wesnoth/po/wesnoth-help/hr.po
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# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Croatian 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+dev\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2024-09-17 21:18-0500\n"
"PO-Revision-Date: 2012-08-20 11:37+0100\n"
"Last-Translator: \n"
"Language-Team: none\n"
"Language: hr_HR\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 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 "Podzemlje"
#. [label]
#. [trait]: id=undead
#: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183
#: data/core/macros/traits.cfg:55
msgid "undead"
msgstr "Nemrtvi"
#. [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 "hrabar"
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
#: data/core/macros/abilities.cfg:9
msgid "heals +4"
msgstr "liječi +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 ""
#. [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 ""
#. [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 ""
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
#: data/core/macros/abilities.cfg:35
msgid "heals +8"
msgstr "liječi +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 ""
#. [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 ""
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
#, fuzzy
#| msgid "heals +4"
msgid "heals +12"
msgstr "liječi +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
#, fuzzy
msgid "female^heals +12"
msgstr "Vodstvo"
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [chance]
#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/data/training.cfg:257
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr ""
#. [chance]
#. [damage]: id=backstab
#: data/campaigns/World_Conquest/resources/data/training.cfg:438
#: data/core/macros/weapon_specials.cfg:21
msgid "backstab"
msgstr ""
#. [chance]
#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/data/training.cfg:500
#: data/core/macros/abilities.cfg:389
msgid "feeding"
msgstr ""
#. [chance]
#. [leadership]: id=leadership
#: data/campaigns/World_Conquest/resources/data/training.cfg:527
#: data/core/macros/abilities.cfg:199
msgid "leadership"
msgstr ""
#. [hides]: id=ambush
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
#: data/core/macros/abilities.cfg:285
msgid "ambush"
msgstr ""
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
msgid "Castle"
msgstr "Dvorac"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18
msgid "Cave"
msgstr "Pečina"
#. [hides]: id=concealment
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21
#: data/core/macros/abilities.cfg:348
msgid "concealment"
msgstr ""
#. [drains]: id=drains
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
#: data/core/macros/weapon_specials.cfg:166
msgid "drains"
msgstr ""
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
msgid "firststrike"
msgstr "prvi udarac"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30
msgid "Forest"
msgstr "Šuma"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33
msgid "Frozen"
msgstr "Zamrznuto"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36
msgid "Hills"
msgstr "Brda"
#. [chance_to_hit]: id=marksman
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39
#: data/core/macros/weapon_specials.cfg:86
msgid "marksman"
msgstr ""
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42
msgid "Mushroom Grove"
msgstr ""
#. [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 ""
#. [poison]: id=poison
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
#: data/core/macros/weapon_specials.cfg:188
msgid "poison"
msgstr ""
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57
msgid "Sand"
msgstr "Pijesak"
#. [skirmisher]: id=skirmisher
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60
#: data/core/macros/abilities.cfg:219
msgid "skirmisher"
msgstr ""
#. [slow]: id=slow
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
#: data/core/macros/weapon_specials.cfg:64
msgid "slows"
msgstr "usporava"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66
msgid "Swamp"
msgstr "Močvara"
#. [heals]: id=curing
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69
#: data/core/macros/abilities.cfg:61
msgid "cures"
msgstr "liječi"
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "Mjenjači terena"
#. [section]: id=editor_mode_scenario
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Scenario Editor"
msgstr "Mjenjači terena"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
msgid "Paint three hexes in a line."
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
msgid "Fill Tool"
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
msgid ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool utilizes the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
msgid ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: Magic Wand mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
msgid "Select three hexes in a line."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
msgid ""
"Rotate, flip and paste the terrain in the clipboard\n"
"\n"
"Hexes can be cut or copied to the clipboard using the "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
msgid "Starting Locations Tool"
msgstr ""
#. [topic]: id=editor_tool_starting
#. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
#: data/core/editor/help.cfg:110
msgid ""
"Defines the side leader starting position.\n"
"\n"
"This tool sets the side leaders default starting locations, and named "
"special locations. Both types of location are enabled in both <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
"are shown as a list in the editor palette, clicking on the map will place "
"that name on a hex, each location can only be placed on a single hex, and "
"the editor will only allow one location per hex.\n"
"\n"
"To add named special locations, click “Add” at the bottom of the editor "
"palette, and enter the name. These names must start with a letter and may "
"contain numbers and underscores.\n"
"\n"
"More than nine teams can be added to a map, by clicking “Add” and entering a "
"number, for example “10”. The UI will automatically show this as “Player "
"10”.\n"
"\n"
"Named locations can be accessed from WML using the Standard Location "
"Filters <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#: data/core/editor/help.cfg:128
msgid "Editor Terrain-Overlay Graphics"
msgstr ""
#. [topic]: id=editor_terrain_overlays
#: data/core/editor/help.cfg:129
msgid ""
"editor^Maps generally look similar in the editor to their appearance in the "
"game. There are a few exceptions, where different graphics are used in the "
"editor; all the overlays described here are found in the terrain palettes "
"“special” group."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#. The images here have text, while they could be translated I assume editor-only images wont be.
#. In English the text is “IO” for impassable and “UO” for unwalkable.
#: data/core/editor/help.cfg:134
msgid ""
"editor^<bold>text='Movement Overlays'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
"Impassable and Unwalkable\n"
"\n"
"While easily noticeable in the editor, these are invisible in the game, so "
"the mixed terrains created by them look like the base terrain. They create a "
"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
"respectively."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#. The images here have text, while they could be translated I assume editor-only images wont be.
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
#: data/core/editor/help.cfg:143
msgid ""
"editor^<bold>text='Castle Overlays'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
"img>\n"
"\n"
"Adding either of these overlays to a passable hex allows units to be "
"recruited onto a hex. The keep also allows a leader to recruit from there.\n"
"\n"
"These can be added to an impassable hex to connect a castle to a visually-"
"separate keep through an impassable wall. Its also possible to create a "
"castle that seems to have grassland between the keep and towers, however "
"this requires the connecting hexes to be occupied or blocked to prevent "
"units being recruited onto them."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#. The image here has text, while it could be translated I assume editor-only images wont be.
#. In English this image is the literal text “Village overlay”.
#: data/core/editor/help.cfg:154
msgid ""
"editor^<bold>text='Village Overlay'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
"editor.png~O(0.5))' align=here box=yes</img>\n"
"\n"
"This turns any base terrain into a village, providing income and healing."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#. The image is an “S” on a solid black background.
#: data/core/editor/help.cfg:162
msgid ""
"editor^<bold>text='Fake Shroud'</bold>\n"
"\n"
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
"\n"
"Fake Shroud looks like an unexplored area, even in scenarios that have "
"shroud disabled and even when the players units can see the hex."
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:172
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Elevation Graphics"
msgstr "Mjenjači terena"
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:173
msgid ""
"A cosmetic elevation effect that looks a little different in the editor than "
"in the game due to visual aids in the editor; all the overlays described "
"here are found in the terrain palettes “elevation” group."
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:176
msgid "editor^<bold>text='Direct Overlays'</bold>"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:178
msgid ""
"Bluffs and Gulch\n"
"\n"
"The bluffs, gulches, and similar variations are much like a standard terrain "
"overlay, and can simply be used that way. However, for larger areas of the "
"map, where you will want to allow the use of other overlay terrains, you "
"will want to combine these with the “markers” described in the next section."
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:183
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:185
msgid "Raised elevation on-map marker"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:186
msgid ""
"Raised elevation editor palette icon\n"
"\n"
"To make a patch of terrain higher or lower, and still be able to use other "
"overlay terrains such as trees, you will need to use these markers. Placing "
"one of these arrows on the map will flood-fill the map with a color-coded "
"haze; neither the haze nor the arrow will be visible in game. The hazed area "
"will have a border ledge, making it look higher or lower than the adjacent "
"tiles.\n"
"\n"
"There are two high markers and two low markers, so it is possible to make "
"terraces of up to five levels (lowest, lower, normal, higher, highest). "
"Placing a high region next to a low region does not result in larger "
"cliffs.\n"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:193
msgid ""
"editor^<bold>text='How to Use'</bold>\n"
"\n"
"The marker arrows are not very useful by themselves, but the bluffs/gulch-"
"type terrains can be used to contain the floodfilled area.\n"
"\n"
"An example use case would be:\n"
"1. Select the Bluffs (^Qhh) from the editor palette and use single-hex "
"paint tool to outline a big blob over an empty, all-grass map.\n"
"2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the "
"Bluffs border).\n"
"3. The blob should all be raised now, and as long as you don't overwrite "
"the Marker or Bluffs overlays, you can add other terrain overlays as "
"needed.\n"
"\n"
"The graphics used to represent the ledge borders are determined by the base "
"terrain.\n"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:204
msgid ""
"editor^<format>text='Note for UMC authors: The flood-filled tiles do not "
"have their terrain codes changed, or any other properties affected, so "
"filtering a location by elevation is not simple.' italic='yes' font_size=10 "
"</format>"
msgstr ""
#. [topic]: id=editor_deprecated_overlay
#: data/core/editor/help.cfg:210
#, fuzzy
#| msgid "Terrain"
msgid "Deprecated Terrain"
msgstr "Teren"
#. [topic]: id=editor_deprecated_overlay
#. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesnt expect the image to be translated.
#. The Xol and ^Efs terrains help pages arent given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still wont link to it.
#: data/core/editor/help.cfg:213
msgid ""
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
"png)' align=left box=yes</img>The magenta D (for “Deprecated”).\n"
"\n"
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
"ref>,\n"
"• the “Xol” Lit Stone Wall, which is deprecated because several wall "
"terrains now support the “^Efs” Sconce embellishment.\n"
"\n"
"The help pages for these terrains may have additional text thats only shown "
"in the editor, describing the deprecation and the recommended replacements."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:226
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:227
msgid ""
"Put text labels on the map.\n"
"\n"
"• Left-click will open a dialog box to create a new label or edit an "
"existing one.\n"
"• Right-click deletes.\n"
"• Drag-and-drop with the left mouse button moves labels.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are "
"implemented in the scenario using WMLs <italic>text='[label]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:242
msgid "Item Tool (Scenery Tool)"
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:243
msgid ""
"The Item Tool allows placing decorations such as windmills, bookcases and "
"monoliths. Multiple items can be placed on the same hex.\n"
"\n"
"• Left-click will place a decoration on the clicked hex.\n"
"• Right-click will remove the decoration.\n"
"\n"
"<bold>text='Note:'</bold> the tool doesnt support undo.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are not part "
"of the terrain and are implemented in the scenario using WMLs "
"<italic>text='[item]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:259
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:260
msgid ""
"This tool assigns ownership of villages at the start of a scenario. The "
"villages must first be placed on the terrain with the "
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
"\n"
"• Left-click will assign the village to the currently-selected side.\n"
"• Right-click will set the village back to unowned.\n"
"\n"
"This tool is only available in Scenario Mode; ownership information is "
"stored by adding WML <italic>text='[village]'</italic> tags to the "
"appropriate <italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:274
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:275
msgid ""
"Place units belonging to the currently-selected side.\n"
"\n"
"• Left-click will place a unit.\n"
"• Left drag-and-drop will move an already-placed unit.\n"
"• Various operations are added to the right-click menu when the hex contains "
"a unit.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[unit]'</italic> tags to the appropriate "
"<italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:290
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:291
msgid ""
"This tool 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 ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:312
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:313
msgid ""
"Shows a list of music tracks known to the editor, with toggle-boxes to "
"enable them.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[music]'</italic> tags to the scenario."
msgstr ""
#. [topic]: id=editor_addon_id
#: data/core/editor/help.cfg:324
msgid "Change Add-on ID"
msgstr ""
#. [topic]: id=editor_addon_id
#: data/core/editor/help.cfg:325
msgid ""
"Allows changing the ID of an add-on, which is the name of the folder its "
"in. This will only rename that folder and update any references to it in the "
"_main.cfg file. Any other place will need to be updated manually."
msgstr ""
#. [topic]: id=editor_pbl_editor
#: data/core/editor/help.cfg:334
msgid "Add-on Publishing Editor"
msgstr ""
#. [topic]: id=editor_pbl_editor
#: data/core/editor/help.cfg:335
msgid ""
"Allows setting up an add-ons _server.pbl file, which is required for "
"publishing an add-on to the add-ons server for other players to download. "
"The Validate button will check whether all required fields have valid values."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:343
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:344
msgid ""
"Wesnoths Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario as well as initializing an add-"
"on which can be used to distribute the scenarios you create.\n"
"\n"
"The editor can be launched from the <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='Editing Modes'</header>\n"
"\n"
"The editor features two modes of operation: terrain mode and scenario mode.\n"
"\n"
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
"setting the leaders <ref>dst='editor_tool_starting' text='starting "
"locations'</ref>.\n"
"\n"
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
"addition to the tools available in terrain mode, adds support for adding "
"<ref>dst='editor_tool_label' text='labels'</ref>, "
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
"at the start of the scenario. Theres also a <ref>dst='editor_playlist' "
"text='playlist manager'</ref> for the music."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:356
msgid ""
"In either mode, you will be prompted to choose an add-on to use for the "
"scenarios you create. This can be an existing add-on or a brand new add-on. "
"If you choose to use a brand new add-on, then the add-on will have all the "
"required files and folders automatically created as well as a default ID "
"assigned. Unless you are editing an already existing map file, using "
"scenario mode is required in order for your maps to be selectable during "
"game creation."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:358
msgid ""
"<header>text='What you do *not* get'</header>\n"
"\n"
"• Exactly the same map rendering as in-game\n"
"\n"
"The map wont look exactly the same in the game as it does in the editor, "
"because this depends on the terrain rules. For example, when many mountain "
"hexes are clustered together the terrain rules will try to combine them into "
"mountain ranges and large graphics spanning multiple hexes.\n"
"\n"
"• Event handlers and scripting\n"
"\n"
"The editor is not a tool to help you scripting the scenarios event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:378
msgid ""
"The terrain editors functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
"toolkit (see the pages for each tool), tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
"“Create Game” dialog."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:390
msgid ""
"The scenario editor mode adds support for some map-related WML features, "
"such as areas and scenery items. Most scenarios will still require "
"additional WML to be written using a different tool; the scenario editor "
"does not support scripting the scenarios events."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:392
msgid ""
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
"\n"
"You can check which mode the editor is in by looking at the menu bar.\n"
"\n"
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:399
msgid ""
"<header>text='Entering scenario mode'</header>\n"
"\n"
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
"menu.\n"
"\n"
"If youre already editing a map in terrain mode, use “Save Scenario As” from "
"the “File” menu; this will switch to scenario mode.\n"
"\n"
"To load a map that was created in the scenario editor, use “Load Map” from "
"the “File” menu, and select the .cfg file (not a .map file)."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:407
msgid ""
"<header>text='The files: .map and .cfg'</header>\n"
"\n"
"The map editor saves one file when in terrain mode (a .map) or two files "
"when in scenario mode (both a .map and a .cfg).\n"
"\n"
"Loading a .cfg file has different results depending on the contents of the ."
"cfg file. For .cfg files that were created by the scenario editor, it will "
"open the .cfg in the scenario editor. However, for .cfg files that cannot be "
"opened by the scenario editor, the editor will attempt to find the "
"scenario's map data and open the corresponding .map file in terrain-only "
"mode, as if the .map file was chosen in the file selector. It is recommended "
"in those cases to simply load the .map file directly instead."
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:419
msgid "Using a separate file for WML events"
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:420
msgid ""
"When loading a .cfg file, the scenario editor understands files created by "
"the scenario editor, but is likely to have difficulty with files that have "
"been edited by hand.\n"
"\n"
"One option is to create a separate WML file, also with the .cfg extension, "
"which uses the WML preprocessor to include the editor-created file. This "
"separate file contains both the [scenario] tag and any hand-edited WML such "
"as events. With this workflow, the add-ons file structure could look like "
"this:\n"
"\n"
"<header>text='Example'</header>\n"
"If your add-on will only be used on 1.18 and later, it is instead "
"recommended to use the new include_file attribute to load a .cfg file "
"containing additional WML into the scenario.\n"
"\n"
"• _main.cfg:\n"
" ◦ use “[binary_path]” to add add-ons directories to the binary path, "
"which makes “map_file” search the “maps” directory\n"
"• maps/first.map\n"
" ◦ this is the .map file created by the scenario editor when saving in "
"scenario mode\n"
"• scenarios/other.cfg\n"
" ◦ this is the .cfg file containing everything that the scenario editor "
"doesn't understand\n"
"• scenarios/first.cfg\n"
" ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the "
"map file\n"
" ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load "
"the additional cfg file"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:443
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:444
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""
#. [topic]: id=editor_time_schedule
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
#: data/core/editor/help.cfg:452
#, fuzzy
#| msgid "Time of Day"
msgid "ToD and Schedule Editor"
msgstr "Doba dana"
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:453
msgid ""
"This button at the top-right of the screen accesses the time-of-day preview "
"and the schedule editor.\n"
"\n"
"In terrain mode, this displays the map as it will be recolored at different "
"times of day.\n"
"\n"
"In scenario mode, the button accesses an editor for individual schedules for "
"<ref>dst='editor_named_area' text='time areas'</ref>."
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:464
msgid "Editor Palette"
msgstr ""
#. [topic]: id=editor_palette
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
#: data/core/editor/help.cfg:466
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:471
msgid "Show all kinds of terrain"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:472
msgid "Show only water terrains"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:473
msgid "Show only villages"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:485
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:486
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:488
msgid ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax is the set of "
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
"Locations Tool'</ref>. The files can be edited with a general purpose text "
"editor like notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenarios .cfg file, with the scenarios WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:501
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenarios .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"its trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:509
msgid ""
"<header>text='Files created by the Scenario Editor'</header>\n"
"\n"
"In scenario mode, the editor saves the scenario data as a .cfg file and the "
"map data as a separate .map file. The scenario then references the .map file "
"via map_file. When loading a .cfg file, the scenario editor understands "
"files created by the scenario editor itself, but is likely to have "
"difficulty with files that have been edited by hand; problems can be avoided "
"by <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
"ref> for the hand-edited parts."
msgstr ""
#. [editor_times]: id=deep_underground
#. [time]: id=deep_underground
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
msgid "Deep Underground"
msgstr "Duboko podzemlje"
#. [editor_times]: id=indoors
#. [time]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
msgid "Indoors"
msgstr ""
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopedija"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid ""
"<ref>dst='..calendar' text='Calendar'</ref>\n"
"<ref>dst='..geography' text='Geography'</ref>"
msgstr ""
#. [section]: id=calendar
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13
msgid "Calendar"
msgstr ""
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:14
msgid ""
"Each year in the 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 ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Geografija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Arkan-thoria"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
#| msgid "Great Ocean"
msgid "Great River"
msgstr "Veliki Ocean"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
#. [topic]: id=great_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 "Veliki Ocean"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:41
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=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 "Morogor"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:51
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
#. [topic]: id=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 "Zeleni Otok"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:64
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
"ref>, formerly home to the Islefolk and Wesfolk."
msgstr ""
#. [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 "Stari Kontinent"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:86
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 ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:91
msgid "Great Continent"
msgstr "Veliki Kontinent"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:92
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:97
msgid "Irdya"
msgstr "Irdya"
#. [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 ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:103
msgid "Kingdom of Wesnoth"
msgstr "Kraljestvo Wesnotha"
#. [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
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 ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:140
msgid "Elensefar"
msgstr "Elensfar"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:141
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 ""
#. [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 ""
#. [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
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 ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:183
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:184
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 ""
#. [topic]: id=southwest_elven_lands
#. Geography of the Southwest
#: data/core/encyclopedia/geography.cfg:188
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 ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:194
#, fuzzy
msgid "Heart Mountains"
msgstr "Planine"
#. [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 ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:203
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 ""
#. [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
msgid "Far South"
msgstr ""
#. [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
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Doba dana"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Uvod"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Igrivost"
#. #-#-#-#-# 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 "Osobina"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Jedinice"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Sposobnosti"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Posebnosti oružja"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:554
msgid "Terrains"
msgstr "Teren"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:607
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:680
msgid "Commands"
msgstr "Naredbe"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules 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"
"Bitka za Wesnoth je potezno-bazirana fantasy strateška igra pomalo neobična "
"među modernim strateškim igrama. Dok ostale igre teže kompleksnosti, Bitka "
"za Wesnoth teži jednostavnosti pravila i igrivosti. Naravno to igru ne čini "
"jednostavnom, dakako - iz tih jednostavnih pravila proizlazi da igra obiluje "
"strateškim duhom, čineći igru lakom za naučiti no izazovnom za nadvladati."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "O igri"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
"the campaigns that ship with the game, Wesnoth supports user-made content, "
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
"factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
"and has been worked on by a multitude of volunteers ever since."
msgstr ""
#. [topic]: id=..units
#: data/core/help.cfg:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its races subsection; you can then view its "
"page any time you wish. A units page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:128
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:130
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:139
#, fuzzy
#| msgid ""
#| "Certain units have abilities that either directly affect other units, or "
#| "have an impact on how the unit interacts with other units. These "
#| "abilities will be listed under this topic as you encounter them.\n"
#| "\n"
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Pojedine jedinice posjeduju sposobnosti koje ili direktno utječu na druge "
"jedinice ili utječu na interakciju jedinice s drugim jedinicama. Ove "
"sposobnosti biti će ispisane pod ovim naslovom kako ćete nailaziti na njih.\n"
"\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:148
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "Nepoznata jedinica"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Ova jedinica je trenutno nepoznata. Morate ju otkiriti u igri kako bi Vam "
"bilo dopušteno da vidite njen opis."
#. [topic]: id=..gameplay
#: data/core/help.cfg:168
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
"of one or more adversaries. Multiple scenarios that follow on from each "
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties.\n"
"\n"
"Campaigns are grouped by <italic>text='level'</italic> and "
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
"Throne'</italic> is Novice level, and is playable at three difficulties: "
"Beginner, Normal, and Challenging. The level of a campaign indicates "
"what degree of proficiency in the game mechanics (such as "
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skillful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr "Temelji igrivosti"
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
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 ""
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Pobjeda i poraz"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
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 ""
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Regrutiraj i Povlačenje "
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
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 ""
#. [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 ""
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:204
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"U sljedećim scenarijima, možete pozvati preživjele jedinice iz ranijih "
"bitaka. Pozivanje Vas košta 20 zlatnika i prikazuje popis svih preživjelih "
"jedinica iz prijašnjih scenarija."
#. [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"
"Jedinice ne samo da morate platiti zlatnicima prilikom regrutiranja ili "
"pozivanja, također ih je potrebno uzdržavati novcem. Pogledajte "
"<ref>dst=income_and_upkeep text='Dohoci i održavanje'</ref> za više "
"informacija."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Prihodi i održavanje"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
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 ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
#. [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 ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr ""
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
#. [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 ""
#. [topic]: id=hitpoints
#: data/core/help.cfg:244
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 ""
#. [topic]: id=advancement
#: data/core/help.cfg:251
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Napreduje u:"
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Jedinicima je potreban određen broj bodova iskustva kako bi napredovale "
"(odnosno 20% manje za jedinice s osobinom Inteligentan). Jednom kada "
"dostignu taj bodovni prag, napredeuju na idući nivo, potpuno se izlječivši u "
"tom procesu. Ponekad će Vam također biti ponuđene opcije pri napredovanju. "
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Ako obje jedinice prežive borbu, dobit će određen broj bodova iskustva koji "
"je jednak nivou jedinice s kojom se borio. Ako jedinica uništi u borbi drugu "
"jedinicu, dakako dobit će puno više iskustva - 4 za jedinicu s nivoom 0, 8 "
"za jedinicu s nivoom 1, 16 za nivo 2, 24 za nivo 3 i tako dalje."
#. [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"
"Dok većina jedinica ima 3 nivoa, to ne uključuje njih sve. Neke jedinice "
"(kao što je <ref>dst=unit_Mage text=Magi</ref>) imaju četiri. Jednom kada "
"jedinica dostigne maksimaloan nivo, može Once a unit has reached its maximum "
"level, it may have an After Maximum Level Advancement (AMLA) available to "
"it. The AMLA will modify the unit each time the unit reaches the experience "
"goal, but the unit will remain the same level. The typical AMLA effect is "
"for the unit to raise the maximum HP by 3 and full-heal it. The first AMLA "
"will normally be reached with 150 XP gained (120 XP for intelligent units). "
"However, gaining an AMLA becomes progressively harder for each AMLA the unit "
"receives, and so it is usually more useful to try to advance your lower "
"level units."
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Pomicanje"
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you dont use up all of "
"a units movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
#. [topic]: id=movement
#: data/core/help.cfg:266
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 ""
#. [topic]: id=movement
#: data/core/help.cfg:268
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
#. [topic]: id=vision
#: data/core/help.cfg:277
msgid "Vision"
msgstr ""
#. [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 "Ratna zavjesa i magla rata"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:286
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 ""
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:290
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid "<header>text='Multiplayer and undo'</header>"
msgstr "Temelji igrivosti"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:292
msgid ""
"In multiplayer games, moves that have been sent to the network cant be "
"undone; the game delays sending data to try to preserve your undo ability. "
"When discussing with teammates, remember that the other players are usually "
"looking at a snapshot from the time of the last combat or fog-revealing "
"move. Chat messages and map labels are sent immediately, however they dont "
"cause the undoable moves to be sent."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:299
msgid "Save-loading"
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:300
msgid ""
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
"to bad luck — this is an expected part of the game. Going back to a previous "
"turn to try a different strategy is a part of learning the game, but we "
"recommend against reloading merely to try the same strategy again while "
"hoping for better luck."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:302
msgid ""
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"youll rarely make it through a scenario without having it happen."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:305
msgid ""
"Small risks build up for your non-hero units too. While the story and "
"dialogue usually aim to give you some emotional bond with your troops, the "
"game mechanics reward remembering that its just a game — there is rarely "
"any penalty for letting these units die, other than being unable to recall "
"them in future scenarios. Your battle plan should distribute the risks based "
"on which troops you want to recall later."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:307
msgid ""
"The difficulty levels are balanced assuming that the player wont save-load. "
"In the mainline campaigns, harder difficulties generally have more enemies "
"and thus more experience points available; this leads to them being balanced "
"assuming that the player will be able to train enough troops to cope with "
"losing some level two or level three units."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:309
msgid ""
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:316
msgid "Learning from Losses"
msgstr ""
#. [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 ""
#. [topic]: id=whylost
#: data/core/help.cfg:319
msgid ""
"\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=whylost
#: data/core/help.cfg:333
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr "Temelji igrivosti"
#. [topic]: id=whylost
#: data/core/help.cfg:335
msgid ""
"\n"
"\n"
"In addition to the common reasons, listed above, there are a few other "
"reasons which are unlikely, though not impossible. They are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg: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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=whylost
#: data/core/help.cfg:343
msgid ""
"\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg: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 ""
#. [topic]: id=combat
#: data/core/help.cfg:354
msgid "Combat"
msgstr "Borba"
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:355
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 ""
#. [topic]: id=combat
#: data/core/help.cfg:357
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 ""
#. [topic]: id=combat
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:361
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 ""
#. [topic]: id=combat
#: data/core/help.cfg:363
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 ""
#. [topic]: id=combat
#: data/core/help.cfg:365
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:367
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 ""
#. [topic]: id=combat
#: data/core/help.cfg:369
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 ""
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:377
msgid "Damage Types and Resistance"
msgstr "Tipovi šteta i otpornosti"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:378
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 ""
#. [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 ""
"U Wesnothu, postoje tri tipa šteta obično povezanih s fizičkim napadima: "
"Blade, "
#. [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 ""
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:382
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 ""
#. [topic]: id=orbs
#: data/core/help.cfg:390
msgid "Orbs and ellipses"
msgstr ""
#. [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 ""
#. [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
msgid ""
"The orbs show whether the unit can move or attack. The statuses and their "
"standard colors are:\n"
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
"attack. It might still be able to move further too.\n"
"• <bold>text='Red'</bold> if it can neither move further nor attack again "
"this turn.\n"
" • Red is also used after the end unit turn command, and,\n"
" • when a unit is in the middle of a multi-turn move (has been told to "
"move further than it can in the current turn).\n"
"• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
"still move further, but it can no longer attack.\n"
" • This can happen due to campaign-specific events or abilities, for "
"example the <italic>text='disengage'</italic> ability in the campaign "
"<italic>text='Under the Burning Suns'</italic>.\n"
"• <bold>text='Blue'</bold> for allied units, except during that allys own "
"turn.\n"
" • During the allys own turn, their units will be shown with the colors "
"showing whether the units can still move and attack; however their moves, "
"and the corresponding orb changes, are delayed as explained in "
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
"• Enemy units normally dont have orbs, however these can be enabled in the "
"advanced preference “Customize orb colors”."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:415
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid "<header>text='Ellipses'</header>"
msgstr "Temelji igrivosti"
#. [topic]: id=orbs
#: data/core/help.cfg:418
msgid ""
"A team-colored shape is drawn on the ground under each unit. This is called "
"the “ellipse”, although some units ellipses are not elliptical."
msgstr ""
#. [topic]: id=orbs
#. The help page has a set of images above this paragraph, in the same order as the bullet points
#: data/core/help.cfg:429
msgid ""
"• Most units have a circular ellipse.\n"
"• Units that can recruit have a seven-pointed star.\n"
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
"seven-pointed star, these units cant recruit.\n"
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
"broken outline version of the shape.\n"
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
"a ZoC, these units have a broken outline version of the seven-pointed star."
msgstr ""
#. [topic]: id=crowns
#: data/core/help.cfg:440
msgid "Crowns and loyal markers"
msgstr ""
#. [topic]: id=crowns
#: data/core/help.cfg:441
msgid ""
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
"text='ellipses'</ref>:"
msgstr ""
#. [topic]: id=crowns
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
#: data/core/help.cfg:456
msgid ""
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
"<bold>text='loyal icon'</bold>.\n"
"\n"
"Of these categories, only leaders are built into the basic game rules. The "
"others are found in campaigns, and are characters that form part of the "
"narration. The exact rules for them are set by their campaign, which might "
"deviate from these standard expectations about them:\n"
"\n"
"• The death of any hero leads to immediate defeat.\n"
"• The death of an expendable leader doesnt lead to immediate defeat, even "
"though they can recruit.\n"
"• All of these units have the main advantage of the loyal trait, that they "
"cost no upkeep.\n"
"• Losing any of these units causes a disadvantage for the remainder of the "
"campaign, assuming it doesnt end immediately.\n"
"• These units will never occur as random recruits."
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:474
msgid "Time of Day"
msgstr "Doba dana"
#. [topic]: id=time_of_day
#: data/core/help.cfg:475
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 ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:480
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 ""
#. [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 "Zora"
#. [topic]: id=time_of_day
#. [time]: id=morning
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
msgid "Morning"
msgstr "Jutro"
#. [topic]: id=time_of_day
#. [time]: id=afternoon
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
msgid "Afternoon"
msgstr "Poslije podne"
#. [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 "Sumrak"
#. [topic]: id=time_of_day
#. [time]: id=first_watch
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
msgid "First Watch"
msgstr "Prva smjena"
#. [topic]: id=time_of_day
#. [time]: id=second_watch
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
msgid "Second Watch"
msgstr "Druga smjena"
#. [topic]: id=time_of_day
#: data/core/help.cfg:491
#, fuzzy
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr "Imajte na umu da se neki scenariji odvijaju ispod zemlje, "
#. [topic]: id=time_of_day
#: data/core/help.cfg:493
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:495
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:497
msgid ""
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> ability and terrain features such as "
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
"around them."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:504
msgid "Healing"
msgstr "Liječenje"
#. [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 ""
#. [topic]: id=healing
#: data/core/help.cfg:505
msgid ""
"In combat, your units will inevitably take damage. There are several ways to "
"heal your units. However, with the exception of resting, these do not stack; "
"only one can occur per turn."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:507
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 ""
#. [topic]: id=healing
#: data/core/help.cfg:508
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 ""
#. [topic]: id=healing
#: data/core/help.cfg:509
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 ""
#. [topic]: id=healing
#: data/core/help.cfg:510
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 ""
#. [topic]: id=healing
#: data/core/help.cfg:511
msgid ""
"\n"
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
"unit gains enough experience, whether it is your turn or not."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:512
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 ""
#. [topic]: id=healing
#: data/core/help.cfg:514
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:516
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed units turn, but on the healers turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides turns."
msgstr ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:524
msgid "Wrap Up"
msgstr ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:525
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 ""
#. [topic]: id=license
#: data/core/help.cfg:530
msgid "License"
msgstr "Licenca"
#. [topic]: id=..traits_section
#: data/core/help.cfg:541
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 ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:541
msgid ""
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <italic>text='race'</"
"italic>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:543
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 ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:545
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 ""
#. [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 ""
#. [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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:557
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:559
msgid ""
"\n"
"\n"
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
"There are many more besides these — a list of the terrain types you have "
"discovered can be found at the end of this page.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:563
msgid ""
"\n"
"\n"
"Every unit has a defense rating and a movement cost for each of the basic "
"terrain types, and these values are listed in the units help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:565
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:567
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <italic>text='best defense'</italic> and "
"<italic>text='worst movement'</italic> of the underlying basic types when "
"they move onto a mixed type. For example, this is the case with "
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
"and <italic>text='cave hills'</italic>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:571
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <italic>text='bridges over "
"shallow water'</italic>, <italic>text='fords'</italic>, and "
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
"both merfolk and humans — all units moving on a ford enjoy the best defense "
"and best movement out of flat and shallow water, rather than the worse "
"movement of the two. Similarly, bridges over chasms are passable to "
"nonfliers (unsurprisingly).\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:575
msgid ""
"\n"
"\n"
"Land-based villages generally give the best defense and movement as well. "
"These villages are mixed terrains, based on the village terrain type, "
"together with hill, swamp, and cave, respectively.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:579
msgid ""
"\n"
"\n"
"Finally, water villages are generally inhospitable to land units, and do not "
"give defense or movement benefits associated with the village terrain type. "
"Instead, they count only as water tiles.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg: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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:585
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <italic>text='terrain description'</italic> by "
"either pressing the hotkey, or right clicking and selecting from the context "
"menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:587
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:589
msgid ""
"\n"
"\n"
"Some units have <italic>text='defense caps'</italic> for a particular basic "
"terrain type. These units suffer a penalty on mixed terrains with that type "
"— their defense cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:591
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg: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 ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:595
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:618
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
#. [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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:621
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:623
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:625
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:627
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:629
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
"creating a new game, and players can pick from the available factions for "
"that era when setting up their sides and teams."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg: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 ""
#. [topic]: id=using_addons
#: data/core/help.cfg:635
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr "Temelji igrivosti"
#. [topic]: id=using_addons
#: data/core/help.cfg:637
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts that can "
"alter the default ruleset in various ways. You can choose and configure "
"modifications when creating a new game."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:639
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr "Temelji igrivosti"
#. [topic]: id=using_addons
#: data/core/help.cfg:641
msgid ""
"\n"
"\n"
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
"all the content in Wesnoth: when a different core is loaded, the regular "
"units, terrains and the like do not exist.\n"
"\n"
"Cores allow a significantly different game experience: for example, a World "
"War II campaign, or even a different game altogether, as long as it can be "
"represented as a hexagonal map with units in some way."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:645
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:647
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:656
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:657
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
"presented with a list of add-ons available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
"clicking the column headers. It is also possible to choose to only display "
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
"dropdown.\n"
"\n"
"To install an add-on, select it from the list and click the <bold>text='+'</"
"bold> icon, or simply double-click on the add-ons title. If the window is "
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
"provides you with additional details about the add-on, such as its full "
"description, installation status, and available translations."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:670
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:671
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"number of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<italic>text='.pbl'</italic> files) attached, in order to "
"prevent its accidental loss. If necessary, you must manually delete the "
"information files or the add-ons themselves using a file manager provided by "
"your platform."
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:686
#, fuzzy
#| msgid "Commands"
msgid "General Commands"
msgstr "Naredbe"
#. [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
msgid ""
"These commands can either be issued via the command line by prefixing them "
"with : (as shown here) or via the chat by prefixing them with / (press "
"m first to open the chat line).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:689
msgid ""
"\n"
"Similar to the fps command, but also forces everything to redraw instead "
"of only things that have changed.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:692
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:695
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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:699
msgid ""
"\n"
"Switch a side between human and AI control. The second parameter can be "
"off to bring the side under human control, on to watch the AI make its "
"moves, or full to make the AIs turn behave similarly to another players "
"turn. If no second parameter is supplied, it toggles between on and off. "
"Defaults to toggling the currently active side if no parameters are "
"supplied.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:702
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:705
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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:708
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
#. [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 ""
#. [topic]: id=general_commands
#: data/core/help.cfg:714
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:717
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:720
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:723
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:731
msgid "Multiplayer Commands"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:734
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 ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:737
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 ""
#. [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 ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:743
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:746
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 ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:749
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 ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:752
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:755
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:758
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 ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:761
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:769
msgid "Debug Mode Commands"
msgstr ""
#. [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 ""
#. [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 ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:778
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:781
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:784
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:787
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:790
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:793
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:796
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:799
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:11
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 ""
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:37
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 ""
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:62
msgid "female^cures"
msgstr ""
#. [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 ""
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:95
#, fuzzy
msgid "female^regenerates"
msgstr "Regenerirati"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:96
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:108
#, fuzzy
msgid "regenerates +4"
msgstr "Regenerirati"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:109
#, fuzzy
msgid "female^regenerates +4"
msgstr "Regenerirati"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:110
msgid ""
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
#. [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 ""
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:132
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:145
msgid "diversion"
msgstr ""
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:146
#, fuzzy
msgid "female^diversion"
msgstr "Vodstvo"
#. [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 ""
#. [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 ""
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:200
#, fuzzy
msgid "female^leadership"
msgstr "Vodstvo"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:201
msgid ""
"This unit can lead other troops in battle.\n"
"\n"
"All adjacent lower-level units from the same side deal 25% more damage for "
"each difference in level."
msgstr ""
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:220
msgid "female^skirmisher"
msgstr ""
#. [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 ""
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:237
msgid "illuminates"
msgstr ""
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:239
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 ""
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:254
msgid "female^teleport"
msgstr ""
#. [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 ""
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:286
msgid "female^ambush"
msgstr ""
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:287
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 ""
#. [hides]: id=burrow
#: data/core/macros/abilities.cfg:306
msgid "burrow"
msgstr ""
#. [hides]: id=burrow
#: data/core/macros/abilities.cfg:307
#, fuzzy
msgid "female^burrow"
msgstr "Vodstvo"
#. [hides]: id=burrow
#: data/core/macros/abilities.cfg:308
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 ""
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:330
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 ""
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:349
msgid "female^concealment"
msgstr ""
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:350
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 ""
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:368
msgid "submerge"
msgstr ""
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:369
msgid "female^submerge"
msgstr ""
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:370
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 ""
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:390
msgid "female^feeding"
msgstr ""
#. [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 ""
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr ""
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
msgid "Midday"
msgstr "Podne"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
msgid "Midnight"
msgstr "Ponoć"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:218
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — First Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:230
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Second Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:242
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Third Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:254
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fourth Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:266
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fifth Hour"
msgstr "Druga smjena"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:278
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Sixth Hour"
msgstr "Druga smjena"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:302
msgid "Morning — First Hour"
msgstr "Jutro -Prvi Sat"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:314
msgid "Morning — Second Hour"
msgstr "Jutro-Drugi Sat"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:326
msgid "Morning — Third Hour"
msgstr "Jutro-Treći Sat"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:335
msgid "Morning — Fourth Hour"
msgstr "Jutro-Četvrti Sat"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:353
msgid "Afternoon — First Hour"
msgstr "Poslijepodne-Prvi Sat"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:362
msgid "Afternoon — Second Hour"
msgstr "Poslijepodne-Drugi Sat"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:371
msgid "Afternoon — Third Hour"
msgstr "Poslijepodne-Treći Sat"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:380
msgid "Afternoon — Fourth Hour"
msgstr "Poslijepodne-Četvrti Sat"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:389
msgid "Afternoon — Fifth Hour"
msgstr "Poslijepodne-Peti Sat"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:400
msgid "Afternoon — Sixth Hour"
msgstr "Poslijepodne-Šesti Sat"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:423
msgid "First Watch — First Hour"
msgstr "Prva Smjena-Prvi Sat"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:435
msgid "First Watch — Second Hour"
msgstr "Prva Smjena-Drugi Sat"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:447
msgid "First Watch — Third Hour"
msgstr "Prva Smjena-Treći sat"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:459
msgid "First Watch — Fourth Hour"
msgstr "Prva Smjena-Četvrti Sat"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:514
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Prva smjena"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:525
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Druga smjena"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:536
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Jutro"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:548
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Jutro"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:560
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "Podne"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:572
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Druga smjena"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:584
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Poslije podne"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:596
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Poslije podne"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:608
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "prvi udarac"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:619
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Druga smjena"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:630
msgid "The Short Dark"
msgstr ""
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:642
msgid "The Long Dark (1)"
msgstr ""
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:654
msgid "The Long Dark (2)"
msgstr ""
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:666
msgid "The Long Dark (3)"
msgstr ""
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:680
msgid "The Long Dark (4)"
msgstr ""
#: data/core/macros/special-notes.cfg:9
msgid ""
"Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
#: 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 ""
#: data/core/macros/special-notes.cfg:19
msgid "This unit is capable of basic healing."
msgstr ""
#: data/core/macros/special-notes.cfg:22
msgid "This unit is capable of rapid healing."
msgstr ""
#: data/core/macros/special-notes.cfg:25
msgid ""
"This unit is capable of healing those around it, and curing them of poison."
msgstr ""
#: data/core/macros/special-notes.cfg:28
msgid ""
"This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
#: data/core/macros/special-notes.cfg:31
msgid ""
"This unit regenerates, which allows it to heal as though always stationed in "
"a village."
msgstr ""
#: data/core/macros/special-notes.cfg:34
msgid ""
"The steadiness of this unit reduces damage from some attacks, but only while "
"defending."
msgstr ""
#: 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 ""
#: 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 ""
#: data/core/macros/special-notes.cfg:43
msgid "Illumination increases the lighting level in adjacent areas."
msgstr ""
#: 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 ""
#: 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 ""
#: data/core/macros/special-notes.cfg:52
msgid "This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
#: 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 ""
#: data/core/macros/special-notes.cfg:58
msgid ""
"This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
#: data/core/macros/special-notes.cfg:61
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: data/core/macros/special-notes.cfg:79
msgid ""
"The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
#: 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 ""
#: data/core/macros/special-notes.cfg:85
msgid ""
"This unit has magical attacks, which always have a high chance of hitting an "
"opponent."
msgstr ""
#: data/core/macros/special-notes.cfg:88
msgid ""
"The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
#: data/core/macros/special-notes.cfg:91
msgid ""
"Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
#: data/core/macros/special-notes.cfg:94
msgid ""
"During battle, this unit can drain life from victims to renew its own health."
msgstr ""
#: 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 ""
#: 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 ""
#: data/core/macros/special-notes.cfg:103
msgid ""
"This unit has a defense cap on certain terrain types — it cannot achieve a "
"higher defense rating on mixed terrains with such terrain types."
msgstr ""
#. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format.
#. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions).
#: data/core/macros/special-notes.cfg:122
msgid ""
"Special Notes (1.14-style, please update to the new list format to avoid "
"duplicates):"
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:12
msgid "loyal"
msgstr "vjeran"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:13
msgid "female^loyal"
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:14
msgid "Zero upkeep"
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"<italic>text='Loyal'</italic> units dont incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
#. [trait]: id=undead
#: data/core/macros/traits.cfg:56
msgid "female^undead"
msgstr ""
#. [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
#, fuzzy
msgid "Immune to drain, poison, and plague"
msgstr "Imun na"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:81
msgid "mechanical"
msgstr "mehanički"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:82
msgid "female^mechanical"
msgstr ""
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
#, fuzzy
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:107
msgid "elemental"
msgstr "elementalni"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:108
#, fuzzy
msgid "female^elemental"
msgstr "Vodstvo"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
#, fuzzy
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=strong
#: data/core/macros/traits.cfg:132
msgid "strong"
msgstr "jak"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:133
msgid "female^strong"
msgstr ""
#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
#. [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 ""
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:153
msgid "dextrous"
msgstr ""
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:154
msgid "female^dextrous"
msgstr ""
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
#. [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 ""
#. [trait]: id=quick
#: data/core/macros/traits.cfg:170
msgid "quick"
msgstr "brz"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:171
msgid "female^quick"
msgstr ""
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
#, fuzzy
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:190
msgid "intelligent"
msgstr ""
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:191
msgid "female^intelligent"
msgstr ""
#. [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 ""
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Inteligentne jedinice - potrebno im je 20% manje prikupljenog iskustva kako "
"bi napredovale. "
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:206
msgid "resilient"
msgstr ""
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:207
msgid "female^resilient"
msgstr ""
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
#, fuzzy
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr "Otporne jedinice imaju 4 HP plus 1 HP po nivou nego li uobičajeno."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "zdrav"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:228
msgid "female^healthy"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
msgid "female^fearless"
msgstr ""
#. [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 ""
#. [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 ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:285
msgid "feral"
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:286
#, fuzzy
msgid "female^feral"
msgstr "Vodstvo"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:287
msgid "Receives only 50% defense in land-based villages"
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:288
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:304
msgid "weak"
msgstr "slab"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:305
#, fuzzy
msgid "female^weak"
msgstr "Vodstvo"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:306
#, fuzzy
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=slow
#: data/core/macros/traits.cfg:323
#, fuzzy
msgid "slow"
msgstr "Usporen"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:324
msgid "female^slow"
msgstr ""
#. [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 ""
#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
#, fuzzy
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"Brze jedinice imaju jedan dodatan potez, no 5% manje HP od uobičajenih. "
#. [trait]: id=dim
#: data/core/macros/traits.cfg:343
msgid "dim"
msgstr "mračan"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:344
#, fuzzy
msgid "female^dim"
msgstr "Vodstvo"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:345
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
#. [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 ""
#. [trait]: id=aged
#: data/core/macros/traits.cfg:359
#, fuzzy
msgid "aged"
msgstr "Spremljeno"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:360
#, fuzzy
msgid "female^aged"
msgstr "Vodstvo"
#. [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 ""
#. [berserk]: id=berserk
#: data/core/macros/weapon_specials.cfg:9
msgid "berserk"
msgstr ""
#. [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 ""
#. [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 ""
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/weapon_specials.cfg:42
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 ""
#. [slow]: id=slow
#: data/core/macros/weapon_specials.cfg:65
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 ""
#. [petrifies]: id=petrifies
#: data/core/macros/weapon_specials.cfg:75
msgid "petrifies"
msgstr ""
#. [petrifies]: id=petrifies
#: data/core/macros/weapon_specials.cfg:76
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
#. [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 ""
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:100
msgid "deflect"
msgstr ""
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:101
msgid ""
"When used defensively, this attack reduces the opponents chance to hit by "
"10%."
msgstr ""
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:102
msgid ""
"This units defensive techniques reduce the chance of a successful enemy "
"attack."
msgstr ""
#. [chance_to_hit]: id=magical
#: data/core/macros/weapon_specials.cfg:115
msgid "magical"
msgstr "magičan"
#. [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 ""
#. [swarm]: id=swarm
#: data/core/macros/weapon_specials.cfg:128
msgid "swarm"
msgstr ""
#. [swarm]: id=swarm
#: data/core/macros/weapon_specials.cfg:129
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 ""
#. [damage]: id=charge
#: data/core/macros/weapon_specials.cfg:139
msgid "charge"
msgstr ""
#. [damage]: id=charge
#: data/core/macros/weapon_specials.cfg:140
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 ""
#. [damage]: id=absorb
#: data/core/macros/weapon_specials.cfg:153
msgid "absorb"
msgstr ""
#. [damage]: id=absorb
#: data/core/macros/weapon_specials.cfg:154
msgid ""
"This attack puts the unit in good defensive position, and it absorbs some of "
"the damage dealt by an enemy strike."
msgstr ""
#. [damage]: id=absorb
#: data/core/macros/weapon_specials.cfg:155
msgid ""
"This unit can block enemy strikes, so that it takes reduced damage when hit."
msgstr ""
#. [drains]: id=drains
#: data/core/macros/weapon_specials.cfg:167
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
#. [firststrike]: id=firststrike
#: data/core/macros/weapon_specials.cfg:177
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "prvi udarac"
#. [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 ""
#. [poison]: id=poison
#: data/core/macros/weapon_specials.cfg:189
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 ""
#. [stun]: id=stun
#: data/core/macros/weapon_specials.cfg:199
msgid "stun"
msgstr ""
#. [stun]: id=stun
#: data/core/macros/weapon_specials.cfg:200
msgid ""
"This attack hits so hard that the opponent is dazed and can no longer "
"enforce a zone of control. The effect wears off on the opponents next turn."
msgstr ""
#. [stun]: id=stun
#: data/core/macros/weapon_specials.cfg:201
msgid ""
"This unit is able to stun its enemies, disrupting their zones of control."
msgstr ""
#. [damage_type]: id=arcane_damage
#: data/core/macros/weapon_specials.cfg:208
msgid "arcane"
msgstr ""
#. [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 ""
#. [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 ""
#: data/core/units.cfg:4
msgid ""
"Despite orcs reliance on raw strength, few of their children are destined "
"to grow to possess any. Goblins are, despite their appearance, born as "
"siblings to the orcs and members of the same race. While other races usually "
"bear children singly or in pairs, orcs will have large litters of children "
"all at once, causing their populations to explode. Within any litter, there "
"will be only one or two who grow to the strength of a “true orc”, a few who "
"are born slightly smaller and weaker, and the rest, often a full half of any "
"litter, are much weaker and destined to be goblins. Almost as newborns the "
"class system of orcish society is visible, with the weak put in their place "
"by their stronger siblings. The stronger ones will routinely grab most of "
"the food and thus grow stronger still, while their weaker siblings do not."
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:39
msgid "race^Bat"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:40
#, fuzzy
msgid "race+female^Bat"
msgstr "Vodstvo"
#. [race]: id=bats
#: data/core/units.cfg:41
msgid "race^Bats"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:42
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
#. [race]: id=cats
#: data/core/units.cfg:49
#, fuzzy
msgid "race^Cat"
msgstr "Vodstvo"
#. [race]: id=cats
#: data/core/units.cfg:50
#, fuzzy
msgid "race+female^Cat"
msgstr "Vodstvo"
#. [race]: id=cats
#: data/core/units.cfg:51
#, fuzzy
msgid "race^Cats"
msgstr "Vodstvo"
#. [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 ""
#. [race]: id=drake
#: data/core/units.cfg:62
#, fuzzy
msgid "race+female^Drake"
msgstr "Vodstvo"
#. [race]: id=drake
#: data/core/units.cfg:63
msgid "race^Drakes"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:64
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 ""
#. [race]: id=dwarf
#: data/core/units.cfg:97
msgid "race^Dwarf"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:98
#, fuzzy
msgid "race+female^Dwarf"
msgstr "Vodstvo"
#. [race]: id=dwarf
#: data/core/units.cfg:99
msgid "race^Dwarves"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:100
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However, some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:117
msgid "race^Elf"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:118
msgid "race+female^Elf"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:119
msgid "race^Elves"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:121
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves "
"unusually long life — most, unless claimed by illness, accident or war, live "
"at least a full two centuries. While some elves possessing a high magical "
"aptitude have been known to live longer, most elves begin to grow physically "
"frail at some point between 250 and 300 years of age and pass away rapidly "
"thereafter.\n"
"\n"
"Most elves share an intense affection for unspoiled nature and find "
"themselves uncomfortable in open, unvegetated places. They live primarily in "
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
"in the northwest, and the great northern woods of which the Lintanir Forest "
"is the southernmost edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for several millennia.\n"
"\n"
"<header>text='Magic'</header>\n"
"While elves are fundamentally different creatures than the fabled fair folk, "
"their magic has some connection to the faerie and is the source of their "
"unusually keen senses as well as their long lives. Elven magic is split "
"between two different paths, one focused on manipulation of the mundane or "
"natural world, and one focused on divination into the arcane plane. More "
"common is the the way of corporeal alteration, which has more tangible "
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
"suited toward combat, its potent ability to harness earthly energies to "
"nurture and protect is the primary reason for the effectiveness of elven "
"healing as well as the beauty and vitality of their forests.\n"
"\n"
"Those who follow the mystic path are also well-regarded by other elves, but "
"their motives and abilities are often unclear to those outside of their "
"order. Some who venture far down the path of mysticism take on more faerie-"
"like traits, gaining extraordinary insight and longevity, but also becoming "
"sensitive to and even burned by the presence of cold iron.\n"
"\n"
"<header>text='Culture'</header>\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills, often for sporting purposes. As a result, elves excel at archery, a "
"craft that is readily and effectively applied to warfare. Elves are also "
"renowned musicians, particularly skilled at wind and plucked string "
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
"example, are crafted from the fine wood of Elven yew trees and are legendary "
"for their soft, gentle tone.\n"
"\n"
"<header>text='Society'</header>\n"
"Elvish society is roughly divided into three factions: a pseudo-military "
"faction responsible for defending their forests, peaceful civilians who are "
"usually craftsmen and artists, and healers and mystics who maintain the "
"elves connection to the faerie. Responsible for governing these different "
"aspects is the nobility, who are treated as servants to the broader social "
"order, rather than as strict rulers of their people. The process for "
"selecting these nobles differs between the various elven conclaves, with the "
"governing council of Wesmere — the Kalian — being elected and the nobility "
"in Lintanir usually being inherited.\n"
"\n"
"In times of strife, the hierarchy of command becomes more adaptable, with "
"the ordinary aristocracy deferring to more war-minded marshals. By "
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
"elven mystics is also called upon to facilitate the transition of power."
msgstr ""
#. [race]: id=falcon
#: data/core/units.cfg:147
#, fuzzy
msgid "race^Falcon"
msgstr "Vodstvo"
#. [race]: id=falcon
#: data/core/units.cfg:148
#, fuzzy
msgid "race+female^Falcon"
msgstr "Vodstvo"
#. [race]: id=falcon
#: data/core/units.cfg:149
#, fuzzy
msgid "race^Falcons"
msgstr "Vodstvo"
#. [race]: id=falcon
#: data/core/units.cfg:150
msgid ""
"Falcons are birds of prey, noted for their exceptional speed and agility. "
"Lighter and with less powerful talons than other raptors, falcons instead "
"favor the use of their beak to kill their targets. Their keen eye and "
"capacity for domestication makes them a populous and well-known creature, "
"used both by nobles in sport, and by nomads or tribes who find them useful "
"in hunting for food. Falcons occasionally find a role on the field of war as "
"well, with certain falconers training their birds to distinguish between "
"friend and foe, making them a useful asset to aid in an armys charge."
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:158
msgid "race^Goblin"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:159
msgid "race+female^Goblin"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:160
msgid "race^Goblins"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:161
msgid ""
"\n"
"\n"
"Goblins are puny and quite frail, rarely growing past the size and stature "
"of a human child.\n"
"\n"
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
"in part because they are so very numerous, and also because their brother "
"orcs are well aware how dependent they are on the goblins. They perform the "
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
"that require the brute strength of true orcs. Those the orcs revel in as "
"proof of their prowess."
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:178
msgid "race^Gryphon"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:179
msgid "race+female^Gryphon"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:180
msgid "race^Gryphons"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:181
msgid ""
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
"predators and birds of prey. While occasionally tamed and ridden by the "
"daring, gryphons are very territorial and aggressive, particularly regarding "
"their nests.\n"
"\n"
"The means by which gryphons are able to fly despite their great weight has "
"been a source of debate for centuries, but it remains as mysterious as their "
"origins."
msgstr ""
#. [race]: id=horse
#: data/core/units.cfg:191
#, fuzzy
msgid "race^Horse"
msgstr "Vodstvo"
#. [race]: id=horse
#: data/core/units.cfg:192
#, fuzzy
msgid "race+female^Horse"
msgstr "Vodstvo"
#. [race]: id=horse
#: data/core/units.cfg:193
#, fuzzy
msgid "race^Horses"
msgstr "Vodstvo"
#. [race]: id=horse
#: data/core/units.cfg:194
msgid ""
"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
"to sturdy draught horses or agile stock horses. While they are more fragile "
"than many beasts, their speed and cunning allow feral horses to thrive in "
"the wild, alongside their wild brethren.\n"
"\n"
"Horses have been an important part of many civilizations, so it is not "
"surprising that there are many myths and stories centered around them. "
"Winged horses, man-horse hybrids, and ghost horses have made their way into "
"written history, though few can honestly claim to have seen such things."
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:211
msgid "race^Human"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:212
msgid "race+female^Human"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:213
msgid "race^Humans"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:214
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 ""
#. [race]: id=dunefolk
#: data/core/units.cfg:229
#, fuzzy
msgid "race^Dunefolk Human"
msgstr "Vodstvo"
#. [race]: id=dunefolk
#: data/core/units.cfg:230
#, fuzzy
msgid "race+female^Dunefolk Human"
msgstr "Vodstvo"
#. [race]: id=dunefolk
#: data/core/units.cfg:231
#, fuzzy
msgid "race+plural^Dunefolk"
msgstr "Vodstvo"
#. [race]: id=dunefolk
#: data/core/units.cfg:233
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
"this far corner of the Great Continent is unknown. Their legends tell of "
"many long and perilous travels through far-flung lands, but the true origin "
"of their people is a topic of endless and heated debate among even the most "
"erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolks inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolks inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:254
msgid "race^Saurian"
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:255
msgid "race+female^Saurian"
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:256
msgid "race^Saurians"
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:257
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 ""
#. [race]: id=mechanical
#: data/core/units.cfg:283
msgid "race^Mechanical"
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:284
msgid "race+plural^Mechanical"
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:285
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> describes a created artifact of an "
"intelligent being. Most mechanical things neither move nor think on their "
"own, but some do so as a result of magical enchantment."
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:294
msgid "race^Merman"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:295
msgid "race^Mermaid"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:296
#, fuzzy
msgid "race^Merfolk"
msgstr "Vodstvo"
#. [race]: id=merman
#: data/core/units.cfg:298
msgid ""
"Something like a fusion between humans and fish, the merfolk are an "
"enigmatic race with both piscine and humanoid attributes. They have strong "
"tails that lend themselves to quick movement in any watery environment while "
"their dextrous hands and intelligent minds allow fine craftsmanship and "
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
"without difficulty. Despite being able to survive on land, they are much "
"quicker and more agile in the water and will rarely be found far from the "
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
"there and they struggle greatly to move over rough or forested terrain."
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:306
msgid "race^Monster"
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:307
#, fuzzy
msgid "race+female^Monster"
msgstr "Vodstvo"
#. [race]: id=monster
#: data/core/units.cfg:308
msgid "race^Monsters"
msgstr ""
#. [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 ""
#. [race]: id=naga
#: data/core/units.cfg:316
msgid "race^Naga"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:317
msgid "race^Nagini"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:318
msgid "race^Nagas"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:319
msgid ""
"The serpentine nagas are one of the least understood races of the Great "
"Continent. Part of this is due to their xenophobic nature and part is due to "
"their alien environment. Nagas are one of the few races capable of any "
"meaningful mobility in water, giving them access to a whole world "
"effectively forbidden to land dwellers and further separating them from the "
"terrestrial beings that they shun. Still, they are not true creatures of the "
"sea, and their inability to breathe water leaves them in trepidation of the "
"abyss. Living in coastal areas gives them an escape route on land against "
"denizens of the deep while keeping them out of reach of those who travel by "
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
"often faster and more nimble than their opponents. They sometimes find "
"themselves at odds with merfolk when their territories overlap, but overall "
"nagas tend to favor swamps and rivers as much as open water."
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:327
msgid "race^Ogre"
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:328
#, fuzzy
msgid "race+female^Ogre"
msgstr "Vodstvo"
#. [race]: id=ogre
#: data/core/units.cfg:329
msgid "race^Ogres"
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:330
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 ""
#. [race]: id=orc
#: data/core/units.cfg:338
msgid "race^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:339
msgid "race+female^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:340
msgid "race^Orcs"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:341
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 ""
#. [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 ""
#. [race]: id=raven
#: data/core/units.cfg:361
#, fuzzy
msgid "race^Raven"
msgstr "Vodstvo"
#. [race]: id=raven
#: data/core/units.cfg:362
#, fuzzy
msgid "race+female^Raven"
msgstr "Vodstvo"
#. [race]: id=raven
#: data/core/units.cfg:363
#, fuzzy
msgid "race^Ravens"
msgstr "Vodstvo"
#. [race]: id=raven
#: data/core/units.cfg:364
msgid ""
"Ravens are general scavengers, often associating with hunters or predators "
"in the hope of sharing in the kill. They do not have the powerful beak or "
"claws of the gryphons or raptors, but can still be a threat because of their "
"intelligence and ability to recognize any advantage.\n"
"\n"
"In the aftermath of a battle, the dead and wounded are a banquet for ravens, "
"thus ravens are a nuisance for allies of the defeated but are seen by some "
"victors as part of martial ceremonies. The violence and large numbers that "
"characterize both orcs and humans bring these races into constant "
"interaction with ravens in this context. For this reason, the birds have "
"become characters in fables, parables, and superstitions related to war.\n"
"\n"
"As intelligent scavengers, ravens do not need war dead to survive. Some "
"farmers struggle to keep ravens away from freshly sown seeds, but others are "
"happy to have them around as sentries."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:375
msgid "race^Troll"
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:376
#, fuzzy
msgid "race+female^Troll"
msgstr "Vodstvo"
#. [race]: id=troll
#: data/core/units.cfg:377
msgid "race^Trolls"
msgstr ""
#. [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 ""
"Trolovi su prastara stvorenja, jedni od najstarijih vrsta koje naseljavaju "
"Veliki Kontinenet. Oni su veliki, spori"
#. [race]: id=undead
#: data/core/units.cfg:398
msgid "race^Undead"
msgstr ""
#. [race]: id=undead
#: data/core/units.cfg:399
#, fuzzy
msgid "race+female^Undead"
msgstr "Vodstvo"
#. [race]: id=undead
#: data/core/units.cfg:400
msgid "race+plural^Undead"
msgstr ""
#. [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 ""
"Nemrtvi nisu vrsta stvorenja, iako su smatrani takvim. Skoro svako mrtvo "
"stvorenje može se, uz dovoljno vještog nekromancera, oživiti i ponovo "
#. [race]: id=wolf
#: data/core/units.cfg:414
msgid "race^Wolf"
msgstr ""
#. [race]: id=wolf
#: data/core/units.cfg:415
#, fuzzy
msgid "race+female^Wolf"
msgstr "Vodstvo"
#. [race]: id=wolf
#: data/core/units.cfg:416
msgid "race^Wolves"
msgstr ""
#. [race]: id=wolf
#: data/core/units.cfg:417
msgid ""
"Wolves are predatory canines encountered frequently in the wilderness. "
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
"civilians and untrained soldiers with ease, but it is their tendency to "
"travel in packs and attack in an organized manner that makes them "
"particularly fearsome to travelers. They tend to stay away from "
"civilization, though, only occasionally venturing close to prey upon "
"livestock."
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:426
msgid "race^Wose"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:427
msgid "race^Woses"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:428
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 ""
#. [lua]: action
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
msgid "+1 max HP"
msgstr "+1 max HP"
#. [lua]: wesnoth.interface.game_display.unit_status
#: data/lua/stun.lua:14
msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control."
msgstr ""
#. [lua]: on_hit
#: data/lua/stun.lua:24
#, fuzzy
msgid "female^stunned"
msgstr "Vodstvo"
#. [lua]: on_hit
#: data/lua/stun.lua:26
msgid "stunned"
msgstr ""
#: src/help/help.cpp:207
msgid "Close"
msgstr "Zatvori"
#: src/help/help.cpp:211
msgid "Help"
msgstr "Pomoć"
#: src/help/help.cpp:263 src/help/help.cpp:267
msgid "Parse error when parsing help text:"
msgstr ""
#: src/help/help_topic_generators.cpp:63
msgid "Best of"
msgstr ""
#: src/help/help_topic_generators.cpp:63
msgid "Worst of"
msgstr ""
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
#: src/help/help_topic_generators.cpp:94
#, fuzzy
#| msgid "Terrain"
msgid "base terrain"
msgstr "Teren"
#: src/help/help_topic_generators.cpp:165
msgid ""
"Villages allow any unit stationed therein to heal, or to be cured of poison."
msgstr ""
#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
#: src/help/help_topic_generators.cpp: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] ""
msgstr[1] ""
msgstr[2] ""
#: src/help/help_topic_generators.cpp:177
msgid ""
"This terrain is a castle — units can be recruited onto it from a connected "
"keep."
msgstr ""
#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
#: src/help/help_topic_generators.cpp:181
msgid ""
"This terrain is a keep — a leader can recruit from this hex onto connected "
"castle hexes."
msgstr ""
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
#: src/help/help_topic_generators.cpp: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 ""
#: src/help/help_topic_generators.cpp:188
#: src/help/help_topic_generators.cpp:618
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Special Notes:"
msgid "Special Notes:"
msgstr ""
"\n"
"\n"
"Posebne "
#. 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 "Terrain"
msgid "Basic terrain type: $types"
msgid_plural "Basic terrain types: $types"
msgstr[0] "Teren"
msgstr[1] "Teren"
msgstr[2] "Teren"
#. 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
#, fuzzy
#| msgid "Movement Cost"
msgid "Movement properties: "
msgstr "Cijena pokreta"
#: src/help/help_topic_generators.cpp:231
msgid "Defense properties: "
msgstr ""
#: src/help/help_topic_generators.cpp:311
#, fuzzy
#| msgid "level"
msgid "Level"
msgstr "razina"
#: src/help/help_topic_generators.cpp:375
msgid "Advances from: "
msgstr "Napreduje iz:"
#: src/help/help_topic_generators.cpp:377
#, fuzzy
#| msgid "Advances from: "
msgid "Advances to: "
msgstr "Napreduje iz:"
#: src/help/help_topic_generators.cpp:406
#, fuzzy
#| msgid "Terrain"
msgid "Base unit: "
msgstr "Teren"
#: src/help/help_topic_generators.cpp:411
#, fuzzy
#| msgid "Terrain"
msgid "Base units: "
msgstr "Teren"
#: src/help/help_topic_generators.cpp:429
#, fuzzy
msgid "Variations: "
msgstr "Frakcija"
#: src/help/help_topic_generators.cpp:453
msgid "race^Miscellaneous"
msgstr ""
#: src/help/help_topic_generators.cpp:455
msgid "Race: "
msgstr "Vrsta:"
#: src/help/help_topic_generators.cpp:525
msgid "Abilities: "
msgstr "Sposobnosti:"
#: src/help/help_topic_generators.cpp:551
#, fuzzy
msgid "Ability Upgrades: "
msgstr "Sposobnosti"
#. 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
#, fuzzy
#| msgid "HP: "
msgid "HP:"
msgstr "HP:"
#. TRANSLATORS: This string is used in the help page of a single unit. If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:585
#, fuzzy
#| msgid "Moves: "
msgid "Moves:"
msgstr "Pokreti:"
#. 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 ""
#. 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 ""
#. 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
#, fuzzy
#| msgid "Cost: "
msgid "Cost:"
msgstr "Cijena:"
#. 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
#, fuzzy
#| msgid "Alignment: "
msgid "Alignment:"
msgstr "Svrstavanje:"
#. 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
#, fuzzy
#| msgid "Required XP: "
msgid "Required XP:"
msgstr "Potreban XP:"
#: src/help/help_topic_generators.cpp:630
msgid "unit help^Attacks"
msgstr ""
#: src/help/help_topic_generators.cpp:637
msgid "unit help^Name"
msgstr ""
#: src/help/help_topic_generators.cpp:638
msgid "Strikes"
msgstr "Udarci"
#: src/help/help_topic_generators.cpp:639
msgid "Range"
msgstr "Domet"
#: src/help/help_topic_generators.cpp:640
msgid "Type"
msgstr "Tip"
#: src/help/help_topic_generators.cpp:641
msgid "Special"
msgstr "Specijalno"
#: src/help/help_topic_generators.cpp:716
msgid "Resistances"
msgstr "Otpori"
#: src/help/help_topic_generators.cpp:720
msgid "Attack Type"
msgstr "Tip napada"
#: src/help/help_topic_generators.cpp:721
msgid "Resistance"
msgstr "Otpor"
#: src/help/help_topic_generators.cpp:751
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Modifiers"
msgstr "Mjenjači terena"
#: src/help/help_topic_generators.cpp:755
msgid "Terrain"
msgstr "Teren"
#: src/help/help_topic_generators.cpp:756
msgid "Defense"
msgstr "Obrana"
#: src/help/help_topic_generators.cpp:757
msgid "Movement Cost"
msgstr "Cijena pokreta"
#: src/help/help_topic_generators.cpp:761
#, fuzzy
#| msgid "Defense"
msgid "Defense Cap"
msgstr "Obrana"
#: src/help/help_topic_generators.cpp:766
msgid "Vision Cost"
msgstr ""
#: src/help/help_topic_generators.cpp:770
msgid "Jamming Cost"
msgstr ""
#, fuzzy
#~| msgid "firststrike"
#~ msgid "first verse"
#~ msgstr "prvi udarac"
#, fuzzy
#~| msgid "Second Watch"
#~ msgid "second verse"
#~ msgstr "Druga smjena"
#~ msgid "Flat"
#~ msgstr "Ravno"
#~ msgid "Village"
#~ msgstr "Naselje"
#~ msgid "The Battle for Wesnoth Help"
#~ msgstr "Battle for Wesnoth pomoć"
#, fuzzy
#~ msgid "• <bold>text='Green'</bold> if it hasnt moved this turn."
#~ msgstr "zeleno ako nije pomaknuta u ovom potezu,"
#, fuzzy
#~ msgid ""
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
#~ "further or attack."
#~ msgstr ""
#~ "žuto ako se pomaknula, no još se uvijek može pomaknuti ili napasti, ili"
#~ msgid "Orbs"
#~ msgstr "Kugle (Orbs)"
#, fuzzy
#~ msgid " Enemy units have no orb on top of their energy bar."
#~ msgstr ""
#~ "Neprijateljske jedinice nemaju kuglu (orb) na vrhu prikaza energije. "
#, fuzzy
#~ msgid "race+female^Roc"
#~ msgstr "Vodstvo"
#~ msgid "Intelligent"
#~ msgstr "Inteligentan"
#~ msgid "Quick"
#~ msgstr "Brz"
#~ msgid "Resilient"
#~ msgstr "Otporan"
#~ msgid "Strong"
#~ msgstr "Snažan"
#~ msgid "Fearless"
#~ msgstr "Bez straha"
#~ msgid "Loyal"
#~ msgstr "Lojalan"
#, fuzzy
#~ msgid "trait^Elemental"
#~ msgstr "Vodstvo"
#~ msgid "Healthy"
#~ msgstr "Zdrav"
#~ msgid "Dim"
#~ msgstr "Mračan"
#, fuzzy
#~ msgid "Slow"
#~ msgstr "Usporen"
#~ msgid "Weak"
#~ msgstr "Slabo"
#, fuzzy
#~ msgid "Factions"
#~ msgstr "Frakcija"
#~ msgid "Overview"
#~ msgstr "Pregled"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, its best to click the <bold>text='Tutorial'</bold> button "
#~ "at the main menu. This will take you to the interactive tutorial, which "
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
#~ "you play the Heir to the Throne campaign first — click "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Na početku je najbolje otići na <italic>text=tutorijal</italic> gumb na "
#~ "glavnom izborniku. To će Vas odvesti na interaktivni tutorijal, koj iće "
#~ "Vas naučiti osnove Wesnotha. Nakon tog preporuča se da prvo odigrate "
#~ "kampanju Nasljednik prijestolja - klikni <italic>text=Kampanja</italic> "
#~ "onda <italic>text='Nasljednik prijestolja'</italic>. Kako Bitka za "
#~ "Wesnoth može biti prilično izazovna igra, počnite s razinom teškoće "
#~ "<italic>text=Lagano</italic>."
#, fuzzy
#~ msgid ""
#~ "These pages outline all you need to know to play <italic>text='Battle for "
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
#~ "the game. As you play the game, new information is added to these pages "
#~ "as you come across new aspects of the game. For more detailed information "
#~ "on special situations and exceptions, please follow the links included."
#~ msgstr ""
#~ "Ove stranice prikazuju sve što je potrebno naučiti kako bi igrali Bitku "
#~ "za Wesnoth. Pokrivaju područje o tome kako igrati i osnovnu mehaniku iza "
#~ "igre. Kako ćete igrati igru, nove informacije su dodane na ovim "
#~ "stranicama sukladno različitim aspektima na koje ćete naići tijekom igre. "
#~ "Za više detaljnih informacija o posebnim situacijama i iznimkama, molimo "
#~ "Vas da slijedite ovdje sadržane veze (linkove)."
#~ msgid "Experience and Advancement"
#~ msgstr "Iskustvo i unapređenje"
#, fuzzy
#~ msgid "Leaders:"
#~ msgstr "Vodstvo"
#~ msgid "Era:"
#~ msgstr "Era:"
#, fuzzy
#~ msgid "Factions:"
#~ msgstr "Frakcija"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Frakcije su korištene samo u multiplayeru"
#~ msgid " < Back"
#~ msgstr " < Natrag"
#~ msgid "Forward >"
#~ msgstr "Naprijed >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Upućenje na nepoznatu temu:"
#~ msgid "corrupted original file"
#~ msgstr "pokvaren originalan fajl"
#~ msgid "World Ocean"
#~ msgstr "Svjetski ocean"
#~ msgid "New Continent"
#~ msgstr "Novi Kontinent"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Liječenje"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Liječenje"
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Inteligentan"
#~ msgid "Drakish, language"
#~ msgstr "Drakish,jezik"
#~ msgid "The language spoken by the drakes."
#~ msgstr "Jezik zmajeva."
#~ msgid "Road"
#~ msgstr "Cesta"
#~ msgid "Mountains"
#~ msgstr "Planine"
#~ msgid "Shallow Water"
#~ msgstr "Plitka voda"
#~ msgid "Deep Water"
#~ msgstr "Duboka Voda"
#~ msgid "Desert"
#~ msgstr "Pustinja"
#~ msgid "Illuminated Cave"
#~ msgstr "Osvijetljena pećina"
#~ msgid "Lava"
#~ msgstr "Lava"
#~ msgid "River Ford"
#~ msgstr "Plitka Rijeka"
#~ msgid "Coastal Reef"
#~ msgstr "Obalni Greben"
#~ msgid "Bridge"
#~ msgstr "Most"
#~ msgid "Impassable"
#~ msgstr "Neprohodan"
#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "Neka oružja posjeduju posebna svojstva koja povećavaju efektivnost pri "
#~ "njihovom korištenju.\n"
#~ "\n"
#, fuzzy
#~| msgid "firststrike"
#~ msgid "true strike"
#~ msgstr "prvi udarac"