuzzy
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 ""
"السماح بإعداد ملف _server.pbl الخاص بالوظيفة الإضافية، وهو مطلوب لنشر وظيفة "
"إضافية إلى خادم الوظائف الإضافية ليتمكن اللاعبون الآخرون من تنزيلها. "
#. [topic]: id=..editor
#: data/core/editor/help.cfg:343
msgid "Map/Scenario Editor"
msgstr "محرر الخريطة/السيناريو"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:344
#, fuzzy
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 ""
"يتيح محرر الخرائط والسيناريوهات في Wesnoth للمستخدمين إنشاء وتحرير الخرائط "
"التي يحدث عليها كل سيناريو Wesnoth. "
#. [topic]: id=..editor
#: data/core/editor/help.cfg:356
#, fuzzy
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 ""
"في أي من الوضعين، سيُطلب منك اختيار وظيفة إضافية لاستخدامها في السيناريوهات "
"التي تقوم بإنشائها. "
#. [topic]: id=..editor
#: data/core/editor/help.cfg:358
#, fuzzy
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 ""
"<header>text='ما لا تفعله *لا* تحصل عليه'</header>\n"
"\n"
"• نفس عرض الخريطة تمامًا كما هو الحال في اللعبة\n"
"\n"
"الخريطة لن تبدو تمامًا كما هي في اللعبة "
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:378
#, fuzzy
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 ""
"تشبه وظيفة محرر التضاريس تطبيق طلاء بسيط.\n"
"\n"
"يحتوي الشريط الجانبي الأيمن، من الأعلى إلى الأسفل، على الخريطة المصغرة، "
"ومجموعة الأدوات (راجع الصفحات الخاصة بكل أداة)، وخيارات الأداة، و< "
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:390
#, fuzzy
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 ""
"يضيف وضع محرر السيناريو دعمًا لبعض ميزات WML المتعلقة بالخريطة، مثل المناطق "
"وعناصر المشهد. "
#. [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 ""
"<header>text='التحقق مما إذا كان المحرر في وضع السيناريو'</header>\n"
"\n"
" يمكنك التحقق من الوضع الذي يوجد فيه المحرر من خلال النظر إلى شريط "
"القائمة. \n"
"\n"
"• في وضع السيناريو، يتم تمكين القائمتين \"المناطق\" و\"الجانب\". \n"
"• في وضع التضاريس فقط، تظهر قوائم \"المناطق\" و\"الجانبية\" باللون الرمادي."
#. [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 ""
"<header>text='الدخول في وضع السيناريو'</header> \n"
"\n"
"لبدء خريطة جديدة في وضع السيناريو، اختر \"سيناريو جديد\" من القائمة "
"\"ملف\". \n"
"\n"
"إذا كنت تقوم بالفعل بتحرير خريطة في وضع التضاريس، فاستخدم \"حفظ السيناريو "
"باسم\" من قائمة \"ملف\"؛ سيؤدي هذا إلى التبديل إلى وضع السيناريو. \n"
"\n"
"لتحميل خريطة تم إنشاؤها في محرر السيناريو، استخدم \"تحميل الخريطة\" من "
"القائمة \"ملف\"، وحدد ملف .cfg (وليس ملف .map)."
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:407
#, fuzzy
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 ""
"<header>text='الملفات: .map و.cfg'</header>\n"
"\n"
"يحفظ محرر الخريطة ملفًا واحدًا عندما يكون في وضع التضاريس (a .map) أو ملفين "
"عندما يكون في وضع السيناريو (كلاهما . "
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:419
msgid "Using a separate file for WML events"
msgstr "استخدام ملف منفصل لأحداث WML"
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:420
#, fuzzy
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 ""
"عند تحميل ملف .cfg، يفهم محرر السيناريو الملفات التي تم إنشاؤها بواسطة محرر "
"السيناريو، ولكن من المحتمل أن يواجه صعوبة في الملفات التي تم تحريرها يدويًا.\n"
"\n"
"أحد الخيارات هو إنشاء ملف WML منفصل، أيضًا باستخدام "
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:443
msgid "Editor Mask Usage"
msgstr "استخدام قناع المحرر"
#. [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 ""
"يمكن تطبيق الأقنعة على الخريطة الأساسية لإعادة استخدامها في عدة سيناريوهات "
"يتم اللعب بها في نفس المواقع."
#. [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
msgid "ToD and Schedule Editor"
msgstr "ToD ومحرر الجدول الزمني"
#. [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 ""
"يصل هذا الزر الموجود أعلى يمين الشاشة إلى معاينة الوقت من اليوم ومحرر الجدول "
"الزمني. \n"
"\n"
"في وضع التضاريس، يؤدي هذا إلى عرض الخريطة حيث سيتم إعادة تلوينها في أوقات "
"مختلفة من اليوم. \n"
"\n"
"في وضع السيناريو، يصل الزر إلى محرر للجداول الفردية لـ<ref> "
"dst='editor_named_area' text='المناطق الزمنية'</ref> ."
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:464
msgid "Editor Palette"
msgstr "لوحة المحرر"
#. [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
#, fuzzy
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 ""
"تحتوي لوحة المحرر على العناصر القابلة للتطبيق التي قد تستخدمها مع الأداة "
"المحددة حاليًا. "
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:471
msgid "Show all kinds of terrain"
msgstr "إظهار جميع أنواع التضاريس"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:472
msgid "Show only water terrains"
msgstr "إظهار التضاريس المائية فقط"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:473
msgid "Show only villages"
msgstr "عرض القرى فقط"
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:485
msgid "Wesnoth Map Format"
msgstr "تنسيق خريطة ويسنوث"
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:486
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr "تخزن ويسنوث خرائطه في ملفات نصية عادية يمكن قراءتها بواسطة الإنسان."
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:488
#, fuzzy
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 ""
"<header>text='Native'</header>\n"
"\n"
"يتكون ملف الخريطة من صفوف تحتوي على سلاسل رمز التضاريس مفصولة بفواصل. "
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:501
#, fuzzy
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 ""
"<header>text='Embedded'</header>\n"
"\n"
"يمكن تخزين بيانات الخريطة كجزء من ملف .cfg للسيناريو، مباشرة في السمة "
"<italic>text='map_data'</italic>. "
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:509
#, fuzzy
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 ""
"<header>text='الملفات التي تم إنشاؤها بواسطة محرر السيناريو'</header>\n"
"\n"
"في وضع السيناريو، يقوم المحرر بحفظ بيانات السيناريو كملف .cfg وبيانات "
"الخريطة كملف .map منفصل. "
#. [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 "أعماق تحت الأرض"
#. [editor_times]: id=indoors
#. [time]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
msgid "Indoors"
msgstr "في الداخل"
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "الموسوعة"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid ""
"<ref>dst='..calendar' text='Calendar'</ref>\n"
"<ref>dst='..geography' text='Geography'</ref>"
msgstr ""
"<ref>dst='..calendar' text='التقويم'</ref><ref> dst='..geography' "
"text='الجغرافيا'</ref>"
#. [section]: id=calendar
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
msgid "Calendar"
msgstr "التقويم"
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:14
#, fuzzy
msgid ""
"Each year in the Wesnothian 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"
"The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW "
"(Year of Wesnoth). Years before that are counted based on the number of "
"years before the founding of Wesnoth using BW (Before Wesnoth). After the "
"Fall of Wesnoth dates use AF (After the Fall)."
msgstr "كل عام في تقويم ويسنوث يتكون من 12 شهرًا. "
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "الجغرافيا"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "أركان ثوريا"
#. [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 ""
"نهر يرتفع في <ref>dst='heart_mountains' text='جبال القلب'</ref> ويمتد شرقًا "
"إلى ليسترا."
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
msgid "Great River"
msgstr "النهر العظيم"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
#, fuzzy
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 ""
"يشكل النهر العظيم الحدود بين <ref>dst='kingdom_wesnoth' text='مملكة ويسنوث'</"
"ref> و<ref>dst='northlands' text='Northlands'</ref>. "
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:35
msgid ""
"The Ford of Abez is a crossing between Wesnoth and the Northlands, and is "
"the westernmost point where the Great River can be crossed without ships."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:40
msgid "Great Ocean"
msgstr "المحيط العظيم"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:41
#, 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 Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"تقع إلى الغرب من <ref>dst='great_continent' text='continent'</ref> وتتدفق "
"إليها جميع الأنهار في النهاية. "
#. [topic]: id=great_ocean
#. Great Ocean
#: data/core/encyclopedia/geography.cfg:45
msgid ""
"The Drakes once called this ocean the World Ocean. They believe it to extend "
"in every direction from Morogor until eventually flowing into the abyss as "
"an immense waterfall at the edge of the world."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:50
msgid "Morogor"
msgstr "موروجور"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:51
#, fuzzy
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 ""
"أرخبيل، يقع في مكان ما في <ref>dst='great_ocean' text='المحيط العظيم'</ref> "
"شرق <ref>dst='green_isle' text='الجزيرة الخضراء'</ref> وغرب "
#. [topic]: id=morogor
#. Geography of Morogor
#: data/core/encyclopedia/geography.cfg:57
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Mount Morogor: An active volcanic mountain in the central island of "
"Morogor."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:63
msgid "Green Isle"
msgstr "الجزيرة الخضراء"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:64
#, fuzzy
#| msgid ""
#| "A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
#| "ref>."
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
"ref>, formerly home to the Islefolk and Wesfolk."
msgstr "جزيرة أكبر تقع في <ref>dst='great_ocean' text='المحيط العظيم'</ref>."
#. [topic]: id=green_isle
#. Geography of the Green Isle
#: data/core/encyclopedia/geography.cfg:68
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Southbay: The capital of the largest Islefolk Kingdom.\n"
" • Clearwater Port: The second largest Islefolk city and the location of "
"a major port.\n"
" • Stormvale: A major Islefolk kingdom once ruled by the ancestors of "
"Haldric I.\n"
" • Jevyans Haven: The Wesfolk capital and home of the famous lich-lord "
"Jevyan.\n"
" • Blackmore: A small Wesfolk settlement."
msgstr ""
#. [topic]: id=green_isle
#. Geography of the Green Isle
#: data/core/encyclopedia/geography.cfg:77
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Broken Mountains: A mighty mountain range that cuts through the Green "
"Isle.\n"
" • Oldwood: A mysterious wood inhabited by some woses.\n"
" • Swamp of Esten: A small swamp located east of the Broken Mountains."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:85
msgid "Old Continent"
msgstr "القارة القديمة"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:86
#, fuzzy
#| msgid ""
#| "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> and the "
"<ref>dst='green_isle' text='Green Isle'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>. It is the original homeland "
"of both humans and orcs."
msgstr ""
"تقع إلى الغرب من <ref>dst='morogor' text='مورغور'</ref> عبر "
"<ref>dst='great_ocean' text='المحيط العظيم'</ref>."
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:91
msgid "Great Continent"
msgstr "القارة العظمى"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:92
#, 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>."
msgstr ""
"القارة التي تقع فيها <ref>dst='kingdom_wesnoth' text='مملكة ويسنوث'</ref>. "
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:97
msgid "Irdya"
msgstr "إرديا"
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:98
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 ""
"اسم العالم الذي فيه مملكة<ref> dst='kingdom_wesnoth' text='ويسنوث'</ref> يقع "
"في \"إرديا\". ومع ذلك، نادرًا ما يستخدم هذا المصطلح في العصر الذي تصوره "
"الخريطة الرئيسية. عادةً ما يقول الناس \"العالم\" أو، شعريًا، \"العالم الأخضر "
"الواسع\"."
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:103
msgid "Kingdom of Wesnoth"
msgstr "مملكة ويسنوث"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:104
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."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#. Geography of Wesnoth
#: data/core/encyclopedia/geography.cfg:110
msgid ""
"<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"
" • Westin: A small yet important town in Kerlath, a province of Southern "
"Wesnoth. The old Citadel of Westin can be found there."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#. Geography of Wesnoth
#: data/core/encyclopedia/geography.cfg:123
#, fuzzy
msgid ""
"<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 Horse "
"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.\n"
" • Isle of Alduin: An important island off the coast of Wesnoth home to "
"the Great Academy of Magic, where many of Wesnoths greatest mages were "
"trained.\n"
" • Green Swamp: Large swamp on the banks of the Great River northeast of "
"the Grey Woods."
msgstr ""
"تقع مملكة ويسنوث في الجزء الشمالي الأوسط من <ref>dst='great_continent' "
"text='القارة العظمى'</ref>. "
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:140
msgid "Elensefar"
msgstr "إلنسفار"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:141
#, 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 <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."
msgstr ""
"إلنسفار هي في بعض الأحيان مقاطعة <ref>dst='kingdom_wesnoth' text='Wesnoth'</"
"ref>، وفي بعض الأحيان دولة مستقلة، وفي بعض الأحيان في اتحاد معاهدة مع "
"ويسنوث. "
#. [topic]: id=elensefar
#. Geography of Elensefar area
#: data/core/encyclopedia/geography.cfg:145
msgid ""
"<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."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:150
msgid ""
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:156
msgid "Northlands"
msgstr "الأراضي الشمالية"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:157
msgid ""
"The Northlands are filled with unstable clans in endless conflict. It is an "
"unlawful and perilous place plagued by its cold, icy terrain and constant "
"war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves "
"fight over the region. The northern and eastern borders of the Northlands "
"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"
"Yet despite the sheer wilderness above the Northlands, the subterranean "
"Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic "
"surroundings, providing both heat and protection to their people. While they "
"may often be in conflict with orcs and trolls, the heart of Dwarvish "
"territory is considered relatively safe in comparison."
msgstr ""
#. [topic]: id=northlands
#. Geography of the Northlands
#: data/core/encyclopedia/geography.cfg:163
msgid ""
"<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."
msgstr ""
#. [topic]: id=northlands
#. Geography of the Northlands
#: data/core/encyclopedia/geography.cfg:170
#, fuzzy
msgid ""
"<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 "لا توجد حكومة في نورثلاندز. "
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:183
msgid "Southwest Elven Lands"
msgstr "أراضي الإلف الجنوبية الغربية"
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:184
#, 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 <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."
msgstr ""
"جان الغابة منفصلون عن جان الشمال، ولديهم علاقات متقطعة معهم ومع معظم البلدان "
"الأخرى. "
#. [topic]: id=southwest_elven_lands
#. Geography of the Southwest
#: data/core/encyclopedia/geography.cfg:188
#, fuzzy
msgid ""
"<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."
msgstr ""
"جان الغابة منفصلون عن جان الشمال، ولديهم علاقات متقطعة معهم ومع معظم البلدان "
"الأخرى. "
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:194
msgid "Heart Mountains"
msgstr "جبال القلب"
#. [topic]: id=heart_mountains
#. The Whitefang Clans primary description is in DiD
#. Wesnoth 1.9.4 added Haggid-Dargor to the encyclopedia, but it has no other mention in mainline
#: data/core/encyclopedia/geography.cfg:197
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>. The local orcs call them the Haggid-Dargor. The powerful "
"Whitefang Clan in the region is named after the eastern edge of the "
"mountains, which they call the Whitefang Mountains for their distinctive "
"shape."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:202
msgid "Far North"
msgstr "أقصى الشمال"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:203
#, 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."
msgstr ""
"أقصى الشمال بارد وقاسٍ ولا يمكن الوصول إليه، وهو موطن أسلاف عشيرة الأوركيش. "
#. [topic]: id=far_north
#. Geography of the Far North
#: data/core/encyclopedia/geography.cfg:206
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Barag Gor: A city home to the Orcish Council.\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Jotha: A large fortified capital of the local merfolk that lies within "
"the bay of Jotha.\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz: A coastal orcish town that occasionally raids Jotha.\n"
" • Dorest: The northernmost human city."
msgstr ""
#. [topic]: id=far_north
#. Geography of the Far North
#: data/core/encyclopedia/geography.cfg:219
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Desert of Death: An unusually dry desert in the Far North filled with "
"venomous Sand Scuttlers. It is extremely hot by day yet chilly by night.\n"
" • Black Marshes: A perilous swamp north of Tirigaz filled with violent "
"monsters.\n"
" • Mountains of Dorth: A set of mountains north of the Heart Mountains. "
"Though nowhere near as dangerous as its southern neighbour, it is "
"nonetheless deadly to inexperienced travelers.\n"
" • Mountains of Haag: A group of high mountains inhabited by groups of "
"orcs, trolls and dwarves.\n"
" • Greenwood: An elvish forest located near the Lintanir Forest. Some say "
"it was once connected to it, until groups of savage orcs burned much of the "
"forest.\n"
" • Silent Forest: A dense forest inhabited by a few elves, once known as "
"Gitamoth.\n"
" • Forest of Thelien: A dense coniferous forest sometimes inhabited by "
"elves.\n"
" • River Oumph: A river flowing from the Mountains of Haag to its delta "
"just south of Bitok.\n"
" • River Bork: A river of the Far North flowing from a lake next to the "
"Mourned Hills.\n"
" • Frosty Wastes: A cold, snowy desert in the far north inhabited only by "
"the occasional monster.\n"
" • Barren Plains: A vast, sparsely populated snowy tundra."
msgstr ""
#. [topic]: id=far_south
#: data/core/encyclopedia/geography.cfg:235
#, fuzzy
#| msgid "Far North"
msgid "Far South"
msgstr "أقصى الشمال"
#. [topic]: id=far_south
#: data/core/encyclopedia/geography.cfg:236
msgid ""
"A vast region south of Kerlath home to the Dunefolk Civilization. It is also "
"inhabited by many local creatures, including the Jinn and Wyverns."
msgstr ""
#. [topic]: id=far_south
#. Geography of the Far South
#: data/core/encyclopedia/geography.cfg:240
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Sandy Wastes: A hot desert located south of Kerlath home to various "
"Dunefolk settlements, as well as nomadic tribes in between. The northern "
"parts of this desert are home to many treacherous monsters.\n"
" • Mountains of Peril: A tall and deadly mountain range in the far south "
"inhabited by bands of vicious barbarians and monsters.\n"
" • Black Forest: An ancient and likely haunted forest of which very "
"little is known, believed to have been once inhabited by elves. Those who "
"enter it seldom return."
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
msgid "Time of Day Schedule"
msgstr "جدول الوقت من اليوم"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "المقدمة"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "قواعد اللعب"
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:539
#: src/help/help_topic_generators.cpp:492
#: src/help/help_topic_generators.cpp:515
msgid "Traits"
msgstr "السمات"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "الوحدات"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "القدرات"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "خاصيّات الأسلحة"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr "عصور"
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:554
msgid "Terrains"
msgstr "تضاريس"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:607
msgid "Add-ons"
msgstr "الإضافات"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:680
msgid "Commands"
msgstr "أوامر التصحيح"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
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='ملحمة ويسنوث'</italic> هي لعبة استراتيجية خيالية تعتمد على "
"تبادل الأدوار، وهي لعبة غير عادية إلى حد ما بين الألعاب الاستراتيجية "
"الحديثة. بينما تسعى الألعاب الأخرى إلى التعقيد،<italic> text='ملحمة ويسنوث'</"
"italic> تسعى جاهدة لتحقيق البساطة في كل من القواعد وطريقة اللعب. ومع ذلك، "
"فإن هذا لا يجعل اللعبة بسيطة - فمن هذه القواعد البسيطة تنشأ ثروة من "
"الاستراتيجيات، مما يجعل اللعبة سهلة التعلم ولكنها تمثل تحديًا لإتقانها. توضح "
"الصفحات التالية كل ما تحتاج إلى معرفته للعب ويسنوث. أثناء اللعب، تتم إضافة "
"معلومات جديدة إلى الفئات المختلفة عندما تتعرف على جوانب جديدة من اللعبة. "
"للحصول على معلومات أكثر تفصيلاً حول الحالات الخاصة والاستثناءات، اتبع الروابط "
"المضمنة."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "عن اللعبة"
#. [topic]: id=about_game
#: data/core/help.cfg:107
#, fuzzy
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 ""
"تجري اللعبة في ساحة لعب تعتمد على النظام السداسي، حيث تتقاتل وحداتك ضد أولئك "
"الذين يتحكم فيهم الكمبيوتر، أو الأصدقاء الذين يتناوب كل منهم على نفس "
"الكمبيوتر (لعبة hotseat)، أو لاعبين آخرين على نفس الشبكة، أو لاعبين من جميع "
"أنحاء العالم في "
#. [topic]: id=..units
#: data/core/help.cfg:119
#, fuzzy
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 ""
"سيدرج هذا القسم جميع الوحدات التي تكتشفها أثناء استكشافك لعالم Wesnoth. "
#. [topic]: id=..eras_section
#: data/core/help.cfg:128
#, fuzzy
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr "الفصيل عبارة عن مجموعة من الوحدات والقادة. "
#. [topic]: id=..eras_section
#: data/core/help.cfg:130
#, fuzzy
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 "العصر عبارة عن مجموعة من الفصائل، تهدف إلى اللعب ضد بعضها البعض. "
#. [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 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 ""
"تتمتع بعض الوحدات بقدرات تؤثر بشكل مباشر على الوحدات الأخرى أو يكون لها "
"تأثير على كيفية تفاعل الوحدة مع الوحدات الأخرى. "
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:148
#, fuzzy
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 "بعض الأسلحة لها مميزات خاصة تزيد من فعالية الهجوم بها. "
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "نوع غير معروف"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
#, fuzzy
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"
"هذه الوحدة غير معروفة في الوقت الحالي. "
#. [topic]: id=..gameplay
#: data/core/help.cfg:168
#, fuzzy
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 ""
"يتكون ويسنوث من سلسلة من المعارك، تسمى <italic>text='scenarios'</italic>، "
"والتي تضع قواتك في مواجهة قوات واحد أو أكثر من الخصوم. "
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='أساسيات قواعد اللعب'</header>\n"
"\n"
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
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 ""
"أثناء اللعب، ضع في اعتبارك أنه يمكنك تمرير الماوس فوق العديد من العناصر في "
"اللعبة، مثل المعلومات المعروضة في جزء الحالة، لرؤية وصف مختصر يشرح كل عنصر. "
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "النصر والهزيمة"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"عندما تفوز بسيناريو ما، تتحول الخريطة إلى اللون الرمادي ويتغير زر "
"<bold>text='End Turn'</bold> إلى <bold>text='End Scenario'</bold>. "
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. In most scenarios, you will achieve victory "
"by killing all enemy leaders ; likewise, the death of your own leader "
"generally results in defeat. However, some scenarios may have other victory "
"objectives, such as getting your leader to a designated point, rescuing an "
"ally, solving a puzzle, or holding out against a siege until a certain "
"number of turns have elapsed."
msgstr ""
"انتبه بعناية إلى المربع المنبثق <bold>text='Objectives'</bold> في بداية كل "
"سيناريو. "
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "التجنيد والاستدعاء"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, fuzzy
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that 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"
"إذا نقرت بزر الماوس الأيمن على الشكل السداسي للقلعة وحددت المجند، فستظهر "
"الوحدة الجديدة في ذلك الشكل السداسي. "
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, fuzzy
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
msgstr "يبدأ كل جانب بزعيم واحد في محفظته. "
#. [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"
"تأتي الوحدات المجندة مع وحدتين عشوائيتين <ref>dst='..traits_section' "
"text='سمات'</ref> تعمل على تعديل إحصاءاتها."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:204
#, fuzzy
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"
"في السيناريوهات اللاحقة، يمكنك أيضًا استدعاء الناجين من المعارك السابقة. "
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
#, fuzzy
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"لا تكلف الوحدات ذهبًا للتجنيد أو الاستدعاء فحسب، بل تتطلب أيضًا أموالًا لدعمها. "
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "الدخل والصيانة"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"الدخل بسيط. "
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, fuzzy
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr "في ويسنوث، لا يكفي مجرد تجنيد الوحدات والقتال. "
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"الصيانة أيضًا بسيطة إلى حد ما. "
#. [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"
"يتم طرح تكاليف الصيانة من دخلك، لذلك في حالة اثني عشر مستوى من الوحدات وعشر "
"قرى، سيكون دخلك الناتج 10 قطع ذهب لكل دور."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
#, fuzzy
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 ""
"\n"
"\n"
"بشكل عام، الدخل الأساسي، وكمية الذهب التي تحصل عليها لكل قرية في كل دور، "
"وعدد مستويات الوحدات التي يمكن أن تدعمها كل قرية كلها قابلة للتكوين، ولكن في "
"الحملات تكون القيم الموضحة أعلاه دائمًا تقريبًا. "
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
#, fuzzy
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"\n"
"هناك استثناءان مهمان للصيانة: الوحدات التي تتمتع بسمة الولاء والقادة لا تخضع "
"أبدًا للصيانة. "
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "نقاط الحياة والخبرة"
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
#, fuzzy
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr "كل وحدة لها عدد معين من <italic>text='hitpoints'</italic> (HP). "
#. [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 ""
"تتم الإشارة إلى نقاط الحياة ونقاط الخبرة في جزء الحالة باستخدام رقمين "
"(القيمة الحالية والحد الأقصى للقيمة التي يمكن أن تمتلكها الوحدة)."
#. [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='advancement' text='advance'</ref>."
msgstr ""
"يتم أيضًا الإشارة إلى نقاط الإصابة بواسطة شريط الطاقة بجوار كل وحدة، وهو أخضر "
"أو ​​أصفر أو أحمر. "
#. [topic]: id=advancement
#: data/core/help.cfg:251
msgid "Advancement"
msgstr "تطوّر"
#. [topic]: id=advancement
#: data/core/help.cfg:252
#, fuzzy
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"
"تتمتع الوحدات بقدر معين من الخبرة المطلوبة للتقدم (وهذا أقل بنسبة 20% "
"للوحدات ذات السمة الذكية). "
#. [topic]: id=advancement
#: data/core/help.cfg:252
#, fuzzy
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 ""
"إذا نجت كلتا الوحدتين من القتال، فستكتسبان عددًا من نقاط الخبرة مساوية لمستوى "
"الوحدة التي تقاتلانها. "
#. [topic]: id=advancement
#: data/core/help.cfg:254
#, fuzzy
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"بينما تحتوي معظم الوحدات على ثلاثة مستويات، لا تحتوي جميعها على ثلاثة "
"مستويات. "
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "الحركة"
#. [topic]: id=movement
#: data/core/help.cfg:264
#, fuzzy
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"كل وحدة لديها عدد معين من نقاط الحركة التي يتم استخدامها عند الانتقال إلى "
"سداسي عشري جديد، اعتمادًا على تضاريس ذلك السداسي المحدد. "
#. [topic]: id=movement
#: data/core/help.cfg:264
#, fuzzy
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you 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 "الحركة في <italic>text='Battle for Wesnoth'</italic> بسيطة. "
#. [topic]: id=movement
#: data/core/help.cfg:266
#, fuzzy
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"هناك شيء آخر يجب أخذه في الاعتبار أثناء التحرك وهو <italic>text='مناطق "
"التحكم'</italic>. "
#. [topic]: id=movement
#: data/core/help.cfg:268
#, fuzzy
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"
"لمعرفة المكان الذي يمكن أن يتحرك إليه العدو أثناء دوره التالي، اضغط على Ctrl-"
"v أو Cmd-v. "
#. [topic]: id=vision
#: data/core/help.cfg:277
#, fuzzy
#| msgid "Vision:"
msgid "Vision"
msgstr "الرؤية:"
#. [topic]: id=vision
#: data/core/help.cfg:278
msgid ""
"Vision determines how far a unit can see on the map. Normally, a units "
"vision range is calculated as its movement range plus one hex. Certain units "
"with unique vision capabilities deviate from this rule and have vision cost "
"independent of movement range."
msgstr ""
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:285
msgid "Shroud and Fog of War"
msgstr "الحجاب وضباب الحرب"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:286
#, fuzzy
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one 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 "في بعض السيناريوهات، سيتم إخفاء أجزاء من الخريطة عنك. "
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:290
msgid "<header>text='Multiplayer and undo'</header>"
msgstr "<header>text='متعدد اللاعبين والتراجع'</header>"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:292
#, fuzzy
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 ""
"في الألعاب متعددة اللاعبين، لا يمكن التراجع عن التحركات التي تم إرسالها إلى "
"الشبكة؛ "
#. [topic]: id=saveload
#: data/core/help.cfg:299
msgid "Save-loading"
msgstr "حفظ-تحميل"
#. [topic]: id=saveload
#: data/core/help.cfg:300
#, fuzzy
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 ""
"الأرقام العشوائية هي جزء من Wesnoth، ويمكن أن تفشل الهجمات ويمكن أن تموت "
"الوحدات بسبب سوء الحظ - وهذا جزء متوقع من اللعبة. "
#. [topic]: id=saveload
#: data/core/help.cfg:302
#, fuzzy
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 "أحد تحديات اللعبة هو معرفة كيفية حماية أبطالك. "
#. [topic]: id=saveload
#: data/core/help.cfg:305
#, fuzzy
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 "تتراكم المخاطر الصغيرة على وحداتك غير البطلة أيضًا. "
#. [topic]: id=saveload
#: data/core/help.cfg:307
#, fuzzy
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 "مستويات الصعوبة متوازنة على افتراض أن اللاعب لن يقوم بحفظ التحميل. "
#. [topic]: id=saveload
#: data/core/help.cfg:309
#, fuzzy
msgid ""
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr "ومع ذلك، إنها لعبة؛ "
#. [topic]: id=whylost
#: data/core/help.cfg:316
msgid "Learning from Losses"
msgstr "التعلم من الخسائر"
#. [topic]: id=whylost
#: data/core/help.cfg:317
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 ""
"<italic>text='لماذا خسرت هذا السيناريو؟'</italic>\n"
"\n"
"أحد أصعب الأجزاء في ويسنوث هو فهم سبب فقدان السيناريو."
#. [topic]: id=whylost
#: data/core/help.cfg:319
#, fuzzy
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 ""
"\n"
"\n"
"عندما تبدأ اللعب لأول مرة، فمن المحتمل أن تفقد بعض السيناريوهات. "
#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""
"\n"
"\n"
"بعض الأسباب الشائعة لخسارة السيناريو هي:"
#. [topic]: id=whylost
#: data/core/help.cfg:323
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 ""
"\n"
"\n"
"• لعب حملة على مستوى عال جدا أ<ref> dst='..gameplay' text='مستوى الصعوبة'</"
"ref> . حاول إعادة تشغيل السيناريو بصعوبة أسهل."
#. [topic]: id=whylost
#: data/core/help.cfg:325
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 ""
"\n"
"\n"
"• اتباع استراتيجية سيئة: على سبيل المثال، تجنيد الأنواع الخاطئة من الوحدات، "
"والقتال في <ref> dst='time_of_day' text='الوقت من اليوم'</ref> الخطأ وعدم "
"الاستفادة من ميزات التضاريس أو القدرات الخاصة للوحدات وما إلى ذلك."
#. [topic]: id=whylost
#: data/core/help.cfg:327
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 ""
"\n"
"\n"
"• القرائن المفقودة. غالبًا ما تكون هناك تلميحات في قصة الحملة والحوار حول ما "
"يمكن توقعه من السيناريو الصعب وكيفية الاستعداد له. إذا كان لديك ساحر مخلص "
"إلى جانبك، خذ الوقت الكافي للاستماع إلى نصيحته؛ ربما ستحفظ حياتك."
#. [topic]: id=whylost
#: data/core/help.cfg:329
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 ""
"\n"
"\n"
"• بالكاد يتحقق النصر في السيناريو السابق. تفترض الحملات عمومًا أنه سيكون لديك "
"بعض منها<italic>text='الذهب المحمول'</italic> وبعض الوحدات من ذوي الخبرة على "
"القائمة الخاصة بك<italic>text='الإستدعاء'</italic> (يتم شرح هذه المفاهيم في "
"البرنامج التعليمي.) إذا فزت بسيناريو ما ولكنك خسرت معظم وحداتك ذات الخبرة "
"والكثير من الذهب الخاص بك، فقد يكون من الصعب جدًا التغلب على السيناريو "
"التالي، حتى بالنسبة للاعب أكثر خبرة. إذا وجدت نفسك في هذا الموقف، يمكنك "
"محاولة الرجوع بسيناريو أو اثنين والفوز بهما بشكل أكثر إقناعًا، أو التغيير إلى "
"صعوبة أسهل. (ومع ذلك، تذكر <italic>text='بعض'</italic> الخسائر متوقعة ر، "
"خاصة في ظل الصعوبات الأعلى.)"
#. [topic]: id=whylost
#: data/core/help.cfg:331
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 ""
"\n"
"\n"
"• سوء إدارة الذهب. وفي مواجهة الصعوبات الأعلى، تصبح إدارة الذهب الاستيلاء "
"على القرى لزيادة الدخل، واستخدام وحدات منخفضة المستوى ومجندين جدد لتقليل "
"الإنفاق أمرًا مهمًا. إذا كنت تستخدم العديد من الوحدات عالية المستوى، فقد "
"تفوز بالسيناريو بسهولة ولكن ليس لديك ما يكفي من الذهب المرحل للسيناريو "
"التالي. (سيكون هذا مثالاً على عبارة \"بالكاد حقق النصر\".)"
#. [topic]: id=whylost
#: data/core/help.cfg:333
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='أسباب غير محتملة'</header>"
#. [topic]: id=whylost
#: data/core/help.cfg:335
#, fuzzy
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 ""
"\n"
"\n"
"بالإضافة إلى الأسباب الشائعة المذكورة أعلاه، هناك بعض الأسباب الأخرى غير "
"المحتملة، ولكنها ليست مستحيلة. "
#. [topic]: id=whylost
#: data/core/help.cfg:337
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 ""
"\n"
"\n"
"• ربما تكون قد لعبت استراتيجية لم يتوقعها مطور الحملة، وانتهى بك الأمر "
"بمجموعة من الوحدات عالية المستوى غير مناسبة للسيناريو التالي."
#. [topic]: id=whylost
#: data/core/help.cfg:339
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 ""
"\n"
"\n"
"• ربما تكون قد وجدت سيناريو لا يمكن الفوز به إلا في المرة الثانية أو "
"الثالثة، سواء من خلال طلب حظ أعلى من المتوسط أو من خلال توقع أن يكون لدى "
"اللاعبين معرفة مسبقة - لمعرفة المفاجآت القادمة قبل حدوثها. (تجري مناقشة ما "
"إذا كان من المتوقع الحصول على المعرفة المسبقة في أعلى الصعوبات. ومع ذلك، فإن "
"طلب الحظ فوق المتوسط يمكن أن يعتبر خطأ.)"
#. [topic]: id=whylost
#: data/core/help.cfg:341
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 ""
"\n"
"\n"
"• سوء الحظ على نحو غير عادي. ما إذا كان الهجوم قد أصاب أو أخطأ فهو أمر "
"عشوائي، لذلك من الممكن أن يكون العدو محظوظًا جدًا وتلقى العديد من الضربات، "
"بينما كنت سيئ الحظ للغاية وتعرضت للعديد من الأخطاء. ومع ذلك، يعد هذا أمرًا "
"نادرًا جدًا، ولم يُسمع به فعليًا في جميع السيناريوهات باستثناء أقصر وأصغر "
"السيناريوهات. في الواقع، تحدث الخسائر بشكل أكثر شيوعًا بسبب اللعب "
"<italic>text='السيء'</italic> استراتيجية على الرغم من وجود "
"<italic>text='مستوى مقبول من'</italic> الحظ، من خلال اللعب "
"<italic>text='الجيد'</italic> استراتيجية ولكن وجود <italic>text='مستوى أقل "
"من'</italic> الحظ. علاوة على ذلك، فإن مجرد الحصول على حظ \"أقل من المتوسط\" "
"لا يبرر الخسارة؛ إن الحصول على حظ أقل من المتوسط أمر طبيعي تمامًا، وقد تم "
"تصميم السيناريوهات لتكون قابلة للفوز حتى مع حظ أقل من المتوسط. إن ما نعنيه "
"هنا هو الحظ السيئ للغاية، على مدار عدة دورات."
#. [topic]: id=whylost
#: data/core/help.cfg:343
#, fuzzy
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 ""
"\n"
"\n"
"احذر من إرجاع الخسارة إلى أي من هذه الأسباب. "
#. [topic]: id=whylost
#: data/core/help.cfg:345
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 ""
"\n"
"\n"
"يعرض مربع حوار \"حسابات الضرر\" بعض الإحصائيات التي يمكن أن تساعد في تحديد "
"ما إذا كانت المباراة محظوظة جدًا أم سيئة الحظ للغاية. ومع ذلك، فإن قراءة "
"الإحصائيات ليست بديلاً عن مشاهدة الإعادة والبحث عن الأخطاء الإستراتيجية، أو "
"القليل من الحظ في النقاط الحرجة في الاشتباك."
#. [topic]: id=combat
#: data/core/help.cfg:354
msgid "Combat"
msgstr "قتال"
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='ترتيب وعدد الضربات'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:355
#, fuzzy
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"القتال في <italic>text='Battle for Wesnoth'</italic> يحدث دائمًا بين الوحدات "
"في السداسيات المتجاورة. "
#. [topic]: id=combat
#: data/core/help.cfg:357
#, fuzzy
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"المهاجم يحصل على الضربة الأولى، ثم ينتقم المدافع. "
#. [topic]: id=combat
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='فرصة الإصابة'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:361
#, fuzzy
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elfs chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"كل وحدة لديها فرصة للضرب، بناءً على <italic>text='terrain'</italic> الموجودة "
"فيها. يظهر هذا في جزء الحالة، ويمكن العثور عليه أيضًا عن طريق النقر بزر "
"الماوس الأيمن "
#. [topic]: id=combat
#: data/core/help.cfg:363
#, fuzzy
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"هناك استثناءان لهذه القاعدة: <ref>dst='weaponspecial_magical' text='magical "
"Attacks'</ref> و<ref>dst='weaponspecial_marksman' text='marksmen'</ref>. "
#. [topic]: id=combat
#: data/core/help.cfg:365
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=الضرر</header>"
#. [topic]: id=combat
#: data/core/help.cfg:367
#, fuzzy
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"كل ضربة تصيب تسبب قدرًا أساسيًا من الضرر اعتمادًا على نوع الهجوم. "
#. [topic]: id=combat
#: data/core/help.cfg:369
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"بعض الوحدات لديها <ref>dst='..abilities_section' text='abilities'</ref> خاصة "
"والتي تؤثر على الضرر الناتج في القتال. "
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:377
msgid "Damage Types and Resistance"
msgstr "أنواع الضرر والمقاومة"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:378
#, fuzzy
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has 100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"المقاومات تعمل بكل بساطة: إذا كانت الوحدة لديها مقاومة بنسبة 40% ضد نوع "
"الضرر، فستعاني من ضرر أقل بنسبة 40% عند إصابتها بنوع الضرر هذا. "
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:378
#, fuzzy
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"في ويسنوث، هناك ثلاثة أنواع من الأضرار المرتبطة عادةً بالهجمات الجسدية: "
"<italic>text='blade, pierce, and Impact ضرر'</italic>. "
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:380
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"
"على سبيل المثال، الهياكل العظمية شديدة المقاومة للضرر الناتج عن الشفرات "
"والاختراق، ولكنها معرضة للصدمات وأضرار النار، كما أنها معرضة بشدة للأضرار "
"السحرية."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:382
#, fuzzy
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"
"إذا تم تحديد الضربة، فسوف تسبب دائمًا نقطة واحدة على الأقل من الضرر. "
#. [topic]: id=orbs
#: data/core/help.cfg:390
msgid "Orbs and ellipses"
msgstr "الكريات والخسف"
#. [topic]: id=orbs
#: data/core/help.cfg:391
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 ""
"توجد مؤشرات ملونة فوق أشرطة الطاقة لبعض الوحدات، تتكون من مدار ملون (وأحيانًا "
"<ref>dst='crowns' text='تاج'</ref>)."
#. [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:403
#, fuzzy
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 "تظهر الأجرام السماوية ما إذا كانت الوحدة يمكنها التحرك أو الهجوم. "
#. [topic]: id=orbs
#: data/core/help.cfg:415
msgid "<header>text='Ellipses'</header>"
msgstr "<header>النص = \"علامات الحذف\"</header>"
#. [topic]: id=orbs
#: data/core/help.cfg:418
#, fuzzy
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 "يتم رسم شكل بلون الفريق على الأرض تحت كل وحدة. "
#. [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:429
#, fuzzy
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 ""
"• معظم الوحدات لها شكل بيضاوي دائري.\n"
"• الوحدات التي يمكن تجنيدها لها نجمة ذات سبع نقاط.\n"
"• <ref>dst='crowns' text='وحدات البطل'</ref> لها شكل أصغر من "
#. [topic]: id=crowns
#: data/core/help.cfg:440
msgid "Crowns and loyal markers"
msgstr "التيجان وعلامات الوفاء"
#. [topic]: id=crowns
#: data/core/help.cfg:441
#, fuzzy
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 ""
"بعض الوحدات لها علامة إضافية متراكبة على <ref>dst='orbs' text='orb'</ref>، "
"وشكل مطابق <ref>dst='orbs' text='ellipses'</ "
#. [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:456
#, fuzzy
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 ""
"• يظهر القادة مع <bold>text='تاج ذهبي'</bold>.\n"
"• الأبطال لديهم <bold>text='تاج فضي مزرق'</bold>.\n"
"• القادة القابلون للاستهلاك هم "
#. [topic]: id=time_of_day
#: data/core/help.cfg:474
msgid "Time of Day"
msgstr "الوقت من اليوم"
#. [topic]: id=time_of_day
#: data/core/help.cfg:475
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
msgstr ""
"يؤثر الوقت من اليوم على ضرر بعض الوحدات كما يلي:\n"
"\n"
"• تحصل الوحدات <bold>text='Lawful'</bold> على 25% ضرر في النهار، و-25% ضرر "
"في الليل.\n"
" "
#. [topic]: id=time_of_day
#: data/core/help.cfg:480
#, fuzzy
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
"\n"
msgstr ""
"\n"
"\n"
"يمكن ملاحظة الوقت الحالي من اليوم ضمن الخريطة المصغرة في جزء الحالة. "
#. [topic]: id=time_of_day
#. [time]: id=dawn
#. [time]: id=dawn_hour
#: data/core/help.cfg:484 data/core/macros/schedules.cfg:16
#: data/core/macros/schedules.cfg:290
msgid "Dawn"
msgstr "غروب"
#. [topic]: id=time_of_day
#. [time]: id=morning
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
msgid "Morning"
msgstr "الصباح"
#. [topic]: id=time_of_day
#. [time]: id=afternoon
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
msgid "Afternoon"
msgstr "الظهر"
#. [topic]: id=time_of_day
#. [time]: id=dusk
#. [time]: id=dusk_hour
#: data/core/help.cfg:487 data/core/macros/schedules.cfg:55
#: data/core/macros/schedules.cfg:411
msgid "Dusk"
msgstr "شفق"
#. [topic]: id=time_of_day
#. [time]: id=first_watch
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
msgid "First Watch"
msgstr "نصف الليلة الأول"
#. [topic]: id=time_of_day
#. [time]: id=second_watch
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
msgid "Second Watch"
msgstr "المراقبة الثانية"
#. [topic]: id=time_of_day
#: data/core/help.cfg:491
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"ضع في اعتبارك أن بعض السيناريوهات تحدث تحت الأرض، حيث يكون الليل دائمًا!\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:493
#, fuzzy
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr "بعض المواقع تحت الأرض مضاءة. "
#. [topic]: id=time_of_day
#: data/core/help.cfg:495
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
"بعض سيناريوهات لعب الأدوار تحدث في الداخل — هذه المناطق متوسطة بالمثل.\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:497
#, fuzzy
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 ""
"أخيرًا، الوحدات ذات القدرة <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> وميزات التضاريس مثل <ref>dst='terrain_ava' "
"text='ava'</ref> تغير الوقت "
#. [topic]: id=healing
#: data/core/help.cfg:504
msgid "Healing"
msgstr "الشفاء"
#. [topic]: id=healing
#: data/core/help.cfg:505
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"
"• <bold>text='الراحة'</bold>: الوحدة التي لا تتحرك أو تهاجم أو تتعرض للهجوم "
"ستشفي 2 من نقاط الحياة في دورها التالي."
#. [topic]: id=healing
#: data/core/help.cfg:505
#, fuzzy
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 "في القتال، ستتعرض وحداتك للضرر حتمًا. "
#. [topic]: id=healing
#: data/core/help.cfg:507
#, fuzzy
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"• <bold>text='Villages'</bold>: الوحدة التي تبدأ منعطفًا في قرية أو "
"<ref>dst='terrain_oasis' text='oasis'</ref> سوف تشفي 8HP. "
#. [topic]: id=healing
#: data/core/help.cfg:508
#, fuzzy
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_regeneratesregenerates' text='التجديد'</ref>: وحدات "
"معينة (مثل المتصيدون) سوف تعالج 8HP تلقائيًا في كل دور. "
#. [topic]: id=healing
#: data/core/help.cfg:509
#, fuzzy
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"• <bold>text='Healing Units'</bold>: الوحدات ذات القدرة "
"<ref>dst='ability_healingheals 4' text='Heals'</ref> ستعالج كل وحدة مجاورة "
"متحالفة، عادةً < "
#. [topic]: id=healing
#: data/core/help.cfg:510
#, fuzzy
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
"in all allied adjacent units (in preference to healing, if it has that "
"ability as well)."
msgstr ""
"\n"
"• <bold>text='وحدات المعالجة'</bold>: الوحدات ذات القدرة "
"<ref>dst='ability_curingcures' text='cures'</ref> سوف تعالج السم في جميع "
"الوحدات المجاورة المتحالفة (في "
#. [topic]: id=healing
#: data/core/help.cfg:511
#, fuzzy
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 ""
"\n"
"• <bold>text='Advancement'</bold>: عندما تكون الوحدة <ref>dst='advancement' "
"text='advances'</ref>، فإنها ستشفى بالكامل. "
#. [topic]: id=healing
#: data/core/help.cfg:512
#, fuzzy
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"
"يمكن الجمع بين الراحة وأشكال أخرى من الشفاء، ولكن لا يمكن دمج القرى والتجديد "
"والشفاء والعلاج مع بعضها البعض: سيتم استخدام الخيار الأفضل. "
#. [topic]: id=healing
#: data/core/help.cfg:514
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
"\n"
"\n"
"<bold>text='متقدمة'</bold>"
#. [topic]: id=healing
#: data/core/help.cfg:516
#, fuzzy
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 ""
"\n"
"\n"
"خلافًا لأشكال الشفاء الأخرى، لن تؤثر قدرة الشفاء على دور الوحدة التي تم "
"شفاءها، ولكن على دور المعالج. "
#. [topic]: id=wrap_up
#: data/core/help.cfg:524
msgid "Wrap Up"
msgstr "اختتام"
#. [topic]: id=wrap_up
#: data/core/help.cfg:525
#, fuzzy
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr "وبهذا تنتهي أساسيات ويسنوث. "
#. [topic]: id=license
#: data/core/help.cfg:530
msgid "License"
msgstr "الترخيص"
#. [topic]: id=..traits_section
#: data/core/help.cfg:541
#, fuzzy
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"\n"
"\n"
"معظم الوحدات لها سمتان. "
#. [topic]: id=..traits_section
#: data/core/help.cfg:541
#, fuzzy
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 "السمات هي تعديلات تغير سمات الوحدة قليلاً. "
#. [topic]: id=..traits_section
#: data/core/help.cfg:543
#, fuzzy
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"
"السمات المتوفرة لمعظم الوحدات غير الموتى الأحياء هي "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ "
#. [topic]: id=..traits_section
#: data/core/help.cfg:545
#, fuzzy
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"قد يتلقى الجان أيضًا <ref>dst='traits_dextrous' text='dextrous'</ref>، وقد "
"يتلقى الأقزام <ref>dst='traits_healthy' text='healthy'</ref>. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:555
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
"\n"
"\n"
"تأتي التضاريس في نوعين: <italic>text='أساسي'</italic> و<italic>text='مختلط'</"
"italic>."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:555
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat."
msgstr ""
"تتميز خرائط اللعبة بمجموعة متنوعة من التضاريس التي تؤثر على حركة الوحدة "
"والقدرة الدفاعية للوحدة في القتال."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:557
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='أنواع التضاريس الأساسية'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:559
#, fuzzy
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 ""
"\n"
"\n"
"تشمل أنواع التضاريس الأساسية المسطحة والتلال والجبال والرمال والمياه "
"والمستنقعات. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:563
#, fuzzy
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 ""
"\n"
"\n"
"كل وحدة لديها تقييم دفاعي وتكلفة حركة لكل نوع من أنواع التضاريس الأساسية، "
"وهذه القيم مدرجة في صفحة المساعدة الخاصة بالوحدة. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:565
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='أنواع التضاريس المختلطة'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:567
#, fuzzy
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 ""
"\n"
"\n"
"تشترك أنواع التضاريس المختلطة في خصائص أنواع التضاريس الأساسية المتعددة — "
"تتلقى الوحدات بشكل عام <italic>text='أفضل دفاع'</italic> و<italic>text='أسوأ "
"حركة'</italic> من "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:571
#, fuzzy
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 ""
"\n"
"\n"
"أحد الاستثناءات الملحوظة هو تضاريس الجسور، مثل <italic>text='جسور فوق المياه "
"الضحلة'</italic>، <italic>text='fords'</italic>، و<italic>text=' "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:575
#, fuzzy
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 ""
"\n"
"\n"
"القرى البرية عمومًا توفر أفضل دفاع وحركة أيضًا. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:579
#, fuzzy
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 ""
"\n"
"\n"
"أخيرًا، القرى المائية بشكل عام غير مضيافة للوحدات الأرضية، ولا تعطي فوائد "
"دفاعية أو حركة مرتبطة بنوع تضاريس القرية. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:583
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 ""
"\n"
"\n"
"يمكنك معرفة الأنواع الأساسية التي تتكون منها التضاريس المختلطة عن طريق تمرير "
"الماوس فوقها والتحقق من أيقونات نوع التضاريس المعروضة في الجزء العلوي الأيمن "
"(في نمط العرض القياسي)."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:585
#, fuzzy
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 ""
"\n"
"\n"
"يمكنك معرفة نوع السلوك الذي توفره التضاريس المختلطة عن طريق تمرير الماوس "
"فوقها وعرض <italic>text='terrain description'</italic> إما عن طريق الضغط على "
"مفتاح التشغيل السريع، أو النقر بزر الماوس الأيمن والاختيار من "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:587
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='سقف الدفاع'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:589
#, fuzzy
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 ""
"\n"
"\n"
"بعض الوحدات بها <italic>text='defense caps'</italic> لنوع تضاريس أساسي معين. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:591
#, fuzzy
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 ""
"\n"
"\n"
"على سبيل المثال، يتمتع <ref>text='Loyalist Cavalryman' "
"dst='unit_Cavalryman'</ref> بتصنيف دفاعي قدره 30% في الغابات، وحد أقصى دفاعي "
"للغابات. "
#. [topic]: id=..terrains_section
#: data/core/help.cfg:593
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 ""
"\n"
"\n"
"إذا كانت الوحدة لديها حد دفاعي لبعض التضاريس، فهو دائمًا نفس معدل دفاعها على "
"تلك التضاريس (لا يمكن أن يكون أكبر)."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:595
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='أنواع التضاريس الأساسية'</header>\n"
"\n"
#. [topic]: id=..addons
#: data/core/help.cfg:608
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 ""
"درجة التخصيص التي يقدمها محرك ويسنوث تسمح للاعبين بإنشاء محتوى اللعبة الخاص "
"بهم، بما في ذلك السيناريوهات والحملات الجديدة وغير ذلك الكثير بما يتجاوز ما "
"يتم تقديمه في المحتوى الرسمي المرفق مع اللعبة.\n"
"\n"
#. [topic]: id=using_addons
#: data/core/help.cfg:618
msgid "Using Add-ons"
msgstr "استخدام الإضافات"
#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='الحملات والسيناريوهات'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""
"تدعم اللعبة أنواعًا مختلفة من المحتوى الإضافي، والتي لا تتوفر جميعها في كل "
"أوضاع اللعب."
#. [topic]: id=using_addons
#: data/core/help.cfg:621
#, fuzzy
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 ""
"\n"
"\n"
"حملات اللاعب الفردي عبارة عن مجموعات من السيناريوهات التي تتلاءم معًا لتحكي "
"قصة. "
#. [topic]: id=using_addons
#: data/core/help.cfg:623
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
"\n"
"\n"
"<header>text='حملات متعددة اللاعبين وسيناريوهات وحزم خرائط'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:625
#, fuzzy
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 ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> يمكن تشغيل الألعاب في سيناريوهات مخصصة "
"بالكامل ومكتوبة أو حتى في حملات مصممة خصيصًا. "
#. [topic]: id=using_addons
#: data/core/help.cfg:627
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='عصور وفصائل متعددة اللاعبين'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:629
#, fuzzy
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 ""
"\n"
"\n"
"لأغراض اللعب، تتعاون أعراق مختلفة من المخلوقات في العالم مع بعضها البعض في "
"فصائل. "
#. [topic]: id=using_addons
#: data/core/help.cfg:633
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
"\n"
"\n"
"يمكنك رؤية العصور التي قمت بتحميلها في <ref>text='عصور' dst='.."
"eras_section'</ref> للمساعدة."
#. [topic]: id=using_addons
#: data/core/help.cfg:635
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='التعديلات'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:637
#, fuzzy
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 ""
"\n"
"\n"
"التعديلات عبارة عن سيناريوهات اختيارية وبرامج نصية مستقلة عن العصر يمكنها "
"تغيير مجموعة القواعد الافتراضية بطرق مختلفة. "
#. [topic]: id=using_addons
#: data/core/help.cfg:639
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='النوى'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:641
#, fuzzy
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 ""
"\n"
"\n"
"تتيح النوى التحويل الكامل للمعركة من أجل ويسنوث. "
#. [topic]: id=using_addons
#: data/core/help.cfg:645
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='موارد المنشئ'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:647
#, fuzzy
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 ""
"\n"
"\n"
"يمكن لمؤلفي المحتوى استخدام حزم الموارد المتوفرة على خادم الوظائف الإضافية "
"لإثراء المحتوى الخاص بهم بالأصول الموجودة مثل الصور والموسيقى والتعليمات "
"البرمجية. "
#. [topic]: id=installing_addons
#: data/core/help.cfg:656
msgid "Installing Add-ons"
msgstr "تثبيت الإضافات"
#. [topic]: id=installing_addons
#: data/core/help.cfg:657
#, fuzzy
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 ""
"يمكن الحصول على الإضافات التي يصنعها المستخدم وتحديثها من خلال خيار "
"<italic>text='Add-ons'</italic> في القائمة الرئيسية. "
#. [topic]: id=removing_addons
#: data/core/help.cfg:670
msgid "Removing Add-ons"
msgstr "إزالة الإضافات"
#. [topic]: id=removing_addons
#: data/core/help.cfg:671
#, fuzzy
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 ""
"لإزالة الوظائف الإضافية، اختر <bold>text='إزالة الوظائف الإضافية'</bold> في "
"مربع حوار اتصال خادم الوظائف الإضافية. "
#. [topic]: id=general_commands
#: data/core/help.cfg:686
msgid "General Commands"
msgstr "الأوامر العامة"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
#, 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"
msgstr ""
"يمكن إصدار هذه الأوامر إما عبر سطر الأوامر عن طريق إضافة بادئة لها بـ "
"':' (كما هو موضح هنا) أو عبر الدردشة عن طريق بادئتها بـ '/' (اضغط 'm' أولاً "
"لفتح خط الدردشة).\n"
" "
#. [topic]: id=general_commands
#: data/core/help.cfg:689
msgid ""
"\n"
"Similar to the fps command, but also forces everything to redraw instead "
"of only things that have changed.\n"
"\n"
msgstr ""
"\n"
"مشابه للأمر 'fps' 'صورة في الثانية'، ولكنه يفرض أيضًا إعادة رسم كل شيء بدلاً "
"من الأشياء التي تغيرت فقط.\n"
"\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:692
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"مسح رسائل المحادثة.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:695
#, fuzzy
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"قم بتشغيل وضع التصحيح (لا يعمل في اللعب المتعدد). "
#. [topic]: id=general_commands
#: data/core/help.cfg:699
#, fuzzy
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 ""
"\n"
"تبديل الجانب بين التحكم البشري والتحكم بالذكاء الاصطناعي. "
#. [topic]: id=general_commands
#: data/core/help.cfg:702
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
"\n"
"عرض حالة وحدة التحكم للجانب.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:705
#, fuzzy
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"
"تبديل عرض الإطارات الحالية في الثانية. "
#. [topic]: id=general_commands
#: data/core/help.cfg:708
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"تبديل مجال السجل إلى مستوى سجل مختلف.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:711
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"إعادة رسم الشاشة وإعادة تحميل أية ملفات صور تم تغييرها.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:714
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"إظهار قائمة اختيار نمط العرض.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:717
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"قم بإنهاء السيناريو (بدون المطالبة).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:720
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"احفظ اللعبة (بدون مطالبة).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:723
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"احفظ اللعبة وقم بإنهاء السيناريو (بدون مطالبة)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:731
msgid "Multiplayer Commands"
msgstr "أوامر متعددة اللاعبين"
#. [topic]: id=mp_commands
#: data/core/help.cfg:734
#, fuzzy
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they wont be kicked then.)\n"
"\n"
msgstr ""
"\n"
"حظر مستخدم في لعبة متعددة اللاعبين بواسطة عنوان IP الذي يستخدمه اسم المستخدم "
"هذا وطرده. "
#. [topic]: id=mp_commands
#: data/core/help.cfg:737
#, fuzzy
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nickname of the player or observer). You can check "
"what side belongs to which player in the <bold>text='Scenario Settings'</"
"bold> dialog (Press the <bold>text='More'</bold> button in the "
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
"can change control of any side.\n"
"\n"
msgstr ""
"\n"
"تغيير وحدة التحكم للجانب (اكتب هنا رقم الجانب) إلى اسم المستخدم (اكتب هنا "
"لقب اللاعب أو المراقب). "
#. [topic]: id=mp_commands
#: data/core/help.cfg:740
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""
"\n"
"قم بتشغيل مربع حوار لمساعدة المضيف في تغيير التحكم البشري للجوانب.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:743
#, fuzzy
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""
"\n"
"تبديل حالة الخمول لأحد الجوانب. "
#. [topic]: id=mp_commands
#: data/core/help.cfg:746
#, fuzzy
msgid ""
"\n"
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
"just want to change control of their side(s) use the :control command "
"instead.\n"
"\n"
msgstr ""
"\n"
"ركل مستخدم في لعبة متعددة اللاعبين. "
#. [topic]: id=mp_commands
#: data/core/help.cfg:749
#, fuzzy
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"\n"
"إرسال رسالة خاصة إلى المستخدم. "
#. [topic]: id=mp_commands
#: data/core/help.cfg:752
#, fuzzy
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"كتم صوت مراقب محدد. "
#. [topic]: id=mp_commands
#: data/core/help.cfg:755
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"تبديل كتم/إسكات كافة المراقبين.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:758
#, fuzzy
msgid ""
"\n"
"Unban a user in a multiplayer game by the IP address used by that username. "
"Can be used on users not in the game but on the server.\n"
"\n"
msgstr ""
"\n"
"قم بإلغاء حظر مستخدم في لعبة متعددة اللاعبين بواسطة عنوان IP الذي يستخدمه "
"اسم المستخدم هذا. "
#. [topic]: id=mp_commands
#: data/core/help.cfg:761
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"إلغاء كتم صوت مراقب محدد. "
#. [topic]: id=debug_commands
#: data/core/help.cfg:769
msgid "Debug Mode Commands"
msgstr "أوامر وضع التصحيح"
#. [topic]: id=debug_commands
#: data/core/help.cfg:772
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
"\n"
"إظهار قائمة لاختيار السيناريو للتقدم إليه فورًا في الحملة.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:775
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"إنشاء وحدة من النوع المحدد على السداسي المحدد.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:778
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"تبديل الضباب/الحجاب للجانب الحالي.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:781
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"إضافة المبلغ المحدد إلى ذهب الجانب الحالي.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:784
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"التقدم فورًا إلى السيناريو التالي في الحملة.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:787
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"قم بتعيين متغير حالة في اللعبة إلى القيمة المرغوبة يدويًا.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:790
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"إظهار متغير حالة اللعبة.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:793
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"قم بإطلاق الحدث المحدد يدوياً.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:796
#, fuzzy
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"تعديل الخاصية المحددة للوحدة المحددة. "
#. [topic]: id=debug_commands
#: data/core/help.cfg:799
#, fuzzy
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"رفع مستوى الوحدة المحددة إلى N مرات. "
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:11
#, fuzzy
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 ""
"السماح للوحدة بشفاء الوحدات المتحالفة المجاورة في بداية دورنا.\n"
"\n"
"الوحدة التي يعتني بها هذا المعالج قد تشفي ما يصل إلى 4 نقاط صحة في كل دور، "
"أو تمنع السم من التأثير في هذا الدور.\n"
"هذه القدرة سوف "
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:37
#, fuzzy
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 ""
"تجمع هذه الوحدة بين العلاجات العشبية والسحر لشفاء الوحدات بسرعة أكبر مما هو "
"ممكن عادةً في ساحة المعركة.\n"
"\n"
"الوحدة التي يعتني بها هذا المعالج قد تشفي ما يصل إلى 8 نقاط صحة لكل دور، أو "
"تمنع السم من التأثير في هذا الدور "
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:62
msgid "female^cures"
msgstr "معالجة"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:63
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 ""
"يمكن للمعالج أن يعالج وحدة من السم، على الرغم من أن هذه الوحدة لن تتلقى أي "
"شفاء إضافي عند شفائها من السم."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:95
msgid "female^regenerates"
msgstr "متجددة"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:96
#, fuzzy
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr "ستعالج الوحدة نفسها بـ 8 نقاط صحة لكل دورة. "
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:108
msgid "regenerates +4"
msgstr "يتجدد +4"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:109
msgid "female^regenerates +4"
msgstr "تتجدد 4"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:110
#, fuzzy
msgid ""
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr "ستعالج الوحدة نفسها بـ 4 نقاط صحة لكل دورة. "
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:111
msgid ""
"This unit heals itself each turn, though not as much as if stationed in a "
"village."
msgstr ""
"هذه الوحدة تشفي نفسها في كل دورة، ولكن ليس بقدر ما لو كانت متمركزة في قرية."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:132
#, fuzzy
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr "تتم مضاعفة مقاومة هذه الوحدة بحد أقصى 50% عند الدفاع. "
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:145
msgid "diversion"
msgstr "تحويل انتباه"
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:146
msgid "female^diversion"
msgstr "محولة"
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:147
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 ""
"إذا كان هناك عدو للهدف في الجهة المقابلة للهدف، تقوم هذه الوحدة بتحويل "
"انتباه الهدف وتقليل فرصته في الإصابة بنسبة 20%."
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:148
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 ""
"إذا كان هناك عدو للهدف على الجانب الآخر من الهدف أثناء مهاجمته، تقوم هذه "
"الوحدة بتحويل انتباه الهدف وتقليل فرصته في الإصابة."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:200
msgid "female^leadership"
msgstr "قيادية"
#. [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 ""
"هذه الوحدة يمكنها قيادة القوات الأخرى في المعركة.\n"
"\n"
"جميع الوحدات المجاورة ذات المستوى الأدنى من نفس الجانب تسبب ضررًا أكبر بنسبة "
"25% لكل اختلاف في المستوى."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:220
msgid "female^skirmisher"
msgstr "مناوشة"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:221
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"هذه الوحدة ماهرة في تجاوز الأعداء بسرعة، وتتجاهل جميع مناطق سيطرة العدو."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:237
msgid "illuminates"
msgstr "منير"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:239
#, fuzzy
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 ""
"تضيء هذه الوحدة المنطقة المحيطة، مما يجعل الوحدات القانونية تقاتل بشكل أفضل، "
"والوحدات الفوضوية تقاتل بشكل أسوأ.\n"
"\n"
"أي وحدات مجاورة لهذه الوحدة ستقاتل كما لو كان الغسق عندما يكون الليل، وكما "
"لو كان النهار عندما يكون "
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:254
msgid "female^teleport"
msgstr "ناقلة آنيّا"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:255
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"يجوز لهذه الوحدة التنقل بين أي قريتين فارغتين تملكهما من جانبها باستخدام "
"إحدى تحركاتها."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:286
msgid "female^ambush"
msgstr "كامنة"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:287
#, fuzzy
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 ""
"هذه الوحدة يمكن أن تختبئ في الغابة، وتبقى غير مكتشفة من قبل أعدائها.\n"
"\n"
"وحدات العدو لا تستطيع رؤية هذه الوحدة أثناء وجودها في الغابة، إلا إذا كان "
"لديهم وحدات بجوارها. "
#. [hides]: id=burrow
#: data/core/macros/abilities.cfg:306
msgid "burrow"
msgstr "حفار"
#. [hides]: id=burrow
#: data/core/macros/abilities.cfg:307
msgid "female^burrow"
msgstr "حفارة"
#. [hides]: id=burrow
#: data/core/macros/abilities.cfg:308
#, fuzzy
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 ""
"يمكن لهذه الوحدة أن تختبئ في الغابة أو الرمال إذا كانت في حالة راحة (لم "
"تتحرك لدورة واحدة)، وتبقى غير مكتشفة من قبل أعدائها.\n"
"\n"
"لا يمكن لوحدات العدو رؤية هذه الوحدة أثناء استراحتها في الغابة أو الرمال، "
"إلا إذا "
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:330
#, fuzzy
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 ""
"تصبح الوحدة غير مرئية أثناء الليل.\n"
"\n"
"وحدات العدو لا تستطيع رؤية هذه الوحدة في الليل، إلا إذا كانت لديهم وحدات "
"بجوارها. "
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:349
msgid "female^concealment"
msgstr "مخفية"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:350
#, fuzzy
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 ""
"هذه الوحدة يمكنها الاختباء في القرى، والبقاء غير مكتشفة من قبل أعدائها، "
"باستثناء أولئك الذين يقفون بجانبها.\n"
"\n"
"لا يمكن لوحدات العدو رؤية هذه الوحدة أثناء تواجدها في القرية، إلا إذا كان "
"لديهم وحدات بجوارها. "
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:368
msgid "submerge"
msgstr "مغمور"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:369
msgid "female^submerge"
msgstr "مغمورة"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:370
#, fuzzy
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 ""
"هذه الوحدة يمكنها الاختباء في المياه العميقة، وتبقى غير مكتشفة من قبل "
"أعدائها.\n"
"\n"
"وحدات العدو لا تستطيع رؤية هذه الوحدة أثناء تواجدها في المياه العميقة، إلا "
"إذا كان لديهم وحدات بجانبها. "
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:390
msgid "female^feeding"
msgstr "متغذية"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:391
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
"تكتسب هذه الوحدة نقطة إصابة واحدة تضاف إلى الحد الأقصى لها عندما تقتل وحدة، "
"باستثناء الوحدات المحصنة ضد الطاعون."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "الحد الأقصى لنقاط الصحة الإضافية 3، الحد الأقصى لنقاط الخبرة 20%"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
msgid "Midday"
msgstr "منتصف النهار"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
msgid "Midnight"
msgstr "منتصف الليل"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:218
msgid "Second Watch — First Hour"
msgstr "المراقبة الثانية الساعة الأولى"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:230
msgid "Second Watch — Second Hour"
msgstr "المراقبة الثانية الساعة الثانية"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:242
msgid "Second Watch — Third Hour"
msgstr "المراقبة الثانية الساعة الثالثة"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:254
msgid "Second Watch — Fourth Hour"
msgstr "المراقبة الثانية الساعة الرابعة"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:266
msgid "Second Watch — Fifth Hour"
msgstr "المراقبة الثانية الساعة الخامسة"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:278
msgid "Second Watch — Sixth Hour"
msgstr "المراقبة الثانية الساعة السادسة"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:302
msgid "Morning — First Hour"
msgstr "الصباح - الساعة الأولى"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:314
msgid "Morning — Second Hour"
msgstr "الصباح - الساعة الثانية"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:326
msgid "Morning — Third Hour"
msgstr "الصباح - الساعة الثالثة"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:335
msgid "Morning — Fourth Hour"
msgstr "الصباح - الساعة الرابعة"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:353
msgid "Afternoon — First Hour"
msgstr "بعد الظهر - الساعة الأولى"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:362
msgid "Afternoon — Second Hour"
msgstr "بعد الظهر - الساعة الثانية"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:371
msgid "Afternoon — Third Hour"
msgstr "بعد الظهر - الساعة الثالثة"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:380
msgid "Afternoon — Fourth Hour"
msgstr "بعد الظهر - الساعة الرابعة"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:389
msgid "Afternoon — Fifth Hour"
msgstr "بعد الظهر - الساعة الخامسة"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:400
msgid "Afternoon — Sixth Hour"
msgstr "بعد الظهر الساعة السادسة"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:423
msgid "First Watch — First Hour"
msgstr "المراقبة الأولى الساعة الأولى"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:435
msgid "First Watch — Second Hour"
msgstr "المراقبة الأولى الساعة الثانية"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:447
msgid "First Watch — Third Hour"
msgstr "المراقبة الأولى الساعة الثالثة"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:459
msgid "First Watch — Fourth Hour"
msgstr "المراقبة الأولى الساعة الرابعة"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:514
msgid "First Dawn"
msgstr "الفجر الأول"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:525
msgid "Second Dawn"
msgstr "الفجر الثاني"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:536
msgid "First Morning"
msgstr "الصباح الأول"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:548
msgid "Second Morning"
msgstr "الصباح الثاني"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:560
msgid "First Midday"
msgstr "منتصف النهار الأول"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:572
msgid "Second Midday"
msgstr "منتصف النهار الثاني"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:584
msgid "First Afternoon"
msgstr "بعد الظهر الأول"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:596
msgid "Second Afternoon"
msgstr "الثانية بعد الظهر"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:608
msgid "First Dusk"
msgstr "الغسق الأول"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:619
msgid "Second Dusk"
msgstr "الغسق الثاني"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:630
msgid "The Short Dark"
msgstr "الظلام القصير"
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:642
msgid "The Long Dark (1)"
msgstr "الظلام الطويل (1)"
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:654
msgid "The Long Dark (2)"
msgstr "الظلام الطويل (2)"
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:666
msgid "The Long Dark (3)"
msgstr "الظلام الطويل (3)"
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:680
msgid "The Long Dark (4)"
msgstr "الظلام الطويل (4)"
#: data/core/macros/special-notes.cfg:9
msgid ""
"Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
"الأرواح لديها مقاومة غير عادية للضرر، وتتحرك ببطء شديد فوق المياه المفتوحة."
#: data/core/macros/special-notes.cfg:12
msgid ""
"This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
"يلحق الهجوم الغامض لهذه الوحدة ضررًا هائلاً بالمخلوقات السحرية، وحتى ببعض "
"المخلوقات الدنيوية."
#: data/core/macros/special-notes.cfg:19
msgid "This unit is capable of basic healing."
msgstr "هذه الوحدة قادرة على الشفاء الأساسي."
#: data/core/macros/special-notes.cfg:22
msgid "This unit is capable of rapid healing."
msgstr "هذه الوحدة قادرة على الشفاء السريع."
#: data/core/macros/special-notes.cfg:25
msgid ""
"This unit is capable of healing those around it, and curing them of poison."
msgstr "هذه الوحدة قادرة على شفاء من حولها، وشفاءهم من السموم."
#: data/core/macros/special-notes.cfg:28
msgid ""
"This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr "هذه الوحدة قادرة على تحييد تأثيرات السم في الوحدات المحيطة بها."
#: data/core/macros/special-notes.cfg:31
msgid ""
"This unit regenerates, which allows it to heal as though always stationed in "
"a village."
msgstr ""
"تتجدد هذه الوحدة مما يسمح لها بالشفاء كما لو كانت متواجدة دائمًا في القرية."
#: data/core/macros/special-notes.cfg:34
msgid ""
"The steadiness of this unit reduces damage from some attacks, but only while "
"defending."
msgstr "ثبات هذه الوحدة يقلل الضرر من بعض الهجمات، ولكن فقط أثناء الدفاع."
#: data/core/macros/special-notes.cfg:37
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 ""
"قيادة هذه الوحدة تمكن الوحدات المجاورة من نفس الجانب من إحداث المزيد من "
"الضرر في القتال، على الرغم من أن هذا ينطبق فقط على الوحدات ذات المستوى "
"الأدنى."
#: data/core/macros/special-notes.cfg:40
msgid ""
"This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
"مهارة هذه الوحدة في المناوشات تسمح لها بتجاهل مناطق سيطرة الأعداء وبالتالي "
"التحرك حولهم دون عوائق."
#: data/core/macros/special-notes.cfg:43
msgid "Illumination increases the lighting level in adjacent areas."
msgstr "الإنارة تزيد من مستوى الإضاءة في المناطق المجاورة."
#: data/core/macros/special-notes.cfg:46
msgid ""
"This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
"يمكن لهذه الوحدة استخدام حركة واحدة للانتقال الفوري بين أي قريتين فارغتين "
"تسيطر عليهما من جانبها."
#: data/core/macros/special-notes.cfg:49
msgid ""
"In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
"في الغابات، مهارة الكمين لهذه الوحدة تجعلها غير مرئية للأعداء ما لم تكن "
"مجاورة مباشرة أو كشفت عن نفسها من خلال الهجوم."
#: data/core/macros/special-notes.cfg:52
msgid "This unit is able to hide at night, leaving no trace of its presence."
msgstr "هذه الوحدة قادرة على الاختباء ليلاً دون ترك أي أثر لوجودها."
#: data/core/macros/special-notes.cfg:55
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 ""
"تستطيع هذه الوحدة الاختباء في القرى (باستثناء القرى المائية)، ولا يمكن أن "
"يكتشفها أعداؤها إلا من يقف بجانبها."
#: data/core/macros/special-notes.cfg:58
msgid ""
"This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
"يمكن لهذه الوحدة أن تتحرك بشكل غير مرئي في المياه العميقة، ولا تحتاج إلى "
"هواء من السطح."
#: data/core/macros/special-notes.cfg:61
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"تكتسب هذه الوحدة نقطة إصابة واحدة تضاف إلى الحد الأقصى لها عندما تقتل وحدة "
"حية."
#: data/core/macros/special-notes.cfg:64
msgid ""
"Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
"كلما تم استخدام هجومها الهائج، تستمر هذه الوحدة في الهجوم حتى تموت هي أو "
"عدوها."
#: data/core/macros/special-notes.cfg:67
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 ""
"إذا كان هناك عدو للهدف على الجانب الآخر من الهدف أثناء مهاجمته، فقد تطعن هذه "
"الوحدة في الظهر، وتسبب ضررًا مضاعفًا من خلال الزحف خلف ذلك العدو."
#: data/core/macros/special-notes.cfg:70
msgid ""
"Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
"الأعداء الذين فقدوا حياتهم بسبب الطاعون سوف يقومون مرة أخرى في حالة ميت-حي، "
"إلا إذا كانوا واقفين في قرية."
#: data/core/macros/special-notes.cfg:73
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 ""
"الأعداء الذين يفقدون حياتهم بسبب أهوال معينة من الطبيعة يصبحون غذاء ليرقة "
"سريعة النمو، إلا إذا كانوا واقفين في قرية."
#: data/core/macros/special-notes.cfg:76
msgid ""
"This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
"هذه الوحدة قادرة على إبطاء أعدائها، وخفض سرعة حركتهم إلى النصف وضرر الهجوم "
"حتى ينهوا الدور."
#: data/core/macros/special-notes.cfg:79
msgid ""
"The ability to turn the living to stone makes this unit extremely dangerous."
msgstr "القدرة على تحويل الحياة إلى حجر تجعل هذه الوحدة في غاية الخطورة."
#: data/core/macros/special-notes.cfg:82
msgid ""
"This units marksmanship gives it a high chance of hitting targeted enemies, "
"but only on the attack."
msgstr ""
"مهارة هذه الوحدة في الرماية تمنحها فرصة كبيرة لضرب الأعداء المستهدفين، ولكن "
"في الهجوم فقط."
#: data/core/macros/special-notes.cfg:85
msgid ""
"This unit has magical attacks, which always have a high chance of hitting an "
"opponent."
msgstr ""
"هذه الوحدة لديها هجمات مسحورة، والتي لديها دائمًا فرصة كبيرة لضرب الخصم."
#: data/core/macros/special-notes.cfg:88
msgid ""
"The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr "الهجمات الحاشدة لهذه الوحدة تصبح أقل فتكًا كلما أصيب أعضاؤها."
#: 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."
msgstr "يؤدي استخدام هجوم الشحن إلى مضاعفة الضرر الناتج والمستلم؛ "
#: data/core/macros/special-notes.cfg:94
msgid ""
"During battle, this unit can drain life from victims to renew its own health."
msgstr ""
"أثناء المعركة، يمكن لهذه الوحدة أن تستنزف الحياة من الضحايا لتجديد صحتها."
#: data/core/macros/special-notes.cfg:97
msgid ""
"The length of this units weapon allows it to strike first in melee, even in "
"defense."
msgstr "طول سلاح هذه الوحدة يسمح لها بالضرب أولاً في الالتحام، حتى في الدفاع."
#: data/core/macros/special-notes.cfg:100
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 ""
"سيتعرض ضحايا سم هذه الوحدة للضرر باستمرار حتى يمكن علاجهم في مدينة أو عن "
"طريق وحدة يمكنها أن تعالجهم."
#: 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 ""
"تتمتع هذه الوحدة بغطاء دفاعي على أنواع معينة من التضاريس - ولا يمكنها تحقيق "
"تصنيف دفاعي أعلى على التضاريس المختلطة بمثل هذه الأنواع من التضاريس."
#. 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 ""
"ملاحظات خاصة (نمط 1.14، يرجى التحديث إلى تنسيق القائمة الجديد لتجنب "
"التكرارات):"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:12
msgid "loyal"
msgstr "مخلصة"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:13
msgid "female^loyal"
msgstr "مخلصة"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:14
msgid "Zero upkeep"
msgstr "صيانة صفر"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
#, fuzzy
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"
"خلال الحملات، قد تختار وحدات معينة الانضمام إلى قوات اللاعب بمحض إرادتها. "
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
#, fuzzy
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='Loyal'</italic> الوحدات لا تتحمل الصيانة. "
#. [trait]: id=undead
#: data/core/macros/traits.cfg:56
msgid "female^undead"
msgstr "ميتة-حية"
#. [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 "محصن من الاستنزاف والسموم والطاعون"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
#, fuzzy
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"وحدات الموتى الأحياء عمومًا لها السمة الوحيدة لها. "
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"وحدات<italic>text='الموتى الأحياء'</italic> محصنة ضد السم والاستنزاف "
"والطاعون."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:81
msgid "mechanical"
msgstr "ميكانيكية"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:82
msgid "female^mechanical"
msgstr "ميكانيكية"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
#, fuzzy
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"الوحدات الميكانيكية بشكل عام لها خاصية ميكانيكية فقط. "
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"الوحدات<italic>text='الميكانيكية'</italic> محصنة ضد السم والاستنزاف والطاعون."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:107
msgid "elemental"
msgstr "عناصري"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:108
msgid "female^elemental"
msgstr "عناصرية"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
#, fuzzy
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"الوحدات العنصرية عمومًا لها عنصر باعتبارها السمة الوحيدة لها. "
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"الوحدات<italic>text='العناصرية'</italic> محصنة ضد السم والصرف والطاعون."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:132
msgid "strong"
msgstr "قوية"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:133
msgid "female^strong"
msgstr "قوية"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
#, fuzzy
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"على الرغم من أنه مفيد لأي وحدة قتال متلاحم، إلا أن القوي هو الأكثر فعالية "
"للوحدات التي لديها عدد كبير من التأرجحات مثل المقاتل الجني. "
#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"تُحدث الوحدات<italic>text='القوية'</italic> ضررًا واحدًا إضافيًا لكل ضربة ناجحة "
"في القتال القريب، ولها نقطة حياة إضافية واحدة."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:153
msgid "dextrous"
msgstr "ماهرة"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:154
msgid "female^dextrous"
msgstr "ماهرة"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
#, fuzzy
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"المهارة هي سمة يمتلكها الجان فقط. "
#. [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='ماهرة'</italic> تُحدث هذه الوحدات ضررًا واحدًا إضافيًا مقابل كل "
"ضربة ناجحة في القتال بعيد المدى."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:170
msgid "quick"
msgstr "سريعة"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:171
msgid "female^quick"
msgstr "سريعة"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
#, fuzzy
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"السرعة هي السمة الأكثر وضوحًا، خاصة في الوحدات ذات الحركة البطيئة مثل "
"المتصيدون أو المشاة الثقيلة. "
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"الوحدات<italic>text='السريعة'</italic> لها نقطة حركة إضافية واحدة، لكن نقاط "
"حياة أقل بنسبة 5% من المعتاد."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:190
msgid "intelligent"
msgstr "ذكية"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:191
msgid "female^intelligent"
msgstr "ذكية"
#. [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='الوحدات الذكية'</italic> تعتبر مفيدة جدًا في بداية الحملة حيث "
"يمكنها التقدم إلى مستويات أعلى بسرعة أكبر. لاحقًا في الحملات، لا يعد الذكاء "
"الذكي مفيدًا تمامًا لأن <italic>text='ما بعد الحد الأقصى للتقدم AMLA'</italic> "
"ليس تغييرًا مهمًا مثل التقدم في المستوى. إذا كان لديك العديد من وحدات "
"\"المستوى الأقصى\" فقد ترغب في استدعاء الوحدات ذات السمات المرغوبة أكثر."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr "الوحدات الذكية تتطلب خبرة أقل بنسبة 20% من المعتاد للتقدم."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:206
msgid "resilient"
msgstr "مرنة"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:207
msgid "female^resilient"
msgstr "مرنة"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
#, fuzzy
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"
"الوحدات المرنة يمكن أن تكون مفيدة في جميع مراحل الحملة، وهذه سمة مفيدة لجميع "
"الوحدات. "
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"<italic>text='مرنة'</italic> هذه الوحدات لديها 4 نقاط إصابة إضافية، وتكسب "
"نقطة واحدة إضافية لكل مستوى."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "صحية"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:228
msgid "female^healthy"
msgstr "صحية"
#. [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 ""
"\n"
"\n"
"<italic>text='الوحدات الصحية'</italic> لديها نقطة إصابة إضافية واحدة، وتكسب "
"نقطة إصابة واحدة إضافية في كل مستوى. سوف يقومون أيضًا بشفاء نقطتي حياة في كل "
"دور، بغض النظر عما إذا كانوا قد شاركوا في القتال في الدور السابق."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
"يشتهر بعض الأقزام بالحيوية، ويكونون أكثر ثباتًا من غيرهم ويمكنهم الراحة حتى "
"عند السفر."
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
msgid "female^fearless"
msgstr "لا تخاف"
#. [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 "يحارب عادة خلال الأوقات غير المواتية من النهار/الليل"
#. [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 "النفور من النور والظلام ليس له تأثير على هؤلاء الأفراد الشجعان."
#. [trait]: id=feral
#: data/core/macros/traits.cfg:285
msgid "feral"
msgstr "متوحشة"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:286
msgid "female^feral"
msgstr "وحشية"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:287
msgid "Receives only 50% defense in land-based villages"
msgstr "يتلقى 50% فقط من الدفاع في القرى البرية"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:288
#, fuzzy
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 ""
"لا يتم استخدام مساكن الكائنات الواعية بسهولة للاختباء من قبل المخلوقات "
"الوحشية ذات الذكاء المنخفض. "
#. [trait]: id=weak
#: data/core/macros/traits.cfg:304
msgid "weak"
msgstr "ضعيفة"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:305
msgid "female^weak"
msgstr "ضعيفة"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:306
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"الوحدات ذات السمة <italic>text='ضعيفة'</italic> تتلقى انخفاضًا بمقدار نقطة "
"واحدة في نقاط الحياة وأضرار الاشتباك."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:323
msgid "slow"
msgstr "مبطئ"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:324
msgid "female^slow"
msgstr "مبطئة"
#. [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"
"الأفراد البطيئون ذوو الأجسام السميكة والخرقاء من الوبلن وأنواع أخرى يأخذون "
"عقوبة الحركة ولكن يتم تعويضهم عنها بزيادة طفيفة في القدرة على التحمل."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"<italic>text='بطيئة'</italic> تحتوي الوحدات على نقطة حركة أقل بنسبة 1% ولكن "
"نقاط إصابة أكثر بنسبة 5%."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:343
msgid "dim"
msgstr "غبية"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:344
msgid "female^dim"
msgstr "غبية"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:345
#, fuzzy
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"
"الديم سمة شائعة جدًا في العفاريت والأنواع الأخرى الأقل أهمية. "
#. [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 ""
"الوحدات ذات السمة <italic>text='غبية'</italic> تعاني من زيادة بنسبة 20% في "
"الخبرة المطلوبة للتقدم."
#. [trait]: id=aged
#: data/core/macros/traits.cfg:359
msgid "aged"
msgstr "مسنّة"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:360
msgid "female^aged"
msgstr "مسنّة"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:361
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 ""
"الوحدات ذات السمة <italic>text='مسنة'</italic> لديها 8 نقاط إصابة أقل وتعاني "
"من انخفاض بمقدار نقطة واحدة في الحركة وأضرار الاشتباك."
#. [berserk]: id=berserk
#: data/core/macros/weapon_specials.cfg:9
msgid "berserk"
msgstr "هيجان"
#. [berserk]: id=berserk
#: data/core/macros/weapon_specials.cfg:10
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 ""
"سواء تم استخدامه هجوميًا أو دفاعيًا، فإن هذا الهجوم يضغط على المشتبك حتى يُقتل "
"أحد المقاتلين، أو تحدث 30 جولة من الهجمات."
#. [damage]: id=backstab
#: data/core/macros/weapon_specials.cfg:22
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 ""
"عند استخدامه بشكل هجومي، يتسبب هذا الهجوم في ضرر مضاعف إذا كان هناك عدو "
"للهدف على الجانب الآخر من الهدف، ولم تكن تلك الوحدة عاجزة (متحولة إلى حجر أو "
"مشلولة بأي شكل آخر)."
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/weapon_specials.cfg:42
#, fuzzy
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 ""
"عندما تُقتل وحدة بسبب هجوم الطاعون، يتم استبدال تلك الوحدة بوحدة على نفس جانب "
"الوحدة التي تعرضت لهجوم الطاعون. "
#. [slow]: id=slow
#: data/core/macros/weapon_specials.cfg:65
#, fuzzy
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 "هذا الهجوم يبطئ الهدف حتى ينهي دوره. "
#. [petrifies]: id=petrifies
#: data/core/macros/weapon_specials.cfg:75
msgid "petrifies"
msgstr "يحجر"
#. [petrifies]: id=petrifies
#: data/core/macros/weapon_specials.cfg:76
#, fuzzy
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr "هذا الهجوم يرعب الهدف ويحوله إلى حجر. "
#. [chance_to_hit]: id=marksman
#: data/core/macros/weapon_specials.cfg:87
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"عند استخدامه بشكل هجومي، يكون لهذا الهجوم دائمًا فرصة إصابة بنسبة 60% على "
"الأقل."
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:100
msgid "deflect"
msgstr "انحراف"
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:101
msgid ""
"When used defensively, this attack reduces the opponents chance to hit by "
"10%."
msgstr ""
"عند استخدامها بشكل دفاعي، تقلل هذه الهجمة من فرصة الخصم في الضرب بنسبة 10%."
#. [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 "التقنيات الدفاعية لهذه الوحدة تقلل من فرصة هجوم العدو الناجح."
#. [chance_to_hit]: id=magical
#: data/core/macros/weapon_specials.cfg:115
msgid "magical"
msgstr "مسحور"
#. [chance_to_hit]: id=magical
#: data/core/macros/weapon_specials.cfg:116
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"يتمتع هذا الهجوم دائمًا بفرصة 70% للاصابة بغض النظر عن القدرة الدفاعية للوحدة "
"التي تتعرض للهجوم."
#. [swarm]: id=swarm
#: data/core/macros/weapon_specials.cfg:128
msgid "swarm"
msgstr "سرب"
#. [swarm]: id=swarm
#: data/core/macros/weapon_specials.cfg:129
#, fuzzy
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 "عدد ضربات هذا الهجوم ينخفض ​​عند إصابة الوحدة. "
#. [damage]: id=charge
#: data/core/macros/weapon_specials.cfg:139
msgid "charge"
msgstr "شحن"
#. [damage]: id=charge
#: data/core/macros/weapon_specials.cfg:140
#, fuzzy
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 "عند استخدامه بشكل هجومي، يتسبب هذا الهجوم في إلحاق ضرر مضاعف بالهدف. "
#. [damage]: id=absorb
#: data/core/macros/weapon_specials.cfg:153
msgid "absorb"
msgstr "امتصاص"
#. [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 ""
"هذا الهجوم يضع الوحدة في وضع دفاعي جيد، ويمتص بعض الضرر الناتج عن ضربة العدو."
#. [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 "هذه الوحدة يمكنها صد ضربات العدو، بحيث تتلقى ضررًا أقل عند ضربها."
#. [drains]: id=drains
#: data/core/macros/weapon_specials.cfg:167
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"هذه الوحدة تستنزف الصحة من الوحدات الحية، وتعالج نفسها بنصف مقدار الضرر الذي "
"تسببه (مقربًا للأدنى)."
#. [firststrike]: id=firststrike
#: data/core/macros/weapon_specials.cfg:177
msgid "first strike"
msgstr "الضربة الأولى"
#. [firststrike]: id=firststrike
#: data/core/macros/weapon_specials.cfg:178
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr "هذه الوحدة دائمًا هي التي تضرب أولاً بهذا الهجوم، حتى لو كانت دفاعية."
#. [poison]: id=poison
#: data/core/macros/weapon_specials.cfg:189
#, fuzzy
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 "هذا الهجوم يسمم الأهداف الحية. "
#. [stun]: id=stun
#: data/core/macros/weapon_specials.cfg:199
msgid "stun"
msgstr "صعقة"
#. [stun]: id=stun
#: data/core/macros/weapon_specials.cfg:200
#, fuzzy
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 ""
"يضرب هذا الهجوم بشدة لدرجة أن الخصم يصاب بالذهول ولم يعد بإمكانه فرض منطقة "
"سيطرة. "
#. [stun]: id=stun
#: data/core/macros/weapon_specials.cfg:201
msgid ""
"This unit is able to stun its enemies, disrupting their zones of control."
msgstr "هذه الوحدة قادرة على صعق أعدائها وتعطيل مناطق سيطرتهم."
#. [damage_type]: id=arcane_damage
#: data/core/macros/weapon_specials.cfg:208
msgid "arcane"
msgstr "غامض"
#. [damage_type]: id=arcane_damage
#: 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 ""
"يجمع هذا الهجوم بين النوع السحري ونوع السلاح المستخدم بحيث لا تعاقب مقاومة "
"النوع السحري المستخدم."
#. [damage_type]: id=arcane_damage
#: 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 ""
"يمكن لهذه الوحدة استخدام النوع السحري عندما يكون الخصم حساسًا له بشكل خاص "
"فيما يتعلق بالسلاح الذي يتم تطبيقه عليه."
#: data/core/units.cfg:4
#, fuzzy
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 ""
"على الرغم من اعتماد الأورك على القوة الخام، فإن القليل من أطفالهم مقدر لهم "
"أن يكبروا لامتلاك أي منها. "
#. [race]: id=bats
#: data/core/units.cfg:39
msgid "race^Bat"
msgstr "خفاش"
#. [race]: id=bats
#: data/core/units.cfg:40
msgid "race+female^Bat"
msgstr "خفاشه"
#. [race]: id=bats
#: data/core/units.cfg:41
msgid "race^Bats"
msgstr "خفافيش"
#. [race]: id=bats
#: data/core/units.cfg:42
#, fuzzy
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 ""
"تأتي الخفافيش بأشكال وأحجام عديدة، ومعظمها غير ضار إلى حد ما، حيث تتغذى على "
"الحشرات والحيوانات الصغيرة الأخرى. "
#. [race]: id=cats
#: data/core/units.cfg:49
#, fuzzy
#| msgid "race^Bat"
msgid "race^Cat"
msgstr "خفاش"
#. [race]: id=cats
#: data/core/units.cfg:50
#, fuzzy
#| msgid "race+female^Bat"
msgid "race+female^Cat"
msgstr "خفاشه"
#. [race]: id=cats
#: data/core/units.cfg:51
#, fuzzy
#| msgid "race^Bats"
msgid "race^Cats"
msgstr "خفافيش"
#. [race]: id=cats
#: data/core/units.cfg:52
msgid ""
"Big cats are nimble, solitary predators that can cause trouble for any "
"farmer or hunter that encounter them. The cats that hunt rodents and drive "
"away lone wolves are tolerated by civilized folk, but some big cats are "
"considered terrifying monsters."
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:61
msgid "race^Drake"
msgstr "درايك"
#. [race]: id=drake
#: data/core/units.cfg:62
msgid "race+female^Drake"
msgstr "درايك"
#. [race]: id=drake
#: data/core/units.cfg:63
msgid "race^Drakes"
msgstr "درايك"
#. [race]: id=drake
#: data/core/units.cfg:64
#, 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, 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 "البط مخلوقات كبيرة ومجنحة وتنفث النار، وتذكرنا بالتنانين الحقيقية. "
#. [race]: id=dwarf
#: data/core/units.cfg:97
msgid "race^Dwarf"
msgstr "قزم"
#. [race]: id=dwarf
#: data/core/units.cfg:98
msgid "race+female^Dwarf"
msgstr "قزمة"
#. [race]: id=dwarf
#: data/core/units.cfg:99
msgid "race^Dwarves"
msgstr "أقزام"
#. [race]: id=dwarf
#: data/core/units.cfg:100
#, 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."
msgstr "الأقزام هم جنس مشهور بعمال المناجم والحدادين والتجار والمحاربين. "
#. [race]: id=elf
#: data/core/units.cfg:117
msgid "race^Elf"
msgstr "إلفي"
#. [race]: id=elf
#: data/core/units.cfg:118
msgid "race+female^Elf"
msgstr "إلفية"
#. [race]: id=elf
#: data/core/units.cfg:119
msgid "race^Elves"
msgstr "إلفيون"
#. [race]: id=elf
#: data/core/units.cfg:121
#, 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 "
"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 ""
"بالمقارنة مع البشر، فإن الجان أطول إلى حد ما، وأكثر مرونة ولكن أقل قوة. "
#. [race]: id=falcon
#: data/core/units.cfg:147
msgid "race^Falcon"
msgstr "صقر"
#. [race]: id=falcon
#: data/core/units.cfg:148
msgid "race+female^Falcon"
msgstr "صقر"
#. [race]: id=falcon
#: data/core/units.cfg:149
msgid "race^Falcons"
msgstr "صقور"
#. [race]: id=falcon
#: data/core/units.cfg:150
#, fuzzy
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 "الصقور من الطيور الجارحة، وتتميز بسرعتها وخفة حركتها الاستثنائية. "
#. [race]: id=goblin
#: data/core/units.cfg:158
msgid "race^Goblin"
msgstr "غوبلن"
#. [race]: id=goblin
#: data/core/units.cfg:159
msgid "race+female^Goblin"
msgstr "غوبلن"
#. [race]: id=goblin
#: data/core/units.cfg:160
msgid "race^Goblins"
msgstr "غوبلن"
#. [race]: id=goblin
#: data/core/units.cfg:161
#, fuzzy
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 ""
"\n"
"\n"
"العفاريت هزيلة وضعيفة جدًا، ونادرا ما تنمو بما يتجاوز حجم ومكانة طفل بشري.\n"
"\n"
"يولد العفاريت في شبه العبودية لأقاربهم الأكبر حجمًا، ويستخدمون كعلف للسيوف في "
"المعركة "
#. [race]: id=gryphon
#: data/core/units.cfg:178
msgid "race^Gryphon"
msgstr "جريفون"
#. [race]: id=gryphon
#: data/core/units.cfg:179
msgid "race+female^Gryphon"
msgstr "جريفون"
#. [race]: id=gryphon
#: data/core/units.cfg:180
msgid "race^Gryphons"
msgstr "جريفون"
#. [race]: id=gryphon
#: data/core/units.cfg:181
#, fuzzy
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 ""
"حيوانات الجريفون هي وحوش عريضة وقوية لها سمات مشتركة بين الحيوانات المفترسة "
"الأرضية والطيور الجارحة. "
#. [race]: id=horse
#: data/core/units.cfg:191
msgid "race^Horse"
msgstr "حصان"
#. [race]: id=horse
#: data/core/units.cfg:192
msgid "race+female^Horse"
msgstr "فرس"
#. [race]: id=horse
#: data/core/units.cfg:193
msgid "race^Horses"
msgstr "خيول"
#. [race]: id=horse
#: data/core/units.cfg:194
#, fuzzy
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 ""
"الخيول المستأنسة تأتي في العديد من الأشكال والأحجام، من خيول الحرب القوية "
"إلى خيول الجر القوية أو خيول المخزون الرشيقة. "
#. [race]: id=human
#: data/core/units.cfg:211
msgid "race^Human"
msgstr "بشري"
#. [race]: id=human
#: data/core/units.cfg:212
msgid "race+female^Human"
msgstr "بشرية"
#. [race]: id=human
#: data/core/units.cfg:213
msgid "race^Humans"
msgstr "بشر"
#. [race]: id=human
#: data/core/units.cfg:214
#, 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 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 "إن جنس الرجال متنوع للغاية. "
#. [race]: id=dunefolk
#: data/core/units.cfg:229
msgid "race^Dunefolk Human"
msgstr "صحراوي"
#. [race]: id=dunefolk
#: data/core/units.cfg:230
msgid "race+female^Dunefolk Human"
msgstr "صحراوية"
#. [race]: id=dunefolk
#: data/core/units.cfg:231
msgid "race+plural^Dunefolk"
msgstr "قوم الصحراء"
#. [race]: id=dunefolk
#: data/core/units.cfg:233
#, fuzzy
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 ""
"فرع من الحضارة البدوية المنسية، يطالب سكان دونفولك بالسيادة على وديان "
"الأنهار وواحات الأراضي الرملية. "
#. [race]: id=lizard
#: data/core/units.cfg:254
msgid "race^Saurian"
msgstr "سحلي"
#. [race]: id=lizard
#: data/core/units.cfg:255
msgid "race+female^Saurian"
msgstr "سحلية"
#. [race]: id=lizard
#: data/core/units.cfg:256
msgid "race^Saurians"
msgstr "سحليّون"
#. [race]: id=lizard
#: data/core/units.cfg:257
#, fuzzy
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 clans 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 "
"females 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 "الساوريون مخلوقات تشبه السحالي. "
#. [race]: id=mechanical
#: data/core/units.cfg:283
msgid "race^Mechanical"
msgstr "ميكانيكي"
#. [race]: id=mechanical
#: data/core/units.cfg:284
msgid "race+plural^Mechanical"
msgstr "ميكانيكيون"
#. [race]: id=mechanical
#: data/core/units.cfg:285
#, fuzzy
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 ""
"لم يتم تحريكه بواسطة الحياة الطبيعية أو استحضار الأرواح، المصطلح "
"<italic>text='mechanical'</italic> يصف قطعة أثرية مخلوقة لكائن ذكي. "
#. [race]: id=merman
#: data/core/units.cfg:294
msgid "race^Merman"
msgstr "حوريّ"
#. [race]: id=merman
#: data/core/units.cfg:295
msgid "race^Mermaid"
msgstr "حوريّات"
#. [race]: id=merman
#: data/core/units.cfg:296
msgid "race^Merfolk"
msgstr "حوريّون"
#. [race]: id=merman
#: data/core/units.cfg:298
#, fuzzy
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 ""
"شيء يشبه الاندماج بين البشر والأسماك، فالميرفولك هم جنس غامض يتمتع بصفات "
"سمكية وبشرية. "
#. [race]: id=monster
#: data/core/units.cfg:306
msgid "race^Monster"
msgstr "وحش"
#. [race]: id=monster
#: data/core/units.cfg:307
msgid "race+female^Monster"
msgstr "وحش"
#. [race]: id=monster
#: data/core/units.cfg:308
msgid "race^Monsters"
msgstr "وحوش"
#. [race]: id=monster
#: data/core/units.cfg:309
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 ""
"يشمل مصطلح \"وحش\" العديد من الوحوش البشعة التي تسكن الكهوف والبرية وأعماق "
"المحيطات وغيرها من مناخات العالم. وهي تظهر إلى حد كبير في حكايات وكوابيس "
"سكانها أيضًا."
#. [race]: id=naga
#: data/core/units.cfg:316
msgid "race^Naga"
msgstr "أفعواني"
#. [race]: id=naga
#: data/core/units.cfg:317
msgid "race^Nagini"
msgstr "أفعوانية"
#. [race]: id=naga
#: data/core/units.cfg:318
msgid "race^Nagas"
msgstr "الأفعوانيون"
#. [race]: id=naga
#: data/core/units.cfg:319
#, fuzzy
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 "الناغا السربنتينية هي إحدى السلالات الأقل فهمًا في القارة العظمى. "
#. [race]: id=ogre
#: data/core/units.cfg:327
msgid "race^Ogre"
msgstr "غول"
#. [race]: id=ogre
#: data/core/units.cfg:328
msgid "race+female^Ogre"
msgstr "سعلاة"
#. [race]: id=ogre
#: data/core/units.cfg:329
msgid "race^Ogres"
msgstr "غيلان"
#. [race]: id=ogre
#: data/core/units.cfg:330
#, 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 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 "الغيلان هم جنس بري وغير متحضر يسكن بشكل رئيسي في برية القارة العظمى. "
#. [race]: id=orc
#: data/core/units.cfg:338
msgid "race^Orc"
msgstr "أوركي"
#. [race]: id=orc
#: data/core/units.cfg:339
msgid "race+female^Orc"
msgstr "أوركية"
#. [race]: id=orc
#: data/core/units.cfg:340
msgid "race^Orcs"
msgstr "الاوركا"
#. [race]: id=orc
#: data/core/units.cfg:341
#, fuzzy
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 "في المظهر، يشبه الأورك البشر ولكن مع بعض السمات الوحشية. "
#. [race]: id=orc
#: data/core/units.cfg:352
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
"\n"
"\n"
"الأورك الذين لم يكونوا الأقوى بين رفاقهم يميلون إلى التخصص في مهارات أخرى، "
"مثل الرماية أو الاغتيال."
#. [race]: id=raven
#: data/core/units.cfg:361
msgid "race^Raven"
msgstr "غراب"
#. [race]: id=raven
#: data/core/units.cfg:362
msgid "race+female^Raven"
msgstr "غرابة"
#. [race]: id=raven
#: data/core/units.cfg:363
msgid "race^Ravens"
msgstr "غربان"
#. [race]: id=raven
#: data/core/units.cfg:364
#, fuzzy
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 ""
"الغربان هي حيوانات قمامة عامة، وغالبًا ما ترتبط بالصيادين أو الحيوانات "
"المفترسة على أمل المشاركة في القتل. "
#. [race]: id=troll
#: data/core/units.cfg:375
msgid "race^Troll"
msgstr "ترول"
#. [race]: id=troll
#: data/core/units.cfg:376
msgid "race+female^Troll"
msgstr "ترول"
#. [race]: id=troll
#: data/core/units.cfg:377
msgid "race^Trolls"
msgstr "الترول"
#. [race]: id=troll
#: data/core/units.cfg:378
#, fuzzy
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 ""
"المتصيدون مخلوقات قديمة، وهي واحدة من أقدم الأجناس المعروفة التي عاشت في "
"القارة العظمى. "
#. [race]: id=undead
#: data/core/units.cfg:398
msgid "race^Undead"
msgstr "ميت-حي"
#. [race]: id=undead
#: data/core/units.cfg:399
msgid "race+female^Undead"
msgstr "ميتة-حية"
#. [race]: id=undead
#: data/core/units.cfg:400
msgid "race+plural^Undead"
msgstr "الموتى-الأحياء"
#. [race]: id=undead
#: data/core/units.cfg:401
#, fuzzy
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 ""
"الموتى الأحياء ليسوا في الواقع جنسًا واحدًا من المخلوقات، على الرغم من "
"معاملتهم غالبًا على هذا النحو. "
#. [race]: id=wolf
#: data/core/units.cfg:414
msgid "race^Wolf"
msgstr "ذئب"
#. [race]: id=wolf
#: data/core/units.cfg:415
msgid "race+female^Wolf"
msgstr "ذئبة"
#. [race]: id=wolf
#: data/core/units.cfg:416
msgid "race^Wolves"
msgstr "ذئاب"
#. [race]: id=wolf
#: data/core/units.cfg:417
#, fuzzy
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 "الذئاب هي أنياب مفترسة يتم مواجهتها بشكل متكرر في البرية. "
#. [race]: id=wose
#: data/core/units.cfg:426
msgid "race^Wose"
msgstr "ووز"
#. [race]: id=wose
#: data/core/units.cfg:427
msgid "race^Woses"
msgstr "الووز"
#. [race]: id=wose
#: data/core/units.cfg:428
#, fuzzy
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 "الرجل العظيم يتواجد في أعمق الغابات في العالم المعروف. "
#. [lua]: action
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
msgid "+1 max HP"
msgstr "+1 لنقاط الحياة القصوى"
#. [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 "في صدمة: هذه الوحدة مصدومة ولا يمكنها بالتالي تفعيل منطقة سيطرة."
#. [lua]: on_hit
#: data/lua/stun.lua:24
msgid "female^stunned"
msgstr "مصدومة"
#. [lua]: on_hit
#: data/lua/stun.lua:26
msgid "stunned"
msgstr "مصدوم"
#: src/help/help.cpp:207
msgid "Close"
msgstr "غلق"
#: src/help/help.cpp:211
msgid "Help"
msgstr "المساعدة"
#: src/help/help.cpp:263 src/help/help.cpp:267
msgid "Parse error when parsing help text:"
msgstr "خطأ في التحليل عند تحليل نص التعليمات:"
#: src/help/help_topic_generators.cpp:63
msgid "Best of"
msgstr "الأفضل في"
#: src/help/help_topic_generators.cpp:63
msgid "Worst of"
msgstr "الأسوء في"
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
#: src/help/help_topic_generators.cpp:94
#, fuzzy
#| msgid "Base Terrain: "
msgid "base terrain"
msgstr "الارضية الأساس: "
#: src/help/help_topic_generators.cpp:165
msgid ""
"Villages allow any unit stationed therein to heal, or to be cured of poison."
msgstr "القرى تمكن الوحدات الموجودة عليها من التعافي من السموم او الشفاء."
#. 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:170
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] "هذه الآرضية تجعل الوحدة تشفى من السم ولا تعالج بأي نقاط حياة."
msgstr[1] "هذه الآرضية تجعل الوحدة تشفى من السم وتعالج 1 نقطة حياة."
msgstr[2] "هذه الآرضية تجعل الوحدة تشفى من السم وتعالج $amount نقطتي حياة."
msgstr[3] "هذه الآرضية تجعل الوحدة تشفى من السم وتعالج $amount نقاط حياة."
msgstr[4] "هذه الآرضية تجعل الوحدة تشفى من السم وتعالج $amount نقطة حياة."
msgstr[5] "هذه الآرضية تجعل الوحدة تشفى من السم وتعالج $amount نقاط حياة."
#: src/help/help_topic_generators.cpp:177
msgid ""
"This terrain is a castle — units can be recruited onto it from a connected "
"keep."
msgstr "هذه التضاريس عبارة عن قلعة - يمكن تجنيد الوحدات فيها من معسكر متصل."
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
#: src/help/help_topic_generators.cpp:181
msgid ""
"This terrain is a keep — a leader can recruit from this hex onto connected "
"castle hexes."
msgstr "هذا قصر يمكن أن يستعمله قائد ليجند منه وحدات نحو قلاع مرتبطة به."
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
#: src/help/help_topic_generators.cpp:184
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 ""
"تسمح هذه القلعة غير العادية للقائد بالتجنيد أثناء وقوفه عليها، لكنها لا تسمح "
"للقائد الموجود في منطقة متصلة بالتجنيد على هذه السداسية."
#: src/help/help_topic_generators.cpp:188
#: src/help/help_topic_generators.cpp:618
msgid "Special Notes:"
msgstr "ملاحظات خاصة:"
#. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water".
#. The terrain names will be hypertext links to the help page of the corresponding terrain type.
#. There will always be at least 1 item in the list, but unlikely to be more than 3.
#: src/help/help_topic_generators.cpp:209
#, fuzzy
#| msgid "Base Terrain: "
msgid "Basic terrain type: $types"
msgid_plural "Basic terrain types: $types"
msgstr[0] "الارضية الأساس: "
msgstr[1] "الارضية الأساس: "
msgstr[2] "الارضية الأساس: "
msgstr[3] "الارضية الأساس: "
msgstr[4] "الارضية الأساس: "
msgstr[5] "الارضية الأساس: "
#. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor
#: src/help/help_topic_generators.cpp:221
msgid "Typical base terrain: $type"
msgstr ""
#: src/help/help_topic_generators.cpp:227
msgid "Movement properties: "
msgstr "خصائص الحركة: "
#: src/help/help_topic_generators.cpp:231
msgid "Defense properties: "
msgstr "خصائص الدفاع: "
#: src/help/help_topic_generators.cpp:311
msgid "Level"
msgstr "المستوى"
#: src/help/help_topic_generators.cpp:375
msgid "Advances from: "
msgstr "يتطور من: "
#: src/help/help_topic_generators.cpp:377
msgid "Advances to: "
msgstr "يتطور إلى: "
#: src/help/help_topic_generators.cpp:406
msgid "Base unit: "
msgstr "الوحدة الأساس: "
#: src/help/help_topic_generators.cpp:411
msgid "Base units: "
msgstr "الوحدات الأساس: "
#: src/help/help_topic_generators.cpp:429
msgid "Variations: "
msgstr "التنويعات: "
#: src/help/help_topic_generators.cpp:453
msgid "race^Miscellaneous"
msgstr "متنوعة"
#: src/help/help_topic_generators.cpp:455
msgid "Race: "
msgstr "العرق: "
#: src/help/help_topic_generators.cpp:525
msgid "Abilities: "
msgstr "القدرات: "
#: src/help/help_topic_generators.cpp:551
msgid "Ability Upgrades: "
msgstr "تطورات القدرات: "
#. 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:581
msgid "HP:"
msgstr "نقاط الحياة:"
#. 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:585
msgid "Moves:"
msgstr "الحركات:"
#. 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:590
msgid "Vision:"
msgstr "الرؤية:"
#. 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:596
msgid "Jamming:"
msgstr "القفز:"
#. 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:601
msgid "Cost:"
msgstr "الكلفة:"
#. 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:605
msgid "Alignment:"
msgstr "التوجه:"
#. 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:612
msgid "Required XP:"
msgstr "التجربة المطلوبة:"
#: src/help/help_topic_generators.cpp:630
msgid "unit help^Attacks"
msgstr "الهجمات"
#: src/help/help_topic_generators.cpp:637
msgid "unit help^Name"
msgstr "الاسم"
#: src/help/help_topic_generators.cpp:638
msgid "Strikes"
msgstr "الضربات"
#: src/help/help_topic_generators.cpp:639
msgid "Range"
msgstr "المدى"
#: src/help/help_topic_generators.cpp:640
msgid "Type"
msgstr "النوع"
#: src/help/help_topic_generators.cpp:641
msgid "Special"
msgstr "الخاصية"
#: src/help/help_topic_generators.cpp:716
msgid "Resistances"
msgstr "الدفاعات"
#: src/help/help_topic_generators.cpp:720
msgid "Attack Type"
msgstr "نوع الهجوم"
#: src/help/help_topic_generators.cpp:721
msgid "Resistance"
msgstr "المقاومة"
#: src/help/help_topic_generators.cpp:751
msgid "Terrain Modifiers"
msgstr "مغير الأرض"
#: src/help/help_topic_generators.cpp:755
msgid "Terrain"
msgstr "الارضية"
#: src/help/help_topic_generators.cpp:756
msgid "Defense"
msgstr "الدفاع"
#: src/help/help_topic_generators.cpp:757
msgid "Movement Cost"
msgstr "كلفة الحركة"
#: src/help/help_topic_generators.cpp:761
msgid "Defense Cap"
msgstr "حدّ الدفاع"
#: src/help/help_topic_generators.cpp:766
msgid "Vision Cost"
msgstr "كلفة الرؤية"
#: src/help/help_topic_generators.cpp:770
msgid "Jamming Cost"
msgstr "كلفة القفز"
#~ 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 ""
#~ "حاجز غير قابل للعبور فعليًا بين <ref>dst='arkan_thoria' text='نهر'</ref> "
#~ "البلد و<ref>dst='far_north' text='السهول الشمالية'</ref>."